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I can deal and see why people don't want macros. Although I don't see issue with system like rifts macro but again it's not a huge deal to me. What does bug me is why there is no indicator for reactive abilities? No pop-up box, no glowing indicator nothing. This really doesn't make sense to me since pretty much every game released now comes with this feature in one way or another.
For me it takes so much out of combat because either A you miss the ability half the time cause you didn't know it was ready or B you spend way to much time watching your skill bar seeing if the ability is available.
Hate it or not this is one thing I liked about rifts macro system. Allowing less buttons you had to worry about allowed you to focus more on the action and be more aware of whats going on around you. But to not have either just seems ridiculous to me. To not even have something as simple as the border of the skill box glow when its ready is just ridiculous to me.
edit: Just wanted to add this goes hand in hand with a customizable UI. it's one of the biggest issues people had with this game during beta and to not allow people to make the UI fit there playstyle in a MMO released this late in the game just really needs to be addressed by bioware in my opinion
EDIT going to add three quotes from posters in this thread that help point out my reason for making the OP
"Certain classes, specifically the Operative/Scoundrel AC, work off an ability that procs at different rates from different abilities. You then have a 10s buff that thatcks up to 2 times to activate 2-3 of your most important healing AND damage abilities. It's not immediately obvious when it procs and it's not immediately obvious you have the buff on by looking at your character. While it is possible to play the class as stands, it would definitely be easier if there was some more visible notification.
And it isnt necessary to add these features, but they would improve gameplay, and don't need any major game overhaul changes. Something like this I would hope to be added in the first 1-2 months after launch."
and from Draemos
"There are procs in this game that are randomly applied that have significant affects on abilities. Theses aren't just binary can't or can use them procs. As an example, for Assassins, exploit weakness is a random proc on melee damage that reduces the energy requirements of Maul (backstab) by 50%, as well as adds an armor bypass aspect to the skill. Using Maul outside of exploit weakness is inefficient, but the game in no ways prevents me from using it(nor should it). What this results in is me hawking my buff bar looking for that extremely small little buff icon every 10 seconds to see when that skill procs.
This is sloppy game design, it's not fun and it detracts away from the actual battle. Is it really too much to ask for some sort of animation or sound affect on my character? It doesn't have to be big or flashy, but something so I don't have to stare at a damn buff bar"
"Yeah I do understand that perspective perfectly fine, but when it comes down to it, I ask myself “what is more important, lower the skill cap of the game by a small % and make it accessible for many more people, potential customers at that, or leave it as it is, making it much harder for people with inherit disadvantages to be competitive?” What’s the trade off? It’s all about perspective and priority. I personally would rather the game be more accessible. That gap between the average player and the “pro” player would be lowered somewhat as a by-product of this, but which is really more important? The obvious answer would be the latter for some, and the former for others, but broadly speaking which is more valid? Or better put, which is less trivial? I think it’s pretty clear when you look at it from a non-bias standpoint. Basically the affect that such a change would have on the “skill disparity” of the average player would not be too noticeable, but the affect it could have on accessibility could potentially be quite healthy indeed."