A variety of suggestions

A variety of suggestions

in Suggestions

Posted by: Manijin.3428

Manijin.3428

First off, I’d like to say that I’m quite happy with the current state of the game. It could use a few tweaks but is, overall, quite solid.

That having been said, I have a number of suggestions:

1) “Dual Professions”

This is something that I feel is still achievable, especially with the current system, but with some minor tweaks to it. The goal of implementing such a system would be increasing build versatility without providing minimal amounts, if any, of power creep.

However, unlike the traditional system in GW1 where dual professions had access to all of the skills of both professions, my suggestion is a bit simpler, and easier to balance: Gaining two professions should only grant you access to the weapons, and weapon skills, of the secondary profession, with a couple of exceptions and alterations to how those skills work.

For example: Let’s say I main a Warrior. I decide I’d like more condition variety and application, and consequently decide to take Necromancer as a secondary profession. Now, if I equip a weapon that is NOT a Warrior weapon, I automatically lose my burst skill as a part of the price for versatility. If I selected scepter, for example, as a ranged condition applier, I would trade to make up for it, and of course couldn’t gain Life Force.

On the other hand, let’s say I went for a more synchronized approach and selected an Axe as my main hand weapon. Both weapons fit the classes, and I get to keep my burst skill, but I’d like to pack a little more OOMPH with the weapon set. I would have the option of changing out skills, much like utility skills are swapped, between the two classes’ available skills, and I would have to learn these new skills just like I learned them back at level 1 (after which point they stay learned). Armed with this, I keep my Axe 1 as a decent melee option, and then switch axe 2 and 3 over to the necromancer abilities for a bit of range and AoE, plus granting me pretty solid Retaliation uptime, too.

There are, however, some oddities in this system. Elementalist, for example, would be VERY difficult to fit into this system, and a good bit of testing would be needed to figure out what worked and what didn’t. If this suggestion were to be feasible, Elementalist as a primary class would likely lose out on the swapped skill for all attunements (losing 4 skills for the price of one), and as a secondary class would likely be limited to one set of attunement skills at a time (so a thief with a dagger can’t take fire, water, earth, AND air spells at the same time). There’s also the matter of thief weapon skills being initiative based rather than cooldown based, but this issue could likely be solved with minimal investment into determining good cooldown times for other classes.

Overall, as I said, it’d be a complex system to implement but would, overall, be good for the game. You would drastically increase build variety, but very much encourage creativity, all on a smaller, more reasonable scale. Remember, secondary weapon skills likely won’t benefit from specific traits, with a few reasonable exceptions, and so will have their usefulness cut in that way as well. At any rate, these changes would serve, I believe, to create a more adventurous, and customizable, experience to GW2, and encourage players in PvE and PvP alike to experiment with different variations on builds to find new ones which work to their advantage.

A variety of suggestions

in Suggestions

Posted by: Manijin.3428

Manijin.3428

More suggestions coming later.

A variety of suggestions

in Suggestions

Posted by: Vitus Dance.4509

Vitus Dance.4509

Sorry but this just sounds like a ‘round the houses’ way of saying ‘all weapons for all classes’ and doesn’t really have much to do with dual anything.

A variety of suggestions

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

A huge no to all of this.
Truly, if you really want all of this, I suggest you, go back to GW1, so rude as this may sound perhaps, but I’m personally sick of these kind of suggestions from people which want to turn GW2 into basically a GW1 clone with better graphics.

The GW1 battle system and class system was a HORRIBLE system.
Yes, it was good for extreme build diversity.
But with this huge build diversity came also together an absolute BALANCE CHAOS and thats the exact reason why Anet did a very good decision to hear on the minority of people that suggested for GW2 to change back to the classic 1 class system and to reduce the amount of skills.
However, no one of us would have thought that they reduce the amount of skils so drastically, thats a thing that stands on an other card to discuss.

The best and most unique way how Anet could improve the current situation of less build diversity without falling back into the GW1 Balance Chaos would be to improve GW2 with a Sub Class System that allows us to specialize your characters into various different on the Basic Classes upbuilding “Advanced Classes” so to say ..

The best comparable classic Sub Class System you may find in MMORPG history of the last 8 years that is very well known for that system comes from the game Ragnarok Online.

There you start with like 6 Basic Classes, which branch up then all into multiple Sub Classes that are based on the Basic Class and have added specialized, skillls/traits and more access to new weapons ect. that actually fit to the class instead of simply dumbing the whole system down to a silly “make all weapons usable for all classes”

A Sub Class System ist VERY similar to GW1’s Dual Class System, just with one big difference, that makes it unique for GW2 and BALANCEABLE in a way, thakittens not extremely chaotic, like in GW1, because a Sub Class System has not the one big key problem in regard of a dual class system.

A Sub Class System with its specializations stays within those specializations and doesn’t allow for cross class mixing, whikle still giving the player the massive feel of improving your character and progressing with it to feel more powerful than before and more like an awesome epic hero that improved his/her skills and traits at something by specializing specific aspects of your chosen class and thus making a decision that makes your character more unique over others, which have chosen an other path for their specializations

A chaotic Dual Class System on the otherhand allows for cross class mixing and every change in the skill balance resulted always in unwanted thousands of possible chain reactions where nobody could foresee what happens after a balancing change due to the millions of possible cross class mixings with quadrillion of possible skill combinations due to all classes having over 1500 skills together and all skills being freely exchangeable, whats also a big reason, why Anet went the way or weapon related pregiven skills to make class balancing extremly easier, yet with its current state of the skill system naturally sadly also extremly more boring when you play all the tiem with the same skills, but thats again an other topic…

Instead of turning GW2 into a GW1 clone, we should work on ways to improve GW2 without making a GW1 clone out of it.
A Sub Class System would be exctly that solution.
It improves build diversity, but it doesn’t clone just the bad mechanics of GW1 and stays instead in its own unique mechanics that are alot easier to balance and are better overviewable

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside