I think GW2 needs to make more main-handed weapon skills...
in Suggestions
Posted by: FluffyDoe.7539
Anet will eventually need to add more skills in GW2, or make lots of modifications to some of the existing weapon skills (EDIT: especially the main-hand skills) so they aren’t simply incapable of synergizing with other weapon skills. After hours of Mesmer, I’ve realized that there’s really just a few ways to pair up your weapons in certain playing styles (due to lack of main-hand weapons & lack of synergy capable of two-handed weapon).
The main-hand weapon has a huge part in dictating how you play, since:
A) It will determine if the player hits range/melee.
B) Major attack spells come from skills 2-3.
While the off-hand posses skills which usually have much longer CD times (from skill 1-5, there’s a frequent tenancy of CD time, from auto-attack [shortest skill CD time] to eventually skill 5 [longest skill CD time]).
Currently (taking a common-sense guess here), the builds in gw2 have mostly been preset by the developers and by their internal testers, who have already come up with many different ‘core’ builds for a class for players (us) to figure out without being told (simply a large system built from ‘branch customizations’). I’ve noticed that these builds are all designed around the same structure I stated above (though they’re only my personal pattern observation).
But, if you look at the system… it is still considered not ‘truly customizable’ since if that’s really the case – the devs wouldn’t have been able to keep the skills balanced at all (like in GW1 and in much of any other skill based games in the past/present, they can only keep nerfing or buffing the skills that are unbalanced, in which case ultimately leads to wasting a lot of time due to a not detailed enough thought about ‘synergy’…). From a player’s point of view, Anet seems to want to move away from this type of skill system from the looks of what they’re doing in GW2?.. * Get it right the first time as much as possible.
But even though it’s also understandable by changing one skill in the game now would possibly cause a huge ripple effect on other skills, so they’re letting the ‘meta’ of the game sink in first… eventually though the reality is that the players would get bored of using their same skills over and over again, especially for casual players who don’t like to 24-7 skill building & also players who’ve figured out those 3-4 core weapon builds.
IMO, what’s also lacking in the skills right now is the fact that it’s not totally true that each class can do exactly what the other class can do, some classes are better at stacking in duration (DOT damage) because they have more weapon skills/stats contributing to it, while other class are better at stacking in intensity (shorter duration but bigger damage, similar to burst damages) because again their traits and weapon skills together synergizes to that style better. This ultimately results in a class being better at DPS while other class being better at Burst – which comes back to my point of saying that each class aren’t as good at dps as the other and which means if I want to be the “best DOT class or burst class in the game” – I’d have to relevel a new character to do so, which is the single worst thing in MMOs; a player has to give up their favorite ‘class style’ in order to presume a role, IE. I like my mesmer clones and I want to be able to pick between DPS and Burst for my clones… but I can’t because the skills synergies don’t support both.
Anyways, that’s my thought for why I think GW2 desperately needs to make more weapon skills (especially for main-handed weapons) for the players, because much of the core synergies are repeatitve with occasionally altering a few ultity skills & skill trait options in the same trait line to better suit/counter certain situations (ie. change from damage buff to condition removal against opponents with condition skills).
(edited by FluffyDoe.7539)