Turning Ranged Weapons into 1H Weapons

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

How should anet do this?

Its just simple:

Intruduce Ammonition

Implement into the game various kinds if different equipable ARROWS for bow weapons
and BULLETS for Pistols and Rifles

Example on a Bow:

AT the Moment a Lvl 80 Exo Bow with max Stats has these values

920-1080 Damage
+179 Vitality
+128 Healing Power
+128 Condition Damage

That are actually stats how a bow weapon like the Azureflame looks like…

With splitting this Setting now into two halfs thee values of this bow would get naturally get reduced. But the player could equip to the bow now also Arrows, which would give the bow wielder various new tactical build variation options at their hands, which would help slightly also in balancing classes, because as the 2H weapons work now, they are slightly underpowered compared to a combo of wielding 2 1H weapons, because with 2 1H weapons you have the advantage of being able to combine them each with sigils thus getting 2 extra effects for in battles, whereas you have with 2H weapons just only 1 sigil option free, but statwise they have no bonus for that as exchange..their stats are same as high, as stats of 2 1H weapons combined…

SO this is why I think it would be just fair to at least split those weapons up into a 2 part thing, which are possible to be splitted up. (splitting a great sword is impossible).

But making out of just only Bow Weapon a Bow & ARROW Weapon, thats something different.

Here some suggestions for Arrows
Side Note: Arrows would be special secondary parts of bows, which would come with their very own unique side effects, which wouldn’t have slots for sigils.
But Arrows would naturally also come in various different kinds of qualities and rarity grades.

Toxic Arrows
+ Plus in Condition Damage
+ Plus in Precision
+ Plus in Power
Side Effect: Poison Effects have a 10% longer duration

Incineration Arrows
+ Plus in Condition Damage
+ Plus in Precision
+ Plus on Power
Side Effect: Burning Effects have 10% longer duration

Needle Arrows
+ Plus in Condition Damage
+ Plus on Precision
+ Plus in Power
Side Effect: Bleeding Effects have 10% longer duration

Rock Arrows
+ Plus in Vitality
+ Plus in Toughness
+ Plus in Power
Side Effect: Weakness Effects have 10% longer duration

Lightning Arrows
+ Plus in Precision
+ Plus in Critical Damage
+ Plus in Vitality
Side Effect: Adds a 5% Chance to deal Blindness to Enemies when you hit them with attacks (5s wait time on next possible occur)

Frost Arrows
+ Plus in Vitality
+ Plus in Toughness
+ Plus in Healing Power
Side Effect: Adds a 5% chance to deal Chill to Enemies, when you hit them with attacks (5s wait time on next possible occur)

Flame Arrows
+ Plus in Power
+ Plus in Critical Damage
+ Plus in Precision
Side Effect: Adds a 5% chance to deal Burning to Enemies, when you hit them with attacks (5s wait time on next possible occur)

Ghost Arrows
+ Condition Damage
+ Vitality
+ Toughness
Side Effect: Adds 5% Chance on Ciritical Hits and will home into enenmies, making it harder to dodge them.

and so on .. .
With Qualities I mean here, that there would be naturally various different powerful versions of those arrows:

So thignsl ike this:

- Minor Ghost Arrows = Blue
- Ghost Arrows = Green
- Major Ghost Arrows = Yellow
- Superior Ghost Arrows = Orange

which variate then naturally in their rarity also.
—-

Sub Suggestion:

Make these arrows, and bullets some visual improvements over using just standard arrows and bullets.

When you use for example a toxic Arrow, then the flying arrow could draw a line of green poison clouds on its flying way.
An Incineration Arrow instead could look like a burning arrows, while a Flame Arrow also does look like one, but slightly different in its ways how the arrow is burning in its animation – one being more a clear burning, the other more with smoke maybe??
—-

Then there could be also arrows and bullets with special side effects towards certain enemy types for example..

side effects, that make these arrows/bullets especially usefeul for example against animals, insects, reptiles, and so on…

Example:

Silver Arrows, being more effective versus undeads.
Steel Arrows, being more effective versus Humans (bandits ect.)
and so on..

I’m sure people can think together of alot more of such kind of examples to drive the topic further on ^^

PS: just toclarify it, before people start complaining.. with ammonition I don’t suggest here something that people have to constantly buy in shops and so, to be able to use their ranged weapons..

No, ammonition should stay in GW2 as UNENDLESS, as it works like now.
Ammonition should just only become part as actual equipment when wielding a bow or a pistol/riflle, meaning that unless you equip no other special ammo, your character will use then “Standard ammo”, which has just no effects/ stat boni.

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

(edited by Orpheal.8263)

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Phaxey.1578

Phaxey.1578

Or… Add 2 sigil slots in 2h weapons.

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Firelysm.4967

Firelysm.4967

Idea is nice, but i believe ranger will get instead of all those nice arrows, a nice pack of skills which would replace all kind of arrow types.

I strongly like this idea, because if we are like going for " The best game on the world "
i would strongly recommend idea like this, but with bit of tweaking. We need more custom options, to developing our own unique play styles. ( We will get that also with new pack of skills, BUT than again there will be meta builds just like in GW1), that’s why i would suggest arrows as you said, with additional options.

Anet must let us use CRAFTING for MORE useful things:

More crafting items to be in use.. for example food that gives you additional DMG for traps, pets and arrows.. I wish to be more sneaky with my ranger.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: SilverWF.4789

SilverWF.4789

Ok.

So let the Engineers will use Rifles AND Bullets ^^
And the Elems - Staffs AND Magic_Words

So, what to do with 2h melee weapons? Any ideas?

#SAVEDONBASS from Ukraine!
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Firelysm.4967

Firelysm.4967

Ok.

So let the Engineers will use Rifles AND Bullets ^^
And the Elems – Staffs AND Magic_Words

So, what to do with 2h melee weapons? Any ideas?

That would be good, wouldn’t it be?:)

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Adine.2184

Adine.2184

Dear Lyssa no . The last thing we need is ammo for ranged weapons . Do you really want to carry extra ammo in your inventory or find out that your engineer has run out of ammo in the middle of a dungeon or fractal run? Ammo systems have never and never will be fun .

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Grok Krog.9581

Grok Krog.9581

I’d rather see 2 handed weapons able to have 2 sigils

Grok Walking Amongst Mere Mortals

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Culzean.8571

Culzean.8571

Dear Lyssa no . The last thing we need is ammo for ranged weapons . Do you really want to carry extra ammo in your inventory or find out that your engineer has run out of ammo in the middle of a dungeon or fractal run? Ammo systems have never and never will be fun .

You didn’t read the whole post.
“No, ammonition should stay in GW2 as UNENDLESS, as it works like now.
Ammonition should just only become part as actual equipment when wielding a bow or a pistol/riflle, meaning that unless you equip no other special ammo, your character will use then “Standard ammo”, which has just no effects/ stat boni.”

It would essentially be a piece of equipment that you could attach to your bow/rifle, like a sigil, but it would last forever until you replace it. I like the idea though it might get difficult when you have fire arrows and you shoot a freezing arrow.. how would that work?

-Wulf

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Frosty and Frosty Law Firm.4981

Frosty and Frosty Law Firm.4981

Firstly, it’s ‘Ammunition’. Secondly, you seem to be saying you want items that change your weapon’s abilities//functionality, which would require a reworking of the entire system and would again tip the ranged DPS balance in favor of rifle warriors, tossing rangers even further under the rug than they already are.

Grind Wars 2: Heart of Tears

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Lighthammer.3280

Lighthammer.3280

The game is complicated enough at this moment, and doing this would make game a bit too complicated for everyone. And like Frosty said, Warriors with rifles are dominating atm, and giving them extra dmg would make them even more powerful.

So no, there is no need for this.

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Alusian Fareluil.9254

Alusian Fareluil.9254

Or… Add 2 sigil slots in 2h weapons.

This. Simple, to the point, accomplishes the goal, and doesn’t require an entirely new system to be built.

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: LyricDawnhagen.7803

LyricDawnhagen.7803

Oh please NO! Even that game that shall not be named gave up ammo mechanics as a bad deal. I could possibly go with the dual sigil suggestion but please do not make me go through ammo kitten again.

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

I must admit, this thread has been written in a haste, not thinking about what in general there are for consequences when this would get changed, but the consequences are just minor..nothing that is impossible to be changed and everything that would just improve the individuality of the classes, that can use ranged weapons with arrows or bullets.

Here is my idea a bit more detailed:

The only weapons that should get changed basically here are the ranged weapons, so these:

- Short Bows (Arrows)
- Long Bows (Arrows)
- Pistols (Bullets)
- Rifles (Bullets)
- Harpune Guns (Bolts)

So ranged weapons which shoot physical projectiles.
Staffs shoot no physical projectiles, they don’t get changed in the waay I suggest it here.

How should get changed 2H weapons in general?

Great Sword = receives the ability to be improved with 2 sigils
Hammers = receives the ability to be improved with 2 sigils
Staffs = receives the ability to be improved with 2 sigils
——
Ranged Weapons = become 1H weapons with 1 sigil + equippable Arrow/Bullet/Bolt with their unique Side Effects that are similar like a 2nd sigil, but fix improvements, which can’t be changed. You change those fix effects by changing the equipped arrows, bullets or bolts.

By splitting two handed ranged weapons its clear, that their stat boni points also need to be halved as the equipped arrows, bullets and bolts will add to the oned handed equippable ranged weapon the other half back .

With this change would get the ranged classes receive some serious gameplay build improvements, more versatility and also more skills, because with changing the two handed ranged weapons to one handed weapons, this would also mean then naturally as a consequence, that the 5 weapon based skills need to get reduced to just only 3 and that the chosen arrows, bullets and bolts would have then their influence on thei last 2 weapon based skills.

This just means, so more individual new ammunition will get implemented to the game, so more skill versatility will receive with this all ranged weapons with their corresponding classes.

Lets take for example now the Ranger with the Long Bow:

Currently the Rangers longbow has these 5 Skills:

Long Range Shot
Rapid Fire
Hunter’s Shot
Point Blank Shot
Barrage

This could stay the same, as long as your character has equipped Standard Ammunition.
But if you change for example notw over to the Lightning Arrows, it could (would) change to this:

Lightning Shot
Rapid Flashlight
Hunter’s Instinct
Sonic Wave Arrow
Thunder Barrage

So the skills changed based on the equipped ammunition slightly in their way how they functionate… either this way, on just only the last 2 skills change, while the first 3 stay the same. That would be the alternative.
——-

The game isn’t complicated and this idea wouldn#t make it complicated at all.
People keep on complaining, how less skill variety GW2 has and then when people come up with ideas that increase the skill/build variety for certain classes, then instantly everything is too complicated ?? LOL Don’t make me laugh…

Seriously, this is ridiculous. This change wouldn’t make classes like the Warrior, Thief, Engineer and Ranger not anymore more complex, than Elementalists already are.
This change would be just only a great addition to character playstyle individuality, because it would allow players to have with those classes a broader variety of tactical choices for how you want to play your class build.
Also with this way would receive a small part of item progression a little bit more influence on how you can play out your class, other than just only increasing your maximum damage ect.

Adding just only 2 sigils to every 2H weapon is just plain boring and uncreative.
Alot more creative and improving the general gameplay would it be to use ammunition as part of the equipment system, where it can change the ways how skills will work and thus can add alot more strategic options to the classes that can use ranged projectile weapons.

@ Lyric: You’re doing the same mistake here, as Adine …

You have to see ammunition as part of something equipable that is eternally usable, not something, that gets just used once and has to be restocked then over and over again and to be bought/crafted.
See it as part of the weapon, that just enhances how the skills work slightly is is just the second half of the stat points you can get for power, vitality and so on …

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

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: Linguistically Inept.6583

Linguistically Inept.6583

because as the 2H weapons work now, they are slightly underpowered compared to a combo of wielding 2 1H weapons

i already didnt like the idea… so i stopped reading after that; 2H weapons are stronger than 1Hs in most/all (i dont know… cba to check) cases; this is offset by the added utility of an aoffhand and a second sigil (although with the cooldown limitation – meaning the only reliable sigils you can put on an offhand are stacking ones (which persist after a switch anyway), accuracy and force)

edit
forgot about the +certain condition duration sigils

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]

(edited by Linguistically Inept.6583)

Turning Ranged Weapons into 1H Weapons

in Suggestions

Posted by: DreamOfACure.4382

DreamOfACure.4382

So… you just want sigils on top of sigils with the aesthetic of quivers/arrows.

It’d be more efficient to enchant your bow then to enchant all your arrows.

Many of these effects already exist.
Longer durations for poison, bleeding, vulnerability, etc.. Already available.

Applying them again could be overpowered.

All those 5% chance effects are statistically unreliable, making them poor design and not worth implementing.
Arena Net is aiming for eSports (they are being slow as hell at it, but it’s presumable their goals haven’t changed), so they want everything very consistent. That’s why they have gear-skins restricted by profession-type (light, med, heavy); why they have only 11~15 skills visible on the UI at any given time.

A lot of work has gone into keeping the combat spectator-friendly.
This idea is in complete conflict with that goal.

There’s a much simpler way to do this:

Ranged-Only Sigils, that are only effective on skills that exceed X amount of range (and by corollary, Melee-Only Sigils would be introduced too)

Compared to that, the OP’s idea isn’t simple at all. In fact, it’s pretty kitten convoluted.
And don’t even get me started on how there are already Quiver-backpieces destroying any chance of quivers/arrows being introduced as a weapon item.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)