Two-handed weapons --> Two upgrade slots
I agree this would be nice. On my engineer i use Grenade kit, but not really my weapon. I would prefer to use the Rifle when the CC and Jumpshot, but i use instead two pistol to get two sigils.
Also seems pretty obvious that this exact thing has been suggested half a million times by now. Please use the search function.
And my personal opinion is: Having 2 upgrade slots is quite unnecessary. I use staff as an Elementalist, don’t feel like dagger elementalists would have an advantage over me because they have two weapons and two slots. I got the kittycat range on my side.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
They have an advantage over you.
While the 2H Weapon can get only an increase in damage of 5%, the person that uses 2 1H weapons can get an increase of 10%
While a person with a 2H Weapon has only a chance of 30% to trigger an elemental damage effect, the person with 2 1H weapons has within the cooldown time of 5 seconds basically 2 times the chance of 30%, so indirectly a 60% chance to let the effect trigger. Briefly said, from, a person with 2 elemental siggers just needs lesser hits to perform over a course of many hits 100 successful triggers, while the person, who has just only 1 elemental siggil, needs more time to reach the same amount of successful sigil triggers, what simply means a person with 2 elemental sigils is more effective!!
A person with 2 bloodlust sigils and those othes, that give increased stats per kill, can be maxed in half of the time. While a person with only 1 sigil has to do 25 kills to max, one person with 2 sigils needs to do only 13 kills to reach the max.
A person with 2 different elemental sigils has basically the chance to let two damage effects trigger at the same time!! Thius it doubles the damage output if you are so lucky that both effects trigger simultanously. Something you can’t have with only 1 sigil…
Someone with 2 sigils can have elemental effects TOGETHER with stat improvements without having to change between weapon sets. Something a player with 2H weapons can’t have.
Someone with 2 sigils at the same time can have increased condition durations for 2 conditions at the same time or have 20% increased condition duration, than only 10%
Especially useful for Stuns, because using 2 of them increases stun duration for 30% instead of 15 with only 1 sigil !!
Someone with 2 sigils of luck has basically the chan de to receive 2 boons whenever killing something, instead of only 1 boon and basically again the chances are bigger with 2 sigils to gain a boon whenever you kill something (50% base chance, can trigger 2x with 2 sigils)
You can have +12% more condition damage, thans only + 6%
You can have +20% damage vs. stunned/dazed or knocked downed enemies, instead of only 10%
You can have +10 % more crit chance, instead of just only 5%
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So having not 2 sigils with 2H weapons is a big disadvantage.
You don’t deal with 2H weapons alot more base damage, than with 1H weapons.
Anyone who says this, tells nonsense.
Otherwise this would mean that I would have to be able to deal with a Shortbow as Thief more damage, than with a Sword/Dagger Build for example or with D/D, whats simply not the case, its quite the otherway arounmd, that you deal with Shortbow alot lesser damage for the reason, that you are in ranged combat, which isn’t as much as dangerous, than fighting in melee combat.
You also don’t deal alot more damage as warriro with a great sword, compared to a warrior that has for example 2 axes equipped. A warrior beign more effect with the great sword comes just from the big illusion that is caused by the massive skill unbalances, because of the great sword SKILLS being alot more effective of the greatswords, than the skills of dual wielding axes are.
Thats the reason why alot of people seem to believe, that great swords are in general “more powerful” than everythign else and thats also the reason, why basically every warrior in this game is running around with a great sword either as their main or at least as their secondary weapon, because they simply are for this class the most effective weapon with that you can deal with their skills the most highest damage with the hundred blades skill.
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BNut objectively viewed at the current situation, its just only fair and balanced to give all 2H weapons also the option of upgradign them with 2 sigils, so that all players have equal upgrading options for all kinds of weapons. There thouldn#t be made any differences in regard of the amount of sigils ..
The point is absolute clear here and Anet HAS to make a final decision about this topic finally:
A) Either ANet improves finally 2H weapons with a second sigil slot, or
B) Anet nerfs the offhand weapons by removing their sigil slots, so that only the Main Hand Weapon will have a sigil slot to make 1H weapons equal to 2H weapons !!
This seems like a fair suggestion +1
Also seems pretty obvious that this exact thing has been suggested half a million times by now. Please use the search function.
And my personal opinion is: Having 2 upgrade slots is quite unnecessary. I use staff as an Elementalist, don’t feel like dagger elementalists would have an advantage over me because they have two weapons and two slots. I got the kittycat range on my side.
Two problems here… It being suggested in the past means nothing if it hasn’t taken effect yet. Second, weapon balance doesn’t take the number of upgrade slots the weapon can hold into consideration. In other words, Anet doesn’t make two-handed weapons stronger than two one-handed weapons because they have less upgrade component slots. They’re meant to be balanced equally but two-handed weapons currently have a handicap that’s being overlooked.
A short explanation on one of the reasons this would be a pain to implement: Item Nomenclature.
The upgrade slot’s name is used to determine the weapon’s name, and the drop tables take that into account. It would require reworking the drop table substantially.
Why?
Simple: Take for example the Superior Sigil of Bloodlust, that’s worth on the ballpark of 10g. No biggie, right? So you get a 1 handed weapon “of Bloodlust” that has one of those sigils. You just got a drop of 10g on your hand.
Suppose 2-handers get to drop with doubled sigils. That same “of Bloodlust” drop is worth twice as much as a 1 hander. Economical imbalance.
To propose a solution, then.
- Give all 2 handed weapons 2 slots for Sigils. All across the spectrum, period.
- Item names on 2 handed weapons are tied to the first slot Sigil. Second slot takes no effect upon the name.
- 2 handed weapons that drop with a sigil will only have 1 Sigil. Acquisition of a second will require getting another drop or buying separately.
Why the third point? If you want 2 sigils with 2 different weapons, you need to get the 2 weapons. Give the 2-handers the option to work with two sigils, but the second sigil must then be acquired as if it was a second weapon, identical procedure to actually getting 2 weapons, if a little cheaper, cost wise.
Plus, it’ll require minimal alteration on the existing drop tables, this implementation only requires a change to the 2-handed weapon definition and should be inherited seamlessly.
+1; sounds fair and reasonable
because those who mind don’t matter and those who matter don’t mind
Also seems pretty obvious that this exact thing has been suggested half a million times by now. Please use the search function.
And my personal opinion is: Having 2 upgrade slots is quite unnecessary. I use staff as an Elementalist, don’t feel like dagger elementalists would have an advantage over me because they have two weapons and two slots. I got the kittycat range on my side.
See my signature.
Last time I checked two handed weapons had better damage and stats but they miss a slot.
No, one handed stat’s don’t sum up but count the higher one, so I would think its at least fair that you can’t get 2nd upgrade slot.
I worked on the assumption that the weapon stats would be summed up together.
For instance, if I dual wield swords with +50 to power, no matter which attack I used, I would have a +100 bonus to power due to that modifier being added up.
Conversely, wielding a greatsword with a +100 bonus to power would be of equal effectiveness, but having the penalty of having one less Sigil available.
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Now, assuming the opposite, that each weapon’s stats only affect that weapon’s skills (1-3 for main hand, 4-5 to offhand), then it is balanced as it stands:
One extra sigil for a lower flat bonus to attack power by dual-wielding, or a higher base bonus all across the board by sacrificing one sigil.
I can’t seem to find information on which interpretation is accurate though. If it’s the latter, a second sigil should not be added. If it’s the former, a second sigil is necessary to balance the options. /Koda
I worked on the assumption that the weapon stats would be summed up together.
For instance, if I dual wield swords with +50 to power, no matter which attack I used, I would have a +100 bonus to power due to that modifier being added up.
Conversely, wielding a greatsword with a +100 bonus to power would be of equal effectiveness, but having the penalty of having one less Sigil available.
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Now, assuming the opposite, that each weapon’s stats only affect that weapon’s skills (1-3 for main hand, 4-5 to offhand), then it is balanced as it stands:
One extra sigil for a lower flat bonus to attack power by dual-wielding, or a higher base bonus all across the board by sacrificing one sigil.
I can’t seem to find information on which interpretation is accurate though. If it’s the latter, a second sigil should not be added. If it’s the former, a second sigil is necessary to balance the options. /Koda
It’s the first one…
The stats are added to your total which is displayed on the top right of the hero panel.
I see a lot of peoples confusions about 1h vs offhand vs 2h weapons and the sigil debate, but I have yet to see anyone explain WHY it is this way. Most think its a real problem and unfair BUT let me point out a few differences so you can see why the system is not as broken as everyone thnks it is. I will use 1h weapons as a control to make my points clear.
—Offhand weapons include torches, shields, foci, and warhorns
OH weapons have roughly 10% less weapon damage than 1H weapons
*OH weapons have 2 powerful skills on them with fairly lengthy CDs
*OH weapons can be traited to benifit both of these skills
*OH weapons can carry only ONE sigil
—1H weapons include mace, sword, pistol, scepter and dagger
*1H weapons have medium weapon damage we’ll use as our control
*1H weapons have a rapid auto attack skill and two ‘better’ skills on short CDs
*1H weapons can be traited to benefit skills 2 and 3
*1H weapons can carry only ONE sigil
—2H weapons include greatsword, staff, hammer, longbow, shortbow, and rifle
*2H weapons have roughly 10% more weapon damage than 1H weapons
*2H weapons have 5 skills comparable to a 1H and OH weapon set
**2H weapons can be traited to benifit THEIR ENTIRE SKILL SET*
*2H weapons can carry only ONE sigil
In conclusion: OH weapons have the least weapon damage but have powerful skills
1H weapons have average damage with average skills
2H weapons have the most damage with a balance of skills
Therefore 2H weapons are balanced with only 1 sigil due to the fact
that they have the highest weapon damage and the skill set can be
modified by a single trait.
I hope this helps anyone who has questioned the disparity between the lack of a second sigil slot for 2h weapons. The problems of naming them is void a nonpoint
as the weapon sets themselves are inherently balanced by these standard rules.
No changes are needed to the sigil slots or the weapon sets themselves, as they are balanced in this manner and the stat distributions of the sets are nearly identical.
Once again, I hope this has finally put a concrete answer to this debate/problem that
many assume exist between the weapon sets. In fact, even without the second sigil slot, 2H weapons are actually a bit more powerful in the ease of modifying them to
their max potential. Good Day and Good Gaming Friends.