Increasing weapon skills
i would prefer A
A for sure. The basics are there, it just needs a larger pool of skills to make more tactical choices from
A, without question. The game definitely needs more variation in the weapon slots. Having more skill selection would allow for this.
I was actually surprised they didn’t already plan on doing this when I first got my hands on the beta.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
I believe they should have:
1) Weaponsubclasses (like swords can have sabre, rapier broadsword… so on)
2) each weapon has its own weaponskills (fullrework) will give players reasons to search out different weapons
3) A system where you can evolve the weapon bar though play. As you level with a certain weapon type a new skillset unlocks for it with different skills and you can switch between the skillsets but not individual skills. and it can be done on the fly.
I want A i suggest ยง as default key and you switch to set 2 would be awsome.
A is closest to the gw1 system, so thats where I would put my vote, but realistically I don’t think we will see that any time soon. They really dumbed the system down in their streamlining process to appeal to the AAA-title crowd, so it’s rather unlikely for them to reverse it now.
A, and perhaps a bit of C. They really need to expand on the number of skills, and give us the option of switching around skills on the action bar. And second, more weapons for each profession will expand the skillset and open up many more opportunities and add new roles. I’d especially like to see rangers with rifles, and maybe pistols too. And engineers with perhaps more 1H weapons.
A good start would be allowing me to switch around my 1-5 skills, and adding more skills..
I’d like it so different weapons have certain skillsets. Of course balanced but.. different skills, utilities, condition or no condition for the wep.
Like, your starter sword has all the regular skills, but you find a named rare/exotic sword, different skills.
Or just let us change them like GW1, that always works too.
A and B.
But not too many skills like maybe 5-6 new skills per weapon? And make sure they are all viable skills no trash skills…
I’m thinking that they’ll do a combination of A and B….and hopefully never C. I don’t think Elementalists should have Rifles because it doesn’t fit with the archetype. If they wanna give Rangers access to Rifles, or Guardians access to Axes, that’s something i’d be more okay with.
I’m thinking that they’ll do a combination of A and B….and hopefully never C. I don’t think Elementalists should have Rifles because it doesn’t fit with the archetype. If they wanna give Rangers access to Rifles, or Guardians access to Axes, that’s something i’d be more okay with.
Rangers not being able to use rifles is what turned me off to them. After all they are RANGErs…….
Rangers not being able to use rifles is what turned me off to them. After all they are RANGErs…….
http://en.wikipedia.org/wiki/Ranger_%28character_class%29
Ranger != guy who uses ranged weapons only.
In any traditional fantasy setting, a Ranger is a character who is attuned to nature in some fashion, and they are commonly skilled with bows, axes, and swords. Aragorn from LOTR, for example, is a classic fantasy example of a Ranger in action.
Rangers don’t use guns.
I don’t understand how there is still confusion on this. It’s really not that obscure. “Ranger” as a class has existed in classical fantasy for decades now.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
(edited by critickitten.1498)
B >A
B is clean and clear, and it doesn’t modify the game mechanics. It just gives more options. Traits need to be modified to include new weapons tho.
eg. Rapier might as well be its own wep instead of a sword subclass. That way warriors, guardians, engineers(sorry, 4 classes is a lot) cant use it but thieves, ele, necro, & mesmer can.
I think we can all agree that whatever they decide to do, they’re going to have to split skills for PvE/PvP/WvW. I would also assume a drastic overhaul to the traits system at some point in the game’s life cycle. I think it’s more feasible to expect new weapon skills over new weapons considering they’d have to design new weapons (i mean, there really aren’t too, too many that are left out of the game currently save for very niche things and weapon subclassifications) for existing dungeons, existing vendors, and a whole host of other things. It just makes more sense to give practical customization rather than item bloat.
Rangers not being able to use rifles is what turned me off to them. After all they are RANGErs…….
http://en.wikipedia.org/wiki/Ranger_%28character_class%29
Ranger != guy who uses ranged weapons only.
In any traditional fantasy setting, a Ranger is a character who is attuned to nature in some fashion, and they are commonly skilled with bows, axes, and swords. Aragorn from LOTR, for example, is a classic fantasy example of a Ranger in action.
Rangers don’t use guns.
I don’t understand how there is still confusion on this. It’s really not that obscure. “Ranger” as a class has existed in classical fantasy for decades now.
This isn’t a traditional fantasy game……. Nor is it suppose to be a traditional MMO so why can’t the RANGEr use the ranged weapon that is a rifle?
I think we can all agree that whatever they decide to do, they’re going to have to split skills for PvE/PvP/WvW. I would also assume a drastic overhaul to the traits system at some point in the game’s life cycle. I think it’s more feasible to expect new weapon skills over new weapons considering they’d have to design new weapons (i mean, there really aren’t too, too many that are left out of the game currently save for very niche things and weapon subclassifications) for existing dungeons, existing vendors, and a whole host of other things. It just makes more sense to give practical customization rather than item bloat.
I was thinking:
- about 2 weapons every 6 months.
- New weapons only drop from lvl 60 and above (on current maps)
- No change in current dungeon token merchant. New dungeon token merchant will carry new weapons.
- Integrate them into current traits: example 2h axes can share some 2h sword traits & axe traits, cannon can share some rifle traits & explosive/fire traits, etc
These are long term changes. Maybe expansion onwards.
I’m going with: E. All of the above.
We need more selections with our weapons to open up more customization. Right now, you feel shoe-horned with some of the weapons. Giving the ability to edit it a bit to make a particular weapon set something fun and useful to you would be excellent.
Beyond that, more new weapons would be great. 2h axes, crossbows, glaives, polearms, etc. Keep weapons coming!
And on top of that, more weapons for each profession would be a great as well. The more options we have, the better.
I’d like to have options A and B
But really the main thing I’d like to have is to be able to switch out my skills per weapon. Say there is a pool of 10 weapon skills for each weapon, then we can select 5 of those skills to have available. Well maybe 4 since the 1 skill will have to be one in which there is no cooldown on.
lets not forget, dual shield, unarmed/knuckle skill, tonfa, chains …etc