Let Us Wear All Armors
Would be nice, probably won’t happen, there are numerous posts on why.
First of all, but I might be wrong, I think there is a difference in armour rating?
And to me it would render the classification of soldier, scholar and adventurer (?) professions worthless. I just dislike the thought of a necro or ele with heavy armor. It just doesn’t make sense to me. But as I said that’s personal
GW2 wasn’t like WoW. That has changed now. Anet doesn’t give a kitten about you
First of all, but I might be wrong, I think there is a difference in armour rating?
And to me it would render the classification of soldier, scholar and adventurer (?) professions worthless. I just dislike the thought of a necro or ele with heavy armor. It just doesn’t make sense to me. But as I said that’s personal
There is a difference in armor rating, but what a lot of people are asking for isn’t actually to be able to change their armor rating. They just want to be able to apply any of the skins to whatever armor tier they wear. Like, my ele would really love to wear some of the medium pants just for the look. However, the issue with what people are asking for lies with how the underlying code for the skins is set up, something that was delved into a bit when town clothes went away. Anet would need to do some (probably major) work on the underlying mesh system in order for this to even be remotely possible.
In Guild Wars 2, weight classes determine the profession distribution and the seam rules for our armor coordination. We realized there were times when we desperately wanted to break those rules, so we developed a solution to do so. For example, town clothes work similar to the light armor system. There is a waist seam that allows mixing and matching to work relatively smoothly between pieces, which gives the player as much creative freedom as possible. But for clothing, it would be a travesty to never have a long trench coat, which has a seam overlap that would follow medium armor seam rules.
To solve this dilemma, we have created sets. Sets are two or more sections of armor fused into one to prevent mixing troubles that allow us to design with far less seam constraints. For example, we could have an outfit with a large trench coat, an inside vest and shirt, and pants. You’ve seen this before in my previous clothing blog post. That outfit is one piece. However, because we know there’s so much fabric real estate, three dye channels aren’t enough. In cases like these, we have allowed four dye channels. This will allow a remarkable amount of control over the parts of the outfit without having to require the pants to dye the same as some part of the coat..
I quite like the distinction between classes and armour weights.
Yeah,please take away one of the few RPG elements left in this game,so the choices we make mean even less.
lose a pip,win 2 pips,lose a pip,lose a pip…………..-
-Go go Espartz.-