(edited by Blue Hare.8612)
Off-hand auto attack chain?
every weapon skill can be put on auto attack, just push ctrl+right mouse. You mean attack chain I think.
every weapon skill can be put on auto attack, just push ctrl+right mouse. You mean attack chain I think.
Yes, I’m aware that you can put any skill on aoutocast but that is not really a real auto attack, so yeah a chain is what I had in mind. Let’s see if I can edit the topic.
It is an interesting idea. The offhand weapons are not currently set up to do what you want but with new weapons released with new Elites it could be implemented.
An auto attack is just that, an automatic attack. That is definitely not the same as an attack chain.
Now, to be fair, there ARE weapons that dont have attack chains as well.
It is an interesting idea. The offhand weapons are not currently set up to do what you want but with new weapons released with new Elites it could be implemented.
Exactly, the current weapons can’t do that but there shouldn’t be any reason why it couldn’t be done in the future with new weapons and elites.
Skills are ordered by cooldown with the first 3 representing the main-hand and the last 2 representing the off-hand. Under the current design, an off hand auto attack simply doesn’t fit. They would have to do it similar to the thief where the choice of off-hand changes a main-hand skill. Even then, it’d really only make sense for dual-wielded weapons, where the auto attack would change to reflect striking with both weapons.
If they simply had a no-cooldown off-hand skill, keep in mind that the skill or possibly the entire build would be weakened because of that.
It would create some interesting situations where you could choose how you want to attack and you could alternate between the two auto attacks depending what you want to do. You could have a defensive auto attack chain on one weapon and offensive chain on another, or main-hand could be a melee weapon and off-had ranged one.
That’s what weapon swapping is for.
An auto attack is just that, an automatic attack. That is definitely not the same as an attack chain.
Now, to be fair, there ARE weapons that dont have attack chains as well.
Yea, I really don’t know what to call it anymore. Ranger longbow auto doesn’t have a chain and you can put any skill on autocast but does it make them auto attacks?
I think this needs that pondering T-rex meme picture here…
An auto attack is just that, an automatic attack. That is definitely not the same as an attack chain.
Now, to be fair, there ARE weapons that dont have attack chains as well.
Yea, I really don’t know what to call it anymore. Ranger longbow auto doesn’t have a chain and you can put any skill on autocast but does it make them auto attacks?
I think this needs that pondering T-rex meme picture here…
Autoattack = Skill you can use consistently without interrupts. For example, most ranged #1 skills.
Attack Chain = A set of skills used one after the other without interrupts. For example, most melee #1 skills.
Levi Ironhart, Cassandra Irehart, Lucio Trothart
Discord Gearhart, Naevius Soulhart, Frisk Softhart
I want an auto focus.
Skills are ordered by cooldown with the first 3 representing the main-hand and the last 2 representing the off-hand. Under the current design, an off hand auto attack simply doesn’t fit. They would have to do it similar to the thief where the choice of off-hand changes a main-hand skill. Even then, it’d really only make sense for dual-wielded weapons, where the auto attack would change to reflect striking with both weapons.
If they simply had a no-cooldown off-hand skill, keep in mind that the skill or possibly the entire build would be weakened because of that.
What I had in mind is that you would have the 5th skill act like the 1st skill. I don’t see how thief weapons have anything to do with this 0_O. And I don’t really get how anything would be weakened by having an auto attack, like would you say that thief or revenant auto attack is weak?
That’s what weapon swapping is for.
Engineer says hi but to be fair I get your point. But swap has a cooldown so having 2 auto attacks on one set would make fighting more dynamic?
Skills are ordered by cooldown with the first 3 representing the main-hand and the last 2 representing the off-hand. Under the current design, an off hand auto attack simply doesn’t fit. They would have to do it similar to the thief where the choice of off-hand changes a main-hand skill. Even then, it’d really only make sense for dual-wielded weapons, where the auto attack would change to reflect striking with both weapons.
If they simply had a no-cooldown off-hand skill, keep in mind that the skill or possibly the entire build would be weakened because of that.
What I had in mind is that you would have the 5th skill act like the 1st skill. I don’t see how thief weapons have anything to do with this 0_O. And I don’t really get how anything would be weakened by having an auto attack, like would you say that thief or revenant auto attack is weak?
Say you have a thief with D/P and you change one of pistols skills into an auto attack. What you would do to compensate removing Headshot or Black Powder? Especially black power since you’ll be removing the only way to stealth without utilities and traits.
Levi Ironhart, Cassandra Irehart, Lucio Trothart
Discord Gearhart, Naevius Soulhart, Frisk Softhart
The problem is that EVERYTHING right now is built for a SINGLE chained skill, not 2 or more. Additionally, having a second chain skill just brutally kittens with builds becuase you’re taking a useful skill and turning it into some craptastic skill that might never see use anymore.
Finally, why? Why should this happen? This wouldnt make fights dynamic, it’d either make them needlessly complex, or utterly boring.
Skills are balanced based on their damage/utility, cooldown, activation time, and after cast. If you remove the cooldown then other parts need to suffer an equal amount.
The only reason I would want these would be if I was very desperate to finish those off hand weapon master achievements.
Skills are ordered by cooldown with the first 3 representing the main-hand and the last 2 representing the off-hand. Under the current design, an off hand auto attack simply doesn’t fit. They would have to do it similar to the thief where the choice of off-hand changes a main-hand skill. Even then, it’d really only make sense for dual-wielded weapons, where the auto attack would change to reflect striking with both weapons.
If they simply had a no-cooldown off-hand skill, keep in mind that the skill or possibly the entire build would be weakened because of that.
What I had in mind is that you would have the 5th skill act like the 1st skill. I don’t see how thief weapons have anything to do with this 0_O. And I don’t really get how anything would be weakened by having an auto attack, like would you say that thief or revenant auto attack is weak?
Say you have a thief with D/P and you change one of pistols skills into an auto attack. What you would do to compensate removing Headshot or Black Powder? Especially black power since you’ll be removing the only way to stealth without utilities and traits.
Yes… I don’t want to change any existing off hand weapons and I don’t see any point to do so. I just thought that it would be cool if with a new elite spec we would have off-hand weapon with an auto attack.
Skills are balanced based on their damage/utility, cooldown, activation time, and after cast. If you remove the cooldown then other parts need to suffer an equal amount.
The only reason I would want these would be if I was very desperate to finish those off hand weapon master achievements.
Energy management systems terminate half of those issues.
The problem is that EVERYTHING right now is built for a SINGLE chained skill, not 2 or more. Additionally, having a second chain skill just brutally kittens with builds becuase you’re taking a useful skill and turning it into some craptastic skill that might never see use anymore.
Finally, why? Why should this happen? This wouldnt make fights dynamic, it’d either make them needlessly complex, or utterly boring.
You are right everything is build like that but it doesn’t mean that (possible) future elite specs will be the same. There is no point to screw up existing working weapons and builds, like NONE, but that is not what I’m suggesting here.
I just wonder if I’m a terribly bad at conveying my message or if ppl are so afraid that Anet gets some ideas and screws up everything…
Skills are balanced based on their damage/utility, cooldown, activation time, and after cast. If you remove the cooldown then other parts need to suffer an equal amount.
The only reason I would want these would be if I was very desperate to finish those off hand weapon master achievements.
Energy management systems terminate half of those issues.
Not really. The energy cost replace the CD and the regen rate for energy functions similar to a global CD.