Skill Mix Match to Player Uniqueness (gone?)

Skill Mix Match to Player Uniqueness (gone?)

in Guild Wars 2 Discussion

Posted by: desertleaf.5403

desertleaf.5403

I understand that Utility Skills give an edge of character customization and uniqueness but still nowhere close to guild wars 1’s skill shuffling (mix and matching).

The best Aspect of Guild Wars 1 was its pool of skills based on profession including a deck of non-profession skills. Will this ever be implemented into Guild Wars 2 according to weapon, thus having a set of weapon skills a player can swap out, mix and match to their liking? In example a list of sword skills other than the default layout of sword skills given— being able to swap out hamstring with Sun and Moon strike? Other words, a longbow can replace barrage with determined shot or Melandru Arrow?

With the natural intellect of a person’s quick path to success— it is easy to say 90% of players will increase power, crit chance and crit damage. With some thought put into it, others will increase in either healing power, or condition damage. Player uniqueness is limited. Every profession is locked with their weapon skills making players of the same profession different solely on “what weapon in what hand”.

Implement Guild wars 1’s concept of skills based on weapon and you got yourself the best game of all time.

P.S. — Guild wars 1 will rule over guild wars 2 if “combo”, “move while fighting”, and “free-roam” mechanics were to be implemented. As of now, either game has, what the other game needs.

Skill Mix Match to Player Uniqueness (gone?)

in Guild Wars 2 Discussion

Posted by: Satans Chosen.1024

Satans Chosen.1024

I agree with you. ANet is probably collecting data on skill use right now so they can introduce balanced and interesting skills in the future. We just need to give them more time to work on it.

Skill Mix Match to Player Uniqueness (gone?)

in Guild Wars 2 Discussion

Posted by: Sirevanac.3178

Sirevanac.3178

Don’t forget they’re two different games. Don’t expect the same! GW2 has a more traditional concept of classes and builds (Yet traits are a little something though) : )

Skill Mix Match to Player Uniqueness (gone?)

in Guild Wars 2 Discussion

Posted by: Danikat.8537

Danikat.8537

I think we’ve actually got more options for customisation than in GW1.

In GW1 we had 8 skill slots and one bonus mechanic from the primary attribute (which was usually to make certain skills stronger, or recharge faster or something like that rather than adding a new effect.)

In GW2 we’ve got 5 weapon skills, defined by the weapon (with a minimum of 3 combinations on the engineer), 1 heal, 1 elite and 3 utility slots. BUT we’ve also got up to 7 minor and 7 major traits from a pool of 15 minor and 60 major. Many of these do things which in GW1 would have required an entire skill slot.

And as far as weapon skills go you’ve got to remember that you’re comparing 3 campains and an expansion pack to 1 campain here. When GW1 first lanched rangers for example had a total of 12 attack skills and every single one was for the bow. Now they’ve got 29 (excluding aquatic weapons and counting chains as 1 skill) across a choice of 11 weapon sets.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”