[Suggestion]All weapons and No weapons
You would have to add something like “Battlegloves” for this to work, to place the weapon status points on something and scaling for damage etc.
All weapons for all classes will never happen.
Stop dreaming OP!.
Adding some of the existing weapons more to the classes, which are fitting – that is very likely to happen somewhen in the future to provide that way classes more new build options.
Things like giving Thieves swords as offhand weapon or giving them in regard of different Sub CLasses different new weapons that fit to the chosen Sub Class.
Stuff like that is very likely to happen in the future, as its realistical and makes sense.
All weapons to all classes is non realistical and makes no sense at all, as it would be absolutely immersion breaking to see an Engineer for example running around with Greatswords or with a Longbow, same as like it would be totalyl ridiculous to see a Thief running around with dual scepters >.> Or a Warrior with Scepter and Focus…
Anet should and will add only so many more weapons to the classes, as it is neccessary and makes sense, without making the outcome totally immersion breaking and laughable or lore breaking, like giving rangers ever something ridiculous, like pistols or rifles, when anet has always made from begin on very strictly clear, that this class is extremely nature based
However, I doubt that we will see this year any new added weapons. I guess that will happen first 2015.
We need hammer for Engineers and longbow for Guardians.
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/
Rifles for Rangers, 2015
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
How do you figure it’s “very likely” that all weapons will be available to all professions? I mean, it’d be dandy and all, but I just don’t see that happening. If anything, I can see them adding new weapons, like elementally charged throwing javelins for elementalists (I’ve been clinging to that idea of mine), or maybe SOME weapons will be made available to other professions (i.e. pistols and rifles for rangers, which would be awesome, btw), but not all of them. That’s what makes the professions more unique, though some would argue that it’s limiting.
Anyways, I can see both sides of this, but I think I’d rather see new weapons get added. Throwing spears, please.
They’ll never add all Weapons to all Professions for one very simple reason.
Elementalists.
Or, to expand on that, the fact that Elementalists would technically have 4x as many weapons as every other class, due to Elemental Attunements. Unless they change the way Attunements work or something, Elementalists would -always- have more, “Weapons,” than any other class.
They’ll never add all Weapons to all Professions for one very simple reason.
Elementalists.
Or, to expand on that, the fact that Elementalists would technically have 4x as many weapons as every other class, due to Elemental Attunements. Unless they change the way Attunements work or something, Elementalists would -always- have more, “Weapons,” than any other class.
If that was a relevant argument, then they’d only have a single weapon they could equip. Currently they have staff, scepter/focus, scepter/dagger, dagger/focus, and dagger/dagger. And quite frankly, it’s an insulting and idiotic argument. Fire attunement does the most damage, sure, but it’s got it’s own limitations. Water is supportive with low damage. Air can do fast and constant damage, but lacks in actual burst damage. Earth? Earth is the redheaded kitten stepchild attunement. It does little damage, mostly defensive abilities, and is somewhat passable at condi.
Oh, that’s also not pointing out the fact eles cant switch weapon sets because they’ve only got one.
To make “non-weapon” attacks to work you would have to implement some sort of battle damage to the weapons. That way when the durability gets to a certain level, then it is temporarily discarded to hand to hand combat, similar concept to giving your character a second chance at surviving. The weapon can only be back in play after you repair it at the repair npc.
[iQ] Intrinsic Quality
They’ll never add all Weapons to all Professions for one very simple reason.
Elementalists.
Or, to expand on that, the fact that Elementalists would technically have 4x as many weapons as every other class, due to Elemental Attunements. Unless they change the way Attunements work or something, Elementalists would -always- have more, “Weapons,” than any other class.
On top of that, elementalists already have more than half of the current weapon selection. Dagger, focus, scepter, staff, trident, axe, hammer, both bows, shield, and great sword. That leaves mace, pistol, sword, rifle, torch, warhorn, harpoon gun, and spear.
ArenaNet is probably going to add more skills to classes in the future, rather than get more equipment, we could get conjures. Such is a great deal less work, since conjures only have one skill set. As an added bonus, it adds more neat weapon skins to the game.
- Mace and sword are out, too similar to axe and great sword (as well as dagger).
- Rifle, pistol, and harpoon gun don’t really fit the class flavor as it is now, but this could change.
- Torch seems awkward in non-fire attunements.
- Warhorn is a possibility.
- Spear should be added as an underwater elite conjure, alongside (or as an underwater mode for) great sword. “Manifest a fiery spear in your hands and launch a second at your target. When it appears, it damages and burns foes. Weilders of the weapon gain increased power and condition damage.”
I just wish they would have more attack skills , like with the utilities slot except for the offensive slots .
On top of that, elementalists already have more than half of the current weapon selection. Dagger, focus, scepter, staff, trident, axe, hammer, both bows, shield, and great sword. That leaves mace, pistol, sword, rifle, torch, warhorn, harpoon gun, and spear….
When did the Elementalist start getting to use the Axe, Hammer, Greatsword, Shield, and both Bows?
I’m looking at only Dagger, Scepter, Staff, Focus, and Trident as equip-able weapons.
The others are conjured weapons.
Though I would support an argument that they already have certain attunement skills for said conjured weapons to build off of to make them equip-able weapons. But that means they would have to replace 4 utility skills and 1 elite skill.
Lady Alexis Hawk – Main – Necromancer
Ravion Hawk – Warrior
Some weapon restrictions seems dumb like
Warrior can wield gs and sword but not dagger
Warrior can wield rifle but not pistol
Warrior can wield longbow but not shortbow
Mesmer can wield pistol on off hand but not main hand HUH?o_0
Thief can wield shortbow but not longbow
Ranger can wield gs hahahah but not rifle or pistol
Ranger is basically a hunter, so it never made sense for them to carry a GS. In a way, the sword is pushing it too.
Coming from a family of hunters, the bows, rifles, pistols, and daggers make sense.
Lady Alexis Hawk – Main – Necromancer
Ravion Hawk – Warrior
When did the Elementalist start getting to use the Axe, Hammer, Greatsword, Shield, and both Bows?
I’m looking at only Dagger, Scepter, Staff, Focus, and Trident as equip-able weapons.
The others are conjured weapons.
They are conjured weapons. Say a patch introduced hammers to elementalists: if you are running hammer, doesn’t conjured hammer become another air attunement? That doesn’t sound right. It either makes the conjure pointless, “Why use Lightning Hammer when you can just equip Mjolnir?”, or it makes air attunement pointless.
Looking at it that way, Elementalists already have those weapons. They are limited, effectively only one attunement, but as real weapons they don’t fit the class very well, so I feel this is a good compromise.
To make “non-weapon” attacks to work you would have to implement some sort of battle damage to the weapons. That way when the durability gets to a certain level, then it is temporarily discarded to hand to hand combat, similar concept to giving your character a second chance at surviving. The weapon can only be back in play after you repair it at the repair npc.
This would turn a fun idea into something terrible, tedious, and Just No.
Ranger is basically a hunter, so it never made sense for them to carry a GS. In a way, the sword is pushing it too.
Coming from a family of hunters, the bows, rifles, pistols, and daggers make sense.
Actually, a Ranger is a Ranger, not merely a hunter.
The most famous Ranger in fiction is Aragorn from Lord of the Rings, and he uses a Greatsword.
One of the best Ranger builds in Pathfinder is the Switch-Hitter, which uses a Greatsword and Longbow instead of crippling itself with a single weapon type
Honestly, I love my Longbow+Greatsword ranger. Also, the greatsword’s really cool on a Ranger, playing like a light-on-his-feet, graceful swordsman, in contrast to the Warrior’s maelstrom of destruction.
Fist weapons and claws are the coolest weapons possible in any game. I’ll never understand why so many MMOs ignore that fact and never add them. Wildstar was smart enough to add an entire class that revolved around them and it’s the rogue class~ if only my Thief could be as blessed. =/
/sigh
Ranger is basically a hunter, so it never made sense for them to carry a GS. In a way, the sword is pushing it too.
Coming from a family of hunters, the bows, rifles, pistols, and daggers make sense.
Rangers self are no hunters, unless specialized into becoming one.
Rangers in GW2 are just Archers that are also Beast Masters and the core concept of the reason, why they wield Greatswords, is just inspired by Aragorn of Lord of the Rings, which is a Ranger that wields the Greatsword “Anduril”
However, if GW2 would have a Sub Class System where a Ranger Player could decide to develop their Characters further into the Way of a Hunter, then we would have as players an easy way, how we could get our characters into a gameplay, where we would have alot lesser focus on the Pet Gameplay and where our characters could change their combat style to an alot more ranged combat that is far more self-involved and lesser focused on being nature driven Beast Masters.
With Rangers getting a Hunter Sub Class, we would be able to change our characters alot more into a Class, that has heavy focus on using all kinds of ranged weapons to become a super talented ranged combat master that hunts down its enemies, like wild prey from far away luring them into deathly hunter traps, like ankle traps.
The Ranger is a very good example for how a Basic Class can massively change its whole gameplay design and game feeling, if GW2 would just have a Sub Class System, that would allow for us to specialize our characters more into different combat styles and become more expertised in certain chosen things that are used to those Sub Classes especially, like that a real Hunter is an elitist trapper and therefore chosing Hunter as a Ranger-Sub Class would mean automatically, that we would improve with that desicion our character development alot into becoming with our characters significantly better skilled trappers.
The childish reason why so many people just want to see Rangers having Rifles is, because they want to feel like being some kind of “Sniper”.
The same simple reason, why many want to see Thiefs with Rifles…
Its the same kind of clishee fetish, that people have with scythes, just to run around as sooooo coooool wannabe grim reapers.
Its exactly the same fetish with all those people wanting to run around as snipers, because its soooooooo coooooool (not)
However, I get offtopic…
Fist weapons and claws are the coolest weapons possible in any game. I’ll never understand why so many MMOs ignore that fact and never add them. Wildstar was smart enough to add an entire class that revolved around them and it’s the rogue class~ if only my Thief could be as blessed. =/
/sigh
Another reason, why I keep fightign for Anet implementign Sub Classes.
With Sub Classes could receive Thieves paths for specialization, like Rogue, Infiltrator, or Saboteur and could receive that way as part of the Character progression also the ability to wield completely new weapons or receive some of the already existing weapons as additional weapons and get easily by that method new build defining weapon skills too.
Claws for example would be something I’d put among becoming able to dual wield Axes and Maces as a new Weapon for the Rogue-Sub Class, while the Infiltrator-Sub Class would get Chain Sickles and the Saboteur Crossbows.
Besides of that could get all 3 options for example Swords also as Offhand Weapon, Torches, Rogues could get Staffs, Infiltrators could get Longbows and Saboteurs could get Rifles.
Thats the way how I see GW2 progression with classes for the future. Because that method would make sense, instead of giving just simply all classes all weapons.
(edited by Orpheal.8263)
Something I don’t quite understand is why Rangers can’t use Hammers, given how famous historical English Longbowmen were for completely ruining French Knights by going to town on their over-armored butts with massive mattocks once they got close.
I also wish Rangers could use rifles as well – not to be some sort of “Sniper”, but because Why The Hell Would My Iron Legion Charr Hunter Want To Use A Bow?
Something I don’t quite understand is why Rangers can’t use Hammers, given how famous historical English Longbowmen were for completely ruining French Knights by going to town on their over-armored butts with massive mattocks once they got close.
I also wish Rangers could use rifles as well – not to be some sort of “Sniper”, but because Why The Hell Would My Iron Legion Charr Hunter Want To Use A Bow?
Because your charr is currently NO HUNTER…
In your mind maybe, but not for the game.
For the game currently he’s just a Ranger and Rangers as Class are strictly by Anet’s class design concept a nature driven Archer, that uses Bows over Guns…
However, as said, just hope that Anet one day will follow my suggestion and implements a Sub Class System, that would allow for you to change your nature driven Ranger into a hunter, whose whole combat style and gameplay is far more designed after being a marksman that uses traps and hunts down their enemies from far away with deathly precise shots, instead of using pets to let them do the work for them mostly.
Thematically, rangers are not archers or hunters. Rangers are people who are one with the wild, drawing their power from the nature around them and from the expertise gained from living in it. Therefore, firearms are conflicting with their theme. They eschew modern technology in favor of a more magical approach.
Also, fist weapons are by far not the coolest weapons conceivable. Spears are. Call them polearms if you wish, I want proper long weapons on land!
I will revise my stance on Rangers:
http://www.merriam-webster.com/dictionary/ranger
: a person in charge of managing and protecting part of a public forest
: a person in charge of managing and protecting part of a national park
: a soldier in the U.S. Army who has special training especially in fighting at close range
With “Ranger” defined, we all can see that a Ranger could even be a sub-class of a Warrior. This would be the sniper everyone wants and they would even wear heavy armor.
Taking away the third definition that makes Rangers part of the Warrior classification, Rangers are meant as a forest “law enforcement officer.” Take away the LotR and Elf (this is not LotR) influence while we are taking away the Warrior aspect of the Ranger to make a proper forest profession would drop a Ranger to using:
Bows
Rifles
Pistols (off-hand)
Axes
Daggers (off-hand)
Harpoon Gun
Spear
Guardians should be able to use everything the Warrior uses plus “mage” weapons since Guardians are Mage/Healer versions of the Warrior.
Technically Elementalists, Mesmers, and Necromancers should be able to use all weapons because as “Mage” types, they “channel” through items. Being a practicing Druid, I can tell you that if I so choose I can use any object to Scry, Channel, or Focus through. Physical strength has nothing to do with it. I use a dagger, a cutlass, or a Zweihander as my “wands.” I even channel through whatever weapon I’m hunting with.
That leaves Thieves and Engineers.
Engineers are natural tinkerers. They would be the ones that would modify whatever weapon they got their hands on for their own use. They would be the ones that would find a way to make arrows “seek” their targets and go around obstacles to hit the target.
They’d forgo staffs, scepters, swords, greatswords, and daggers. They’d even forgo the short bow in favor of the longer reach of the long bow.
Thieves…
I’d add the long bow to their weapon selection.
Lady Alexis Hawk – Main – Necromancer
Ravion Hawk – Warrior