(edited by AllNightPlayer.1286)
[suggestion:] weapon bonuses for everyone
No point. Some weapons for some classes ARENT meant to be used for damage, but for other things.
No point. Some weapons for some classes ARENT meant to be used for damage, but for other things.
I don’t understand your remark.
It’s about to give bonuses for wielding a weapon. These bonuses don’t have to be power-only. Like Over Shield or Chemical Rounds. It’s either a good bonus or the standard cooldown reduction (- 20%). Or both.
(edited by AllNightPlayer.1286)
Boni isnt a word. It’s bonuses.
I still got my hopes up, to see these changes in the next balance patches. Since most of them effect underwater and don’t effect PvP, it should be easy to put them in. ;-)
Boni isnt a word. It’s bonuses.
Actually boni is a word, it’s one of the possible plural for bonus.
And honestly, regarding the original topic here:
I’d like to see this happen.
I doubt any underwater combat reworks/buffs/improvements will see the light of day until we start to approach taking on Bubbles, even then I don’t know whether we’d go for a direct assault without Asuran submarines or something similar.
dragons, I sometimes wonder if we’ll ever find a way to save us from ourselves.”
Underwater, underwater, underwater, lolbow, underwater. Meh. Not worth the time and ANet has made it clear they are moving away from UW combat since they stopped making UW weapons/skins and almost no UW stuff in the new maps.
Maybe when/if we fight Bubbles.
Then again maybe Kasmeer and Marjory kill all elder dragons with the power of their love and then unite with the dragon egg to make Marmeer, Tyrian Deus Ex Machina. 5AP for pressing F to pay respects when this happens.
You do not want all weapons to have incentives. This creates the already inherent favoritism you see now. Honestly the opposite is best; remove incentives for using specific weapons and instead offload them to choosing specific builds.
You do not want all weapons to have incentives. This creates the already inherent favoritism you see now. Honestly the opposite is best; remove incentives for using specific weapons and instead offload them to choosing specific builds.
Problem is each specific weapon has specific skills which are usually biased either towards direct damage or condi.
Sometimes traiting for a specific weapon will mean a less than optimal build overall.
I would like to see what would happen if traits altered the skills on weapons? Unfortunately that would probably require a bit too much work.