What about new Weapon Skills?
The problem with weapons skills is that they would need to make a new mechanic to the game, since currently we can’t choose it, the skills are imbued in the weapon.
(and the other 8 elite specs maxed too)
The problem with weapons skills is that they would need to make a new mechanic to the game, since currently we can’t choose it, the skills are imbued in the weapon.
Difference between choosing utilities, given a race (the elites) (like a weapon, never mind the class difference, just race differences), and choosing skills given a weapon?
But yeah, poor mechanic that’s not so customizable…
There are plans for new weapon skills, aka new weapons, but not anytime soon. New weapons were said to be expansion content.
I dont mind utilities, but I cant wrap my head around another healing skill. Anti toxin was useless and healing skills in general don’t make or break a build. I want some utilities or weapon skills.
New utility skills/traits coming in 2014…
Not sure about new weapons/weapon skills…
Give them time, a chance, they have done healing skills first. Probably a new utility skill for each profession next…
I don’t mind that we’re getting new healing skills first. I want more weapon skill-sets (Staff Ranger, Shield Elementalist, whatever,) eventually, but given the amount of balance changes going into the Dec. 10th patch, I’m surprised they’re putting in new skills at all.
Better to rock the boat a bit at a time than to risk tipping it over. I expect we’ll get more weapon skills and/or utilities eventually.
The problem with weapons skills is that they would need to make a new mechanic to the game, since currently we can’t choose it, the skills are imbued in the weapon.
Difference between choosing utilities, given a race (the elites) (like a weapon, never mind the class difference, just race differences), and choosing skills given a weapon?
But yeah, poor mechanic that’s not so customizable…
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
New weapons on the other hand is a thing that is much more plausible, the only problem would be balance but that is just a matter of testing.
New utilities are much more simple because those are already costumizable in game.
(and the other 8 elite specs maxed too)
The problem with weapons skills is that they would need to make a new mechanic to the game, since currently we can’t choose it, the skills are imbued in the weapon.
Difference between choosing utilities, given a race (the elites) (like a weapon, never mind the class difference, just race differences), and choosing skills given a weapon?
But yeah, poor mechanic that’s not so customizable…
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
New weapons on the other hand is a thing that is much more plausible, the only problem would be balance but that is just a matter of testing.
New utilities are much more simple because those are already costumizable in game.
:/ I want shurikens, katana’s, AK-47’s… (AN-94 works too, <3 it in BF3)
Just wait for the new roadmap 2014 presented in January or February. It will answer so many questions and create new ones.
The last new skill was bad, unlocked it and haven’t even used it.
The new guardian heal won’t replace Shelter so, yeah.
Oh god don’t ask them for new skills: they can’t balance the few we already have!
Retired elementalist theorycrafter
Nice they deleted the post with the datamined healing skills… OP.
:/ I want shurikens, katana’s, AK-47’s… (AN-94 works too, <3 it in BF3)
Katanas and AKs could be sword/gs skins and rifle skins
I would like GW1 Paragon’s spear and shield on my ranger and Dervish’s scythe on my warrior.
(and the other 8 elite specs maxed too)
Selectable weapon skills (like utilities) won’t happen. They designed it to be MOBA-like for PvP purposes so that you could predict the combat style of your target. If they do allow you to change them one day, don’t expect to see any major functionality changes. They’d be more for flavor.
Just wait for the new roadmap 2014 presented in January or February. It will answer so many questions and create new ones.
They did this back in June or something…They gave us a roadmap for the rest of 2013, which included the start of introducing new skills. Well, we got healing skills. Twice.
I just dont understand their decision making. I think we wanted utility and game changing skills..something to spice it up. A heal won’t do the trick. I know the rest of the skills are coming, but we have been waiting…for-ev-ver for these, and we get healing skill x 2 Gotta wait longer now.
They gave us a roadmap for the rest of 2013, which included the start of introducing new skills. Well, we got healing skills. Twice.
I just dont understand their decision making. I think we wanted utility and game changing skills..something to spice it up. A heal won’t do the trick. I know the rest of the skills are coming, but we have been waiting…for-ev-ver for these, and we get healing skill x 2 Gotta wait longer now.
Considering how much people complain already about class balance, I think it’s all right that they’re taking their time with new skills. Hopefully, they’re taking time to do it right, as they work on balancing the skills we already have. Heal skills are relatively low-hanging fruit, so I’m not surprised we’re getting more of them. (Although I’m very glad they’re class-specific this time, instead of more universal skills.)
The problem with weapons skills is that they would need to make a new mechanic to the game, since currently we can’t choose it, the skills are imbued in the weapon.
Difference between choosing utilities, given a race (the elites) (like a weapon, never mind the class difference, just race differences), and choosing skills given a weapon?
But yeah, poor mechanic that’s not so customizable…
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
New weapons on the other hand is a thing that is much more plausible, the only problem would be balance but that is just a matter of testing.
New utilities are much more simple because those are already costumizable in game.
If this function is already in game, I can’t see why you’d think it’s not possible.
In fact, I can’t imagine the code being much different to the code already in place for heals, utilities and elites, since the servers save character data anyway.
Time is a river.
The door is ajar.
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
If this function is already in game, I can’t see why you’d think it’s not possible.
In fact, I can’t imagine the code being much different to the code already in place for heals, utilities and elites, since the servers save character data anyway.
That function isn’t in game.
Weapon skills works very differently from utility skills. Change the whole weapon and make a new one is possible, make only a few skills of a weapon be customizeble isn’t possible with current mechanics.
(and the other 8 elite specs maxed too)
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
If this function is already in game, I can’t see why you’d think it’s not possible.
In fact, I can’t imagine the code being much different to the code already in place for heals, utilities and elites, since the servers save character data anyway.
That function isn’t in game.
Weapon skills works very differently from utility skills. Change the whole weapon and make a new one is possible, make only a few skills of a weapon be customizeble isn’t possible with current mechanics.
I know it’s not specifically with weapon skills. In terms of the function, I was referring to the mechanics of:
- switching individual skills
- tying specific skills to slots
- these individual choices being saved.
Since they’ve already been demonstrated on the right-hand bar, why couldn’t it be implemented for weapons in the same form? (referring to your ‘requires a lot more coding if it’s even possible’ comment)
Time is a river.
The door is ajar.
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
If this function is already in game, I can’t see why you’d think it’s not possible.
In fact, I can’t imagine the code being much different to the code already in place for heals, utilities and elites, since the servers save character data anyway.
That function isn’t in game.
Weapon skills works very differently from utility skills. Change the whole weapon and make a new one is possible, make only a few skills of a weapon be customizeble isn’t possible with current mechanics.
I know it’s not specifically with weapon skills. In terms of the function, I was referring to the mechanics of:
- switching individual skills
- tying specific skills to slots
- these individual choices being saved.
Since they’ve already been demonstrated on the right-hand bar, why couldn’t it be implemented for weapons in the same form? (referring to your ‘requires a lot more coding if it’s even possible’ comment)
It’s kind of easy for us to say it might be easy… but we really don’t know how they’ve structured it in the code….
Well structured, it should be easy…
Poorly structured…
The game code isn’t ready to allow the same weapon on the same class have different skills, to make new weapon skills would require A LOT more coding, assuming it is even possible.
If this function is already in game, I can’t see why you’d think it’s not possible.
In fact, I can’t imagine the code being much different to the code already in place for heals, utilities and elites, since the servers save character data anyway.
That function isn’t in game.
Weapon skills works very differently from utility skills. Change the whole weapon and make a new one is possible, make only a few skills of a weapon be customizeble isn’t possible with current mechanics.
I know it’s not specifically with weapon skills. In terms of the function, I was referring to the mechanics of:
- switching individual skills
- tying specific skills to slots
- these individual choices being saved.
Since they’ve already been demonstrated on the right-hand bar, why couldn’t it be implemented for weapons in the same form? (referring to your ‘requires a lot more coding if it’s even possible’ comment)
It’s kind of easy for us to say it might be easy… but we really don’t know how they’ve structured it in the code….
Well structured, it should be easy…
Poorly structured…
I didn’t say easy, I said it would be possible (although in my head the only differences between the code dealing with heals, utilities and elites are variable / array names), but as you rightly said, we don’t know how it’s structured.
Another general note: if balancing is a concern, simply tie skills to a slot i.e each slot has 3 skills each tied to them, based on strength.
Time is a river.
The door is ajar.
Since they’ve already been demonstrated on the right-hand bar, why couldn’t it be implemented for weapons in the same form? (referring to your ‘requires a lot more coding if it’s even possible’ comment)
Oh I see.
Obviously I don’t have the game code nor access to it, but weapon skills have some different characteristics from utility skills like:
- In combat switch of skills (utilities aren’t able to do it)
- Same weapon giving different skills for other classes (there is no such a thing with utilities)
So it is very likely that the function that control weapon skills aren’t the same from utilities.
EDIT: You may think that it is a matter of copy&paste code, but be sure it is far from reality.
(and the other 8 elite specs maxed too)
(edited by Belzebu.3912)
Since they’ve already been demonstrated on the right-hand bar, why couldn’t it be implemented for weapons in the same form? (referring to your ‘requires a lot more coding if it’s even possible’ comment)
Oh I see.
Obviously I don’t have the game code nor access to it, but weapon skills have some different characteristics from utility skills like:
- In combat switch of skills (utilities aren’t able to do it)
- Same weapon giving different skills for other classes (there is no such a thing with utilities)
So it is very likely that the function that control weapon skills aren’t the same from utilities.
EDIT: You may think that it is a matter of copy&paste code, but be sure it is far from reality.
It probably is more than simply copy pasting and changing variable names, since the code would have to store the skills on both weapon sets.
However, the code does this anyway, depending on what weapons are equipped, thus it’d need to be expanded on to store player choices (as with utilities).
As for weapons being cross profession, that should be a non-issue, since each weapon already has different skills dependant on profession.
I’m not saying that they are currently the same. I’m saying that the weapons could be adapted to act like the right hand bar.
Time is a river.
The door is ajar.
They sure can, but as I said, it involves a lot more coding.
EDIT: I remembered a good example a dev said, pet names of rangers can’t be stored because it would require storage capacity that they can’t handle, imagine store the players weapon skill choices.
(and the other 8 elite specs maxed too)
(edited by Belzebu.3912)
OP you think the current class system is not broken enough?
Balance the game before introducing new skills is more important to me.