What class do you feel needs more weapons?
Engineer 15chars
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
Mesmer either needs another ranged mainhand option or the secpter’s autoattack finally has to be fixed.
All of them.
Seriously. There is no reason not to eventually expand and improve upon the weapons options available to everyone. One of the game’s main problems is lack of variety.
I was thinking that these weapons should eventually be added (and this is not counting new weapon types):
Warrior – Torch
Guardian – Axe, OH Axe, OH Sword, OH Mace, Longbow
Ranger – Rifle, (Martial) Staff, OH Sword, MH Dagger, MH/OH Pistol
Thief – (Martial) Staff, Rifle, OH Sword, MH/OH Mace
Engineer – Hammer, MH/OH Mace, Torch
Elementalist – Longbow, Rifle, Greatsword, MH/OH Sword, Torch
Necromancer – Greatsword, OH Axe, Torch, MH/OH Mace, MH/OH Sword.
Mesmer – MH Pistol, Rifle, Shortbow, MH/OH dagger, Warhorn
Necromancer could use a long range non-condition based weapon.
Elementalist could use a primarily ST based weapon.
I want pistol for Guardians. I am the law!
Mesmers need a good main hand range weapon – pistol
and another long range 2h weapon – bow
(staff doesn’t count as long range, 2h weapon)
(edited by Snow White.9680)
OP doesn’t play an engineer. Elementalists are screwed? Engineers can use 2 main hand weapons, all of which ranged and 2 off hands…
Mesmers need main hand range weapon – pistol
and a lnog range 2h weapon – bow
(staff doesn’t count as long range, 2h weapon)
Why doesn’t the Staff count? It’s got good condition damage, great team support, and a very potent skill set. It’s probably the best of the Mesmers weapons in terms of design and utility.
And for that matter, why doesn’t the Greatsword count. It’s probably one of the highest ranged damage weapons in the game, even if its phantasm is rather lacking.
Mesmers need main hand range weapon – pistol
and a lnog range 2h weapon – bow
(staff doesn’t count as long range, 2h weapon)
Why doesn’t the Staff count? It’s got good condition damage, great team support, and a very potent skill set. It’s probably the best of the Mesmers weapons in terms of design and utility.
And for that matter, why doesn’t the Greatsword count. It’s probably one of the highest ranged damage weapons in the game, even if its phantasm is rather lacking.
The staff is def one of the best mesmer weapons but it’s best used in melee range where you and your opponent are standing in your chaos storm. Also you inflict more conditions (and more boons to allies!) the closer you are to your target. That’s why It does not count as a long range 2h weapon in my eyes. The GS is cool, but we’re talking options here. Some people might want to use something at long range other than a GS.
Why doesn’t the Staff count? It’s got good condition damage
The staff is great, but definitely not because of condition damage (and the phantasm is just bad).
Of all the options, you go with Ele and Mesmer?!
Ele get 4 complete skillsets with each weapon combo. They have more skills than any other class in the game.
Mesmers have amazing options at their disposal, tons of diversity.
Of all the classes, the one DESPERATELY in need of more weapons is Engineer. They have: Pistol, Shield, and Rifle. That’s it. Not only that, but their 3 possible weapon combinations suck. They are told their kits make up for it, but the kits take up skill slots and still don’t give them as much flexibility as the only other class that cannot weapon swap(Elementalist).
I rather see new SKILLS (weapon skills to select 5 out of 10) then to see new weapons beign added to a class. Though to keep to this topic, I reckon engineer. Mesmers are pretty okay and eles don’t need extra weapons thanks to their attunements which is what they whole class is based off.
Mesmer’s problem is that they have 4 offhand weapons, but only 2 main hand weapons to pair them with. Since the scepter is so inferior (or very niche) compared to the sword, greatsword, and staff, many players feel kitten running it. So they feel that they only have 1 main hand weapon to pair with their off hands.
I rather see new SKILLS (weapon skills to select 5 out of 10) then to see new weapons beign added to a class. Though to keep to this topic, I reckon engineer. Mesmers are pretty okay and eles don’t need extra weapons thanks to their attunements which is what they whole class is based off.
I believe the lack of skill choice options in the weapon sets is intended to allow players with knowledge of the professions to instantly identify a foe’s weapon skills based on what they are wielding. While I would most definitely love to see the ability to select multiple templates on each weapon, as that would add a sense of excitement and guesswork (and variety, of course) to combat, it would probably go against Anet’s design philosophies.
One advantage of weapon types over multiple template options per weapon is that it adds more customization to characters. More skins. More ways to roleplay and define your character. A sad thing about the Elementalist, for example, is that their low weapon variety results in a lack of satisfying weapon skins and the loss of popular roleplaying options, such as the spellsword. I would wager that even players who do not label themselves as roleplayers have a certain image that they project onto their characters and how they desire to see them and play them. This is, at the very least, the case for players who are attached to their characters – those players that give their characters serious names rather than something like XxNarutoUzumakiXx.
I’d like to see Thief using Axe and Torch.
Personally, I think each class should have access to every weapon.
All, and I’ll even offer my suggestions on who should get what.
Warrior
Torch
Off-Hand Dagger
Guardian
Warhorn
Longbow
Ranger
Staff
Off-Hand Sword
Thief
Off-Hand Sword
Rifle
Engineer
Mace
Hammer
Elementalist
Sword
Greatsword
Necromancer
Sword
Greatsword
Mesmer
Off-Hand Dagger
Main-Hand Pistol
Personally, I think each class should have access to every weapon.
That’s the spirit!
Obviously the Engineer.
I think an Axe would fit, or a Mace. Nothing else tho.
I’d like to see the Engineer have access to at least one melee weapon.
I feel my only option as an Engineer when I go melee is the good ol’ wrench/prybar from the toolkit.
Mesmer needs a main hand power based ranged weapon (aka Pistol)
Guardian could do with a better ranged option but just adjusting scepter might be enough there.
Ranger needs a hammer so it can bunny thump.
Engineer needs more weapons.
And Elementalist needs weapon swap and swords. I’m still awestruck ele’s can’t weapon swap like every other class on the fly, even with 4 different attunements.
And PLEASE Anet, oh my god PLEASE fix 1h sword for guardian. I will trade my left foot to actually look like I want to look on my character without gimping myself. Also I wouldn’t say no to a short bow or something, anything really, for ranged on guardian. Scepter doesn’t cut it.
RIP my fair Engi and Ranger, you will be missed.
(edited by Aeonblade.8709)
Guardian. Either short-bow or long-bow would be nice
I make PvP & WvW videos
I dont think its about adding more weapons to the game or for classes in general as much as it is about more skills for players to choose from. This doesnt necessarily mean more weapons. I could mean allowing players to pick their weapon skills like they pick their utility skills.
I agree that it would be nice to unlock all weapons in the game for all classes, but we are still limiting the player to a selection of limited skills which they are stuck with while using that weapon.
(edited by SoulSaga.2390)
I dont think its about adding more weapons to the game or for classes in general as much as it is about more skills for players to choose from. This doesnt necessarily mean more weapons. I could mean allowing players to pick their weapon skills like they pick their utility skills.
I agree that it would be nice to unlock all weapons in the game for all classes, but we are still limiting the player to a selection of limited skills which they are stuck with while using that weapon.
If I could pick my weapon skills from say 3 categories: 1handed 2handed ranged I would literally be the happiest person I know. But they will never do that, because they would have to balance it, and it might end up being fun.
RIP my fair Engi and Ranger, you will be missed.
Engineer
by far
Mainhand Pistol for Mesmer!!
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
Give x-bow to Thief
I dont think its about adding more weapons to the game or for classes in general as much as it is about more skills for players to choose from. This doesnt necessarily mean more weapons. I could mean allowing players to pick their weapon skills like they pick their utility skills.
Nah, current system is fine. More weapons to choose from per profession from the already existing ones would be enough diversity.
Personally, I think each class should have access to every weapon.
That’s the spirit!
This was my thinking exactly.
Its kinda annoying to see clases like thief and ele left with 4 options, and ranger & warrior with quite a lot.
Also diversity in skills would be nice, because at this point I think melee isnt favored in PVE (dungeons/boss fights) which is a serious disaster. Actually thinking of PVP & WvW…. hell who wants to be the melee up in front of the group/zerg? Youll get kitten within seconds.
Thief can at least stealth, but if you dont go backstab dagger build and nuke ur enemy down, its easy enough to dodge and root, and use some skills to knockback or put range in between you and a melee. Of course melee need to cling to their target and should be up in your face by there own power, but currently they just seem useless often and you see almost every class coming with a 2nd ranged weapon into dungeons.
More weapons, and more ballance for ranged/melee in every situation (and still want buffs for ranged ranger :P melee ranger is better ).
Elementalist needing more weapons? Considering that each weapon has four sets of skills I find this hard to swallow, but an addition of a normal sword could be stomached I guess. Greatswords…no.
Engineers need more weapons or at least make their weapon kits more viable so they have more options.
We know for sure they are never going to give Mesmer a main hand gun. There is a big joke about it some where on these forms a DEV commented on it. I think we will see more offhand weapons for most classes i would think it would be a lot easier to keep thing even for class by doing this so i see:
Warrior
Torch
Off-Hand Dagger
Guardian
Warhorn
Offhand sword
Ranger
Off-Hand Sword
Thief
Off-Hand Sword
Engineer
Offhand Mace
Elementalist
Torch
Necromancer
Shield
Mesmer
Off-Hand Dagger
Stealing darkace.8925 list.
Any main hand will be moved to offhand i think in the long run that the classes can use.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
I’ve not played much of them so maybe kits make up for it but the engineer weapons selection seem woefully small.
Would like another weapon for my Mesmer. Everyone says it and I agree they need a MH pistol.
Ele could use a long range non aoe field based weapon. Yes ele has 4 attunements swaps so a ton of skills already but you need to be swapping to use the weapon effectively. Its not really switching playstyles.
Guardian could use a long range weapon.
(edited by Demented Sheep.1642)
Elementalist needing more weapons? Considering that each weapon has four sets of skills I find this hard to swallow, but an addition of a normal sword could be stomached I guess. Greatswords…no.
Engineers need more weapons or at least make their weapon kits more viable so they have more options.
I’ve never understood this argument. The Elementalist may have 20 skills per weapon, but they pay for it through:
1) Being locked into one range based on their single weapon set.
2) Having their utility divided over 20 skills. With other professions, you’ll often find that one skill is very much multi-purpose and serves multiple functions without the need for traiting. In the case of the Elementalist, one (weapon) skill generally has one effect.
3) Cooldowns that are generally too long for the effects of the skills. You have more skills, yes, but that doesn’t make that Meteor Shower, Earthquake, Healing Rain, Windborne Speed, Gale, Static Field, Shockwave, Unsteady Ground, Burning Retreat, Magnetic Aura, Fire Grab, Cleansing Wave, Frost Aura, Updraft, Freezing Gust, Fire Shield, etc. recharge any faster.
4) Traits that are clearly intended to encourage sitting in one or two attunements – you can’t get cooldown reduction for your weapon, only for individual attunements. Damage increases are for individual attunements. Etc.
It’s not a matter of “this class can’t be allowed as many weapons because their weapons have more skills.” For any benefit gained from the attunement system, there is an equal part of payment. Furthermore, they would not benefit more from additional weapon sets than any other class. That they are currently locked into a mere 5 weapon set options is an arbitrary result of needing to program more skills into each of their sets, as they still have plenty of unfilled roles that new sets could fulfill.
I would say engis as they’re literally stuck with ranged weapons and a shield. Is it not too much of a stretch to have dagger in off hand. Could have a parry skill and a thrown skill.
Elementalist needing more weapons? Considering that each weapon has four sets of skills I find this hard to swallow, but an addition of a normal sword could be stomached I guess. Greatswords…no.
Engineers need more weapons or at least make their weapon kits more viable so they have more options.
I’ve never understood this argument. The Elementalist may have 20 skills per weapon, but they pay for it through:
1) Being locked into one range based on their single weapon set.
2) Having their utility divided over 20 skills. With other professions, you’ll often find that one skill is very much multi-purpose and serves multiple functions without the need for traiting. In the case of the Elementalist, one (weapon) skill generally has one effect.
3) Cooldowns that are generally too long for the effects of the skills. You have more skills, yes, but that doesn’t make that Meteor Shower, Earthquake, Healing Rain, Windborne Speed, Gale, Static Field, Shockwave, Unsteady Ground, Burning Retreat, Magnetic Aura, Fire Grab, Cleansing Wave, Frost Aura, Updraft, Freezing Gust, Fire Shield, etc. recharge any faster.
4) Traits that are clearly intended to encourage sitting in one or two attunements – you can’t get cooldown reduction for your weapon, only for individual attunements. Damage increases are for individual attunements. Etc.
It’s not a matter of “this class can’t be allowed as many weapons because their weapons have more skills.” For any benefit gained from the attunement system, there is an equal part of payment. Furthermore, they would not benefit more from additional weapon sets than any other class. That they are currently locked into a mere 5 weapon set options is an arbitrary result of needing to program more skills into each of their sets, as they still have plenty of unfilled roles that new sets could fulfill.
+1, well said, this is what drove my fiance, an RL friend, and myself away from elementalists.
RIP my fair Engi and Ranger, you will be missed.