What if we had 4 Weapon Slots like GW1?
Nay, (but Yay for something slightly different)
I think this is not the best way to address your concern. I think the best solution would be build templates like in GW1 or an improved version.
→ name template
→ saves weapons, armour, trinkets & trait selection
There have been threads asking for such a thing..
How about we give Elementalists and Engineers the ability to swap weapons in combat first? Yes, I know, Elementalists can swap between elements and Engineers can use kits but I’d rather switch from, say a pistol + shield Engineer to a rifle; or a dagger + scepter Elementalist to a staff in mid combat without having to either, A) run away to get out of combat or, B ) Kill everything first before I can switch out my equipped weapon.
I know this will more than likely never happen but one can always hope.
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(edited by insaneshadow.1654)
I am a fan of the original first 2 years of GW1. However, 4 weapon switches is just not something I feel I need nor do I miss.
smack..Wut?…smack…smack…
Nay, (but Yay for something slightly different)
I think this is not the best way to address your concern. I think the best solution would be build templates like in GW1 or an improved version.
-> name template
-> saves weapons, armour, trinkets & trait selectionThere have been threads asking for such a thing..
people are also asking for possibility to take utility skill in elite slot and also no response.
But about templates and hotm bank I think Anet complicates everything too much .
Players asked for bank in hotm and instead of just placing it there , they start huge thread that there should be restrictions to it with (lvl,money glory) but nobody cares about it , there is access to banks via www or crafting station and only poor pvper are on lost position . they still dont have bank and they are asking for it since april update.
Same templates instead of giving us any templates they start talk about 3rd party softwer,linking it etc etc who cares ?! we just want any template , come on after 2 years we still dont have any .
It was rarely practical in melee builds and had minimal and effects on any builds. In fact, the whole point was to make Build Templates easier to swap. What you’re suggesting for GW2 is a different monster. Engineer says “Hi!”, with their three possible weapon combos BTW. :p
Longbow+shortbow+sword/x+greatsword might stacking hybrid ranger would be fun to try and surely not OP at all.
At least I wouldn’t frown every time I see a Guardian with a staff in a dungeon anymore, because I’d know, there’s a good chance, that he still has two useful weaponsets somewhere.
“I’m an Ele! Plz put away that staff and/or quit spamming symbols.”
“…but…but [Empower]”
:(
(edited by Tman.6349)
The four weapon system of Guild Wars 1 was a bit more arbitrary. Skills weren’t tied to weapons (though a few skills required that a certain weapon was equipped to use). Basically, having four weapons in Guild Wars 1 only provided stat versatility (damage, speed, range, shield bonuses, focus bonuses, and mods) as opposed to actually giving you more skills to play with.
I feel like it would be kind of a slap in the face to engineers (who don’t even have 4 possible weapon combinations), but as a guardian I frequently find myself with use for more than 2 weapon sets.
I like the idea of more than 2 weapon sets, but a lot of things would need to be reworked in order for that to be fair.
How about 2 times 2 (2 times 1 in case of Ele & Engie),
Inside fight you can switch only inside the group.
Outside fight you can switch groups as well.
Reason behind is just convenience. I hate switching 2 1-hand weapons to 1 2-hand weapon, where one of my weapons always ends up in the loot bag instead of my invisible bag.
It would eviscerate the fundamental balance of the game. Some classes would be immediately much more powerful (warriors, elementalists) while other classes would remain largely unchanged (Thieves, Engineers)
Class mechanics are specifically designed around the weapon limitations in play. Ele spells are powerful but niche specifically because of range limitations and attunements. Kits are powerful specifically because they replace a weapon swap. Thief skills are spammable specifically because they don’t combo well with swapping sets and use a shared cooldown.
You’d have to redesign every class from the ground up if you made this change.
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Ele would have way too much adages over the other classes. Where most classes would only have 8 choose ele would have 20. GW1 set up would not work in GW2 because the way GW1 was set up was less about the weapons the player was using and more about there builds.
I personally do not think a GS should never act like a bow nor should it have any skills related to a bow on it. A wepon is a tool it is no more and no less even from an rp sand point you should never be able to shot arrows out of your GS.
In fact GW1 was the odd ball in its way of letting you chose all your wepon skills and it takes away a lot of meaning to the chose of your wepon, even old D&D games you where very much base off the wepon you used much like real life. Hats and tools is the job you do in real life we have more then one tool and hat that we can use and put on but we still tend to use a very set hat and tool to do that job and often when we try to use a different hat or tool that not fit for the job we get lesser out comes or simply do a bad job.
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While I agree with the posters that Ele and even Engie would have an advantage, we are long overdue for a feature that allows Eles and Engies the ability to weapon swap out of combat for convenience sake. In PvE it would be totally viable and with the amount of time you have to spend in a combat state in PvP it would be a largely. Just add a second weapon slot on the character screen. Once out of combat you can swap.
I suggested this change because this would make up for the lack of skills.
In Guild Wars 1 we had like 150 skills for each class? Here we don’t,I think we deserve at least 3 weapon slots,or at least something like someone said
While in battle,you can only swap 2 weapons (like it works now) and while not in battle,you can cycle through all your weapon sets. (So,kind of a Weapon set template)
This would help a lot with inventory space,and while adding diversity to the game.
I would love to use Warhorn to help people with buffs etc,but I just can’t throw away my Longbow/Greatsword on my Ranger,because you can’t rely on people all the time,so I’m better using weapons for self-defense rather than buffing allies.
Same with my Warrior,I love Sword/Shield for small battles,but I also like to have my Longbow equipped,I would like to help more with Sword/Warhorn but I prefer to keep my shield equipped so I can survive and actually do damage instead.
How about we give Elementalists and Engineers the ability to swap weapons in combat first? Yes, I know, Elementalists can swap between elements and Engineers can use kits but I’d rather switch from, say a pistol + shield Engineer to a rifle; or a dagger + scepter Elementalist to a staff in mid combat without having to either, A) run away to get out of combat or, B ) Kill everything first before I can switch out my equipped weapon.
I know this will more than likely never happen but one can always hope.
Elementalist, no, and I’m an ele main in PvP and PvE. What we need are the mechanical fixes to our attunement system which have obviously been needed since beta. Being some amount of attunement recharge in each tree, and inherent defense in our class mechanic, like every other class mechanic for every other lightly armored classes.
The engineer, absolutely, they should not receive a drawback over their entire class for skills that are only an option to use. Kits are NOT the class mechanic. Either that drawback needs to be removed, giving them a weapon swap, or better a ‘kit swap’ where the weapon swap is for other classes. Or that drawback needs to be justified, with ALL non kits utilities having useful modular skills depending on whether their respective utility has or has not been used, similar to how turrets have one kit skill when up and another when deployed, but better because the explosion bit on turrets is stupid and cheesy and not worth the CD.
(edited by Conncept.7638)
How about we give Elementalists and Engineers the ability to swap weapons in combat first? Yes, I know, Elementalists can swap between elements and Engineers can use kits but I’d rather switch from, say a pistol + shield Engineer to a rifle; or a dagger + scepter Elementalist to a staff in mid combat without having to either, A) run away to get out of combat or, B ) Kill everything first before I can switch out my equipped weapon.
I know this will more than likely never happen but one can always hope.
Maybe we could just allow them two weapon sets? Everyone else gets four weapon sets, and Engi/Ele’s get 2.
While I agree with the posters that Ele and even Engie would have an advantage, we are long overdue for a feature that allows Eles and Engies the ability to weapon swap out of combat for convenience sake.
Haven’t played enough engineer to have an opinion, but absolutely not for elementalist.
The elementalist has 20 weapon skills available in combat (4 groups of 5). They can mix and match single-handed weapons (3 and 2 of the 5), but not the 4 groupings.
Other professions have only 10 weapon skills available (2 groups of 5). They too can mix and match single-handed weapons. But they can also mix and match the 2 groupings.
That’s the price elementalists pay for having 2x as many weapon skills – they can’t mix and match the groupings. Allowing them to swap weapons removes that disadvantage, and in fact would give them a huge advantage. If they could swap just 2 weapons, they’d have 8 groups of 5 skills that they could mix and match. If other professions could swap 4 weapons, they’d have just 4 groups of 5 skills that they could mix and match.
While I agree with the posters that Ele and even Engie would have an advantage, we are long overdue for a feature that allows Eles and Engies the ability to weapon swap out of combat for convenience sake.
Haven’t played enough engineer to have an opinion, but absolutely not for elementalist.
The elementalist has 20 weapon skills available in combat (4 groups of 5). They can mix and match single-handed weapons (3 and 2 of the 5), but not the 4 groupings.
Other professions have only 10 weapon skills available (2 groups of 5). They too can mix and match single-handed weapons. But they can also mix and match the 2 groupings.
That’s the price elementalists pay for having 2x as many weapon skills – they can’t mix and match the groupings. Allowing them to swap weapons removes that disadvantage, and in fact would give them a huge advantage. If they could swap just 2 weapons, they’d have 8 groups of 5 skills that they could mix and match. If other professions could swap 4 weapons, they’d have just 4 groups of 5 skills that they could mix and match.
They can already swap weapons out of combat by simply unequiping and reequiping weapons, and an out of combat change is what Iason Evan suggested.
To me it simply sounds like something having build templates would solve… (if done right)
I’d like to see engineers have four separate weapon options before implementing a weapon swap mechanic for them. Either that or give engineers a kit in the weapon swap slot, rather than making us use at least a quarter of our utility slots for them.
Engineers can use pistols, rifles, and shields. So the weapon options are p/p, rifle, or p/shield. Let’s give engineers some diversity before we add a feature they can’t even use.
-Mike O’Brien
Because we can’t be angry about both?
I think Rangers should have a trait (and maybe other classes as well) to allow them to have 3 weapons equipped instead of 2.