are you against new skills?
blinks
I don’t think I know anyone against having new skills added. Of course, I would assume adding such would take significant time as they should require several balance passes and be thoroughly scrutinized before being added into the live environment.
Of course, on the other hand, a lot of people feel there are a lot of chaff skills in the game currently, and those could probably use some looking at too. Give them some fine tuning to turn them into something more desirable (all while keep balance in mind, which is hard, I know).
Well i would love new skills for PvE only content. Wich then eventually after severe tweaking might get imported to PvP.
I think, since PvE doesn’t require that HEAVY balance WvW and sPvP do, it should receive a bunch of new skills for goals purpose. Right now, it feels like – and there isn’t – no progression whatsoever.
(edited by Valento.9852)
Isn’t this topic kind of like “Are you against loot being rewarding?” or “Are you against being able to create alts?”?
Just seems like an odd way to ask if anyone would like new skills…
Sure, I would like new skills, but I think I would rather have new large zones added. So, if adding new skills pushes new explorable areas back a few years, then…I guess…yes, I am against new skills. Lol.
I don’t know anyone who’s against new skills.
- Variety is a balancing nightmare. It is twice a balancing nightmare since ANet insists on not splitting skills for PvP and PvE. It leads to some classes being nerfed from a PvP point and becoming frustrating and unrewarding to play in PvE. Imagine what will become with balancing if new skills and weapons are constantly added? This might be too much to handle for a game with no subscription fee – two years into the game, old classes, old weapons and old skills are still being balanced.
- Not all people like variety that much. Ever wondered why so many people bought iPhones? Answer: because variety is confusing and overwhelming. For casual players (and GW2 is aiming towards casuals with its B2P model), taking it to the extreme, 10 rows of 12 skills can pretty much mean “No thank you, I’ll go play an Android game instead (of learning all that stuff only no-lifers can handle)”.
- People coming back to the game (and they’re supposed to since it’s “pay once, play whenever you want”) will feel left behind if they have to adapt “too much”. Changing traits and utility skills to play in a new map is one thing, recrafting gear for new stats and weapon types is another thing.
- Not everyone likes to change the build they have invested time and gold into with every update. Some people prefer stability to novelty.
This will especially apply to casual players – those who are not interested in visiting forums and voicing there opinion in threads like this one
I think ANet has proven that they are more than capable of adding skills whilst still maintaining a good balance between different professions so no, I certainly wouldn’t mind.
Mesmer – Necromancer – Ranger – Elementalist – Revenant
All for new skills, and a lot of them.
As long as they are actual skills and not antitoxin spray
lol
Major problem in all games.
10k of skills,
only 10 are decent and are usable for build.
I recommend to focus on fixing current skill setup to enhance build variety and usability of those skills instead of adding new ones.
protip:
- In almost all games, new skills were bringing unbalance and additional QQ. If you don’t remember, then search for threads regarding new GM traits. Same situation.
I wouldn’t mind new skills, but they don’t even appear on my list of priorities for what I would like in the game.
Major problem in all games.
10k of skills,
only 10 are decent and are usable for build.
This is indeed the case in most MMOs. WoW being a perfect example where you could have hundreds of skills on your screen while probably only using between 10 and 20.
With the current combat system of GW2, however, where the type weapon you’re wielding determines what skills you can use, this wouldn’t really be a problem I think.
This was also not the case in GW1 where you also had a limited amount of skills you could use at one time, whilst they still had a ton of skills in the game.
So worrying about GW2 turning into a WoW clone regarding skills if they would add more is not realistic imo.
Mesmer – Necromancer – Ranger – Elementalist – Revenant
Same thing as with adding new weapons, the new skills should allow professions to do what they can’t currently do well. Adding skills that do the same thing as the old ones, only with better/higher numbers, doesn’t make any sense at all.
What I’d like to see more than anything are new Elites, it’s one of the areas of the game that is severely lacking.
^
Yeah I was thinking about elites the other day. How you would need to kill elite monsters that used them in order to unlock them. Sort of similar to the current trait system.
I quite liked that.
Mesmer – Necromancer – Ranger – Elementalist – Revenant
Far too many useless skills in the game as it is
pretty much all Race skills are total garbage and most of the games Elite skills are laughable and basically novelty skills with no other purpose like Mistfire Wolf
these need some serious reworking before new skills can be added
Sure, I would like new skills, but I think I would rather have new large zones added. So, if adding new skills pushes new explorable areas back a few years, then…I guess…yes, I am against new skills. Lol.
New skills wouldn’t likely affect new explorable areas as they’d certainly be a different team working on them.
I hope.
If Anet is structured even remotely reasonably.
- Variety is a balancing nightmare. It is twice a balancing nightmare since ANet insists on not splitting skills for PvP and PvE. It leads to some classes being nerfed from a PvP point and becoming frustrating and unrewarding to play in PvE. Imagine what will become with balancing if new skills and weapons are constantly added? This might be too much to handle for a game with no subscription fee – two years into the game, old classes, old weapons and old skills are still being balanced.
- Not all people like variety that much. Ever wondered why so many people bought iPhones? Answer: because variety is confusing and overwhelming. For casual players (and GW2 is aiming towards casuals with its B2P model), taking it to the extreme, 10 rows of 12 skills can pretty much mean “No thank you, I’ll go play an Android game instead (of learning all that stuff only no-lifers can handle)”.
- People coming back to the game (and they’re supposed to since it’s “pay once, play whenever you want”) will feel left behind if they have to adapt “too much”. Changing traits and utility skills to play in a new map is one thing, recrafting gear for new stats and weapon types is another thing.
- Not everyone likes to change the build they have invested time and gold into with every update. Some people prefer stability to novelty.
This will especially apply to casual players – those who are not interested in visiting forums and voicing there opinion in threads like this one
constantly being added? 1-2 new wep for each class aint much in 2+ years, and is the game balanced now it wont be in 10years or 90years from now even if they wont add new skills
but i can see that not everyone wants new weapons or new skills, but i believe the majority wouldnt have a problem with it
(edited by Kuruptz.4782)
Kitten yes.
I want more and more and more and more new skills but I’m a GW1 fanboy. It might unbalance or be detrimental to GW2 in the larger scheme of things which I wouldn’t endorse but the lack of skill choice and diversity is a huge turn off for me in this game.
Spam the same skill rotation for hundreds of hours with subtle variations.
By and large GW2 is /facepalm is this respect.
Sure, I would like new skills, but I think I would rather have new large zones added. So, if adding new skills pushes new explorable areas back a few years, then…I guess…yes, I am against new skills. Lol.
New skills wouldn’t likely affect new explorable areas as they’d certainly be a different team working on them.
I hope.
If Anet is structured even remotely reasonably.
Ha, that was just an example. I have no idea what the ‘skill’ team works on besides new skills (they must work on something else, as we don’t often get new skills), but if it is something I would enjoy more than new skills, then I would be against adding skills. If it is something I would not enjoy more than new skills, then ‘yay!’ for new skills.
The point was….what an odd way to ask if people want new skills added to the game.
Obviously I am not against new skills, but I don’t really feel the need for them either. Maybe that’s because I usually play an ele and have more skills available than most classes, but like some others I feel making undesirable existing skills (weapon and utility) more viable seems more important to me. For example, I find elementalists have no elite that is useful in PvE outside of very niche situations, and usually I wish I could use normal utility skills in the elite slot.
i wouldn’t expect any new skills until we get new weapons, which will be probably another 2 years out.
best statistical loot in the game. We want everyone on an equal power base.”
The main argument against this is that balance would be a nightmare. I agree, but I would be more then willing to pay the price. A few builds per profession is unacceptable. This is just speculation but maybe balance would be a little better in this game if the response wasnt sooo slooow.
(edited by Stand The Wall.6987)
I’d be fine with new skills, as long as they were good skills, that provided meaningful choices. As it is, I almost never use some of the skills that are already in game, like most of the racial transforms and the minion skills like guardian weapons, necro undead or elementals. I wish I could do without ranger pets, also. Adding more skills that I would not want to use just to have more skills? Not in favor.
I don’t know anyone who’s against new skills.
I have no interest in new skills.
New content and new worlds to discover are all I desire.
Rumbled past the old marionette site and had a wash of lovely nostalgia…but wevs.
I’m kind of against it, I guess.
In reality I’m just for getting rid of the heavy disconnect between customization and play, which whitewashes everything you do down to Dodge and DPS. Or in the case of PvP Dodge and Bunker.
There is no point to adding any playable content if it plays through the same no matter how you build or play your character, and no point in adding to that build content if it just gets set by the wayside in favor of the tiny portion of the build system which is actually fully functioning.
I think it would be nice to have a couple added every 6 months or so. Nothing too major but something to even out the distribution of skill types.
All Professions have 4 Healing, 20 Utility and 3 Elite skills. So any addition would have to keep that balance. If any were added, they would probably be Utility ones, although I wouldn’t mind another Elite option (especially when the Necromancer gets to pick from a minion or transform skills, when there could be either a Spectral, Corruption or Well option).
I find the Guardian’s Meditation and Necromancer’s Minion skills in particular to be fairly over-represented. Especially how you can fill all active healing, utility and elite skills with one from those types.
If I was to give each profession an extra skill it would be a utility of the following, I’ve added some hypothetical examples off the top of my head:
Guardian – A Consecration field that would forces everyone inside to be Dazed but also grants Invulnerability. So it would be like a pacifist zone where no-one can fight but no-one can be hurt, just a place to rely on natural regeneration and to wait until the monster that is chasing you gives up. Since NPCs freeze upon being Dazed, I guess it could help in taking a foe out of battle for a certain time period. The Dazed thing is really to prevent skill use, so there could be a Daze effect without that freeze.
Warrior – Physical since the warrior is quite full of passive skills. Maybe a skill that has a 25% to Stun and a 75% to Daze.
Ranger – Probably a Pet skill, although I have limited experience with the Ranger.
Thief – Would be a Trick skill for extra mobility. The opposite of the Scorpion Wire in that instead of drawing something to you, you’d shoot out a Grappling Hook that launches you at them and if you time it properly you could kick them on impact. If a build uses the two skills, there could be a tug of war going on. Might amuse some and annoy others in PVP.
Engineer – A Gadget/Signet combo, works a Signet but styled as a Gadget. I could envision an Insulation Vest gadget that reduces burning and chill duration as a passive but as an active it would allow you to detonate yourself like a bomb while the vest negates the damage on you. Just need to make sure it ain’t called the Suicide Bomber’s Vest… :|
Mesmer – Glamour/Manipulation hybrid. A circular field would be created that when something immediately steps on it, they get teleported in a random direction. It would effect everyone including the caster.
Elementalist – Probably just a Transform skill that turns you into a creature with your Attunement ’s property like an Imp for fire, Krait for water, Harpy for air and something like a wurm for earth. Would give the opportunity for the player to be one of the lesser races for a certain duration.
Necromancer – A Spectral that sees you bend your own shadow over yourself so that it looks like you are larger and therefore more imposing. Like someone has projected a much larger figure over your body. This would probably generate an aura of fear or at least make those who see you more vulnerable.
I also think that the racials are pretty fair except for the Norn. Asura and Char have 3 Utilities and 3 Elites, Human and Sylvari have 1 Heal, 2 Utilities and 3 Elites while the Norn has 2 Utilities and 4 Elites. Important to note that the 4 Norn Elites are transform skills, so not too much variety there.
Probably a bit controversial but I would have rather have the animal spirit you select at Character Creation dictate which Norn Elite you get. It would be like how a Havroun is dedicated to a particular spirit. Then that frees up space for 3 new Norn racials. I know that racials aren’t particularly good but I believe the Norn needs some variety other than transforms and summons. That won’t change now but it’s something I wish happened from the start.
More skills aren’t necessary but I’d rather have them than an extra profession tbh. Especially since there is so much that could be done with the professions we already have.
I’m all for new skills and weapon, but unfortunately Anet is taking a focus to esport, may explain the lack of. This interview didn’t say much,
Ten Ton Hammer: The Meta in Guild Wars 2 changes very little because unlike MOBA’s that introduce new Heroes frequently the addition of new skills, traits and weapon sets has seldom happened in GW2. As a result matches can sometimes feel static and predictable because you know exactly what build everyone is going to be using. What’s the short and long term intention behind attempting to mix up the Meta so that it doesn’t remain the same for months on end?
Josh Davis: Balance is something that we’re constantly discussing internally. Our running philosophy on balance has long been to “shave” things that appear to be outliers in terms of relative strength. This can result in a small increase or decrease in power, depending on the scenario. One of the most interesting parts of balancing Guild Wars 2 – outside of the imposing task of weighing all changes against PvE, WvW, and PvP – is keeping tabs on NA, EU, and China and how each region tends to approach the meta-game. Ultimately, we feel that the most important thing is to make sure that every profession has a purpose, and to this end, our hand in meta-shaping normally focuses on increasing build diversity for each profession and reducing gameplay that’s not fun. If there’s one thing that every player that plays Guild Wars 2 has in common, it’s that regardless of the content they play, their character or profession will remain a constant factor, and it’s because of this that we are so keen on making that experience with your chosen profession as fun and rewarding as possible.
http://www.tentonhammer.com/interview/guild-wars-2-pvp-interview-devon-carver-josh-davis
I sure loathe the idea of esport in mmo’s, in time it will fall flat like the rest.
esport balance>fun for the rest of the game
(edited by Wetpaw.3487)
New skills (and weapon sets) will always be welcomed, I loved the diversity in GW1 that seems to be lacking in GW2. Being able to choose which weapon skills you want to use via a similar mechanic as the utility slots doesn’t seem hard to implement. This will probably be better than adding a bigger skill bar, I’d like to see this in the future. That being said, I wouldn’t want to grind for the skills to unlock them. I think it’ll be good to put in a system like the old GW where you hunt bosses for elite skills. This could be implemented with new content where heroes must learn these weapon skills from enemies to face challenges ahead or something. Just an idea, I know we have something similar with traits already. While I’m against adding extra skill slots, I’m all for a mini sidebar where I can have easy access to items such as food-buffs and pots etc, insteadm of rummaging through my bags to find them x.x
I would love new, GOOD, USEFUL, AWESOME SKILLS being added to GW2.
However, Anet have already added new healing skills and traits to GW2 but they are pretty much USELESS, WEAK, BORING and POINTLESS.
No point in the devs adding new skills/traits if they are of no use whatsoever, just a waste of dev’s time.
Isn’t this topic kind of like “Are you against loot being rewarding?” or “Are you against being able to create alts?”?
The only way I would be fine with no alts is a game mechanic like in Eden Eternal where you can use all classes on one character (but they banned my account so f that game)
(edited by kyrmana.5679)
As someone who has played all classes and pretty much exhausted their uniqueness. New skills or weapons is something I most look forward to. Currently i find the classes pretty boring because ive played them for so long and there has been no real changes. New traits didnt really help much as they have a more background feel to them.
I really want knew content. But i know that even if we got new dungeons and fractals I would still struggle to have fun with any particular class in their current states. New weapons and skills would add freshness to the combat system and allow me to enjoy old and new content with a renewed sense of fun. Yes balancing is an issue. But i think it about time we get something to make things feel fresh. Both combat wise and content wise.
GW1 – Let’s change the name and call it a new skill!