[Proposal] Increase # of Skills.

[Proposal] Increase # of Skills.

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Posted by: CHIPS.6018

CHIPS.6018

Proposal Overview

Currently there are 5 skills per weapon set and 20 utilities skills. I believe this needs to eventually be increased to 15 skills to pick from per weapon set, and 60 utilities skills to pick from. This includes 3 different “auto attack” skill 1’s for the players to choose from, in each weapon set.

Goal of Proposal

My objective is to promote build diversity, build designing and build testing, which was a huge part of “game play” for me and many others in GW1.

Proposal Functionality

I know that having too many skills (like GW1) makes the game hard to balance. That’s why GW2 reduced the amount of skills available. But GW2 went to complete opposite way and have way too few skills to choose from. I think this makes it worst.

Back in GW1 I used to spent hours designing and testing builds to see what works and what doesn’t. This is one aspect of GW that I really miss.

What I see in PvE and WvW is people running the same few builds that works. This gets boring and dull fairly quickly.

I believe the community do enjoy the build diversity. Everyone’s character should be different from each other. And builds doesn’t necessary need to be the most efficient. Some builds are designed purely for laughs, as shown here. ^^

Associated Risks

At the same time having too many skills does get chaotic and makes the game hard to balance. So there needs to be a balance.

I believe my proposal of “5 skills to pick from per weapon set, and 60 utilities skills to pick from” is a good balance point. It gives enough skills to promote build diversity, and the same time not too many that it distort the balance.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

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Posted by: Naus the Gobbo.5172

Naus the Gobbo.5172

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

To those commenting on my UI:
I made that UI myself. It was perfect for me.
The problem was the amount of skills on the screen, not the UI itself.

I’ll add a screenshot of my UI from after I polished it and got rid of the junk. But in doing so I had to remember a ton of things without them being on the screen.

Attachments:

What we do in life echoes in eternity
http://www.youtube.com/watch?v=T6zkT2uZAGA – GW2 – A world of wonder

(edited by Naus the Gobbo.5172)

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Posted by: Lord Kuru.3685

Lord Kuru.3685

More skills means you may have to change your build. Changing your build means possibly changing your gear. Changing your gear after already grinding through one Ascended set? I can already feel the rage echoing from the future.

I think Anet might have screwed themselves here.

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Posted by: Chaotic Storm.2815

Chaotic Storm.2815

More skills means you may have to change your build. Changing your build means possibly changing your gear. Changing your gear after already grinding through one Ascended set? I can already feel the rage echoing from the future.

I think Anet might have screwed themselves here.

you sound like they have something else to fill in the time while they wait for a change in the living story.

#ELEtism

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Posted by: Flissy.4093

Flissy.4093

There are plenty of skills.

Some of them are just bad, though.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

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Posted by: CHIPS.6018

CHIPS.6018

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

Oh I wasn’t asking to use 15 weapon skills at the same time. I was asking for 15 weapons skill to choose from, and we pick 5 to use.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: milo.6942

milo.6942

More skills means you may have to change your build. Changing your build means possibly changing your gear. Changing your gear after already grinding through one Ascended set? I can already feel the rage echoing from the future.

I think Anet might have screwed themselves here.

good point

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Posted by: Meglobob.8620

Meglobob.8620

What I see in PvE and WvW is people running the same few builds that works. This gets boring and dull fairly quickly.

Agreed.

Each class has about 1-3 builds (most have 1-2) that are worth running.

More skills means you may have to change your build. Changing your build means possibly changing your gear. Changing your gear after already grinding through one Ascended set? I can already feel the rage echoing from the future.

I think Anet might have screwed themselves here.

Yep, the way the stat system works, plus the HUGE expense in both time/resources locks players into the same build, never to change.

Skills, some of them are just bad, though.

This is true.

A lot of traits/skills we have are really bad, not worth using EVER, ArenaNet have shown no interest whatsoever in making them viable.

All of this has been done completely on purpose.

GW2 is mean’t to be casual friendly and appeal to a wide audience. So its ‘dumbed down’ to narrow ranges for the player to operate in. It also makes it very, very easy for the devs to make content for and balance. Anet devs love the easy life…

(edited by Meglobob.8620)

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Posted by: CHIPS.6018

CHIPS.6018

Bump bump bump. ^^

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: Chaosolous.3675

Chaosolous.3675

I like your idea about having the ability to chose 5 of fifteen skills from weapon sets. Having 4 to 5 choices (if your class is lucky) of what 5 locked skills your going to have is something that really bummed me out about GW2. The entire skill system seems like it was designed to force you to play in a particular fashion (not so much style) E.G. -Picking 1 to 4 weapons you enjoy (10 skills in front if you include weapon swaps), and then a choice of the 6 skills out of the 25 some odd that are offered to you that even do anything useful. 19 of them being almost… useless.

Some of my oldest characters still don’t have skills/weapons unlocked because I know they’re of no value.

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Posted by: sorudo.9054

sorudo.9054

if you have 3 skills per weapon skill slot to choose from it makes building a build allot more fun and interesting, one of the reasons why i pretty much left GW2 is because playing 1 or 2 the same builds is getting boring.
what i love about the original GW is that in GW you can experiment with builds, make weird combinations and at times it even works. (like a N/A that uses dagger skills, it’s actually fun to do that )
if Anet does make us choose skills on a weapon it would be a really good reason to return to the game and try new builds for a change.

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Posted by: digiowl.9620

digiowl.9620

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

Meh, i would not mind having the state of attunement or kit skills visible. I suck at keeping internal time so i know when to switch back to those heavy hitters that just came off cooldown.

Seriously, an elementalist is fielding some 25 skills. Only that about 3/4 of them is hidden from view by the attunement system.

And i also notice in various videos that some are playing with the inventory open so that they can click on various consumables mid-combat. That is no different from having a potion or similar in a toolbar slot, except that you can’t keybind it.

Honestly, the “skill” in GW2 is in managing the skill recharges and such without the help of a proper UI. As such the fight is between player and UI, not player and mob (or player and player).

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Posted by: CureForLiving.5360

CureForLiving.5360

Back in GW1 I used to spent hours designing and testing builds to see what works and what doesn’t. This is one aspect of GW that I really miss.

Yeah… I don’t think I’d find that all too fun.

Oh I wasn’t asking to use 15 weapon skills at the same time. I was asking for 15 weapons skill to choose from, and we pick 5 to use.

I guess that’s not too bad, or at least I could get use to it eventually (still I’d rather say ANet needs to balance the current abilities and add more weapon variety than add more abilities to current weapons). I’d agree that perhaps we could increase the number of utility ability, perhaps adding 1 or 2 more.

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Posted by: Lambent.6375

Lambent.6375

I agree that there should be more weapon skills, for slightly different reasons, but I agree and that’’s what matters most.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: CHIPS.6018

CHIPS.6018

Back in GW1 I used to spent hours designing and testing builds to see what works and what doesn’t. This is one aspect of GW that I really miss.

Yeah… I don’t think I’d find that all too fun.

Oh I wasn’t asking to use 15 weapon skills at the same time. I was asking for 15 weapons skill to choose from, and we pick 5 to use.

I guess that’s not too bad, or at least I could get use to it eventually (still I’d rather say ANet needs to balance the current abilities and add more weapon variety than add more abilities to current weapons). I’d agree that perhaps we could increase the number of utility ability, perhaps adding 1 or 2 more.

Remember that a character isn’t really yours unless you design his/her whole build yourself. If the build was given to you, then you are playing someone else’s build. And in effect you are playing someone else’s character.

For example let’s say you love playing Street Fighters and you love using Ken. You might get really good with using Ken. You can say Ken is your strongest character.

But is Ken your personal character? Nope. You had no part in designing Ken. Ken is someone else’s character, designed by someone else. You maybe a great user of Ken, but Ken isn’t yours.

Hope now you understand the joy of designing and testing your own build. ^^

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: mercury ranique.2170

mercury ranique.2170

Back in GW1 I used to spent hours designing and testing builds to see what works and what doesn’t. This is one aspect of GW that I really miss.

Yeah… I don’t think I’d find that all too fun.

Oh I wasn’t asking to use 15 weapon skills at the same time. I was asking for 15 weapons skill to choose from, and we pick 5 to use.

I guess that’s not too bad, or at least I could get use to it eventually (still I’d rather say ANet needs to balance the current abilities and add more weapon variety than add more abilities to current weapons). I’d agree that perhaps we could increase the number of utility ability, perhaps adding 1 or 2 more.

Remember that a character isn’t really yours unless you design his/her whole build yourself. If the build was given to you, then you are playing someone else’s build. And in effect you are playing someone else’s character.

For example let’s say you love playing Street Fighters and you love using Ken. You might get really good with using Ken. You can say Ken is your strongest character.

But is Ken your personal character? Nope. You had no part in designing Ken. Ken is someone else’s character, designed by someone else. You maybe a great user of Ken, but Ken isn’t yours.

Hope now you understand the joy of designing and testing your own build. ^^

The problem is not the amount of skills or the quality off the skills. the problem is the lack of diversity.

This is a role playing game. So we are supposed to fill in a role in our team (right).
The early MMORPG’s had the trinity. that was a good start to have different roles. A healer could be subpar to a tank, but you still need a healer so you welcome that class.

Anet had (the good) philosophy to ditch the trinity. And with very good reasons. it is too narrow minded, and limits the possibillity to switch rules. In gw1 I was a good and decent monk, but I often made sure that I underpreformed (jsut keeping the party alive, but not always at full health) cause I didn’t want that role all the time, but wanted to switch to my monk when really needed.

So the trinity is ditched, what is left is a game where the meta (optimum build) for atleast 5/8 classes is called Beserker, and for 2 more it is one of the optimum builds.

This is in my opinion a cross over to the other side off the planes. We need roles and it should be promoted to play a certain role, but it should be a role that any class can play well enough.
There is no issue to have a person in a dungeon that is traited for survivabillity and taking more then average agro and being able to handle it, or a person more traited to heal and buff others. off course someone that is good at dps is very important too.

To achieve that we need more then just a simple fix as proposed here. I don’t want to bother you all bout details, I have stated them several times, but the asnwer is not increase amount of skills, but in promoting and enforicing diversity. One way is to make traits bound to armorstats (so dps armor onlygives offensive traits, and defensive armor gives healing traits) and making those traits groupwide. This would mean (without looking at the class) that someone geared for dps, will boost the dps of all people in the party, and someone geared for protection would boost the protection of everyone i nthe party.

Arise, ye farmers of all nations
Arise, opressed of Tyria!

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Posted by: tigirius.9014

tigirius.9014

I think this was addressed in the first CDI where they spoke of getting skills through completing achievements which would vastly increase the number of builds while also adding new weapon types to certain classes that didn’t exist before.

I could be mistaken but that’s what I thought I read.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Sinbold.8723

Sinbold.8723

I put this comment in a thread 2 months ago, so I’ll paste it here:

I think a great way to get some of that GW1 feel back would be to introduce more skills to the weapons we already have. When I equip my sword, I have 3 skills to use- my chain auto attack and slot 2 & 3. Wouldn’t it be nice to be able to choose from a set of skills for each weapon? Example: skillset A is the weapon or offhand as it currently exists. Skillset B would offer a different chain auto attack, and different skills in slots 2 & 3, but with the same cooldowns. GW1 has 19 sword skills, useable by anyone who wants to equip a sword. GW2 allows you 3 skills, or 5 if you count the chain auto attack (but you can’t “click” the 2nd and 3rd in the chain). I’m not saying my guardian should be able to use the sword skills of a warrior, ranger or a thief or mesmer (although some skills could be crossover skills, like Final Thrust, for example). But adding different “sets” of skills to each weapon and off-hand would allow us to get into some of the build varieties we were able to access in GW1. And as a competitive fencer, I feel anyone with a sword should be allowed access to a riposte! In GW1, my warrior has a collection of shields for every situation in the game; +10 armor vs each element and monster available, as well as damage reduction in stance or enchanted, and 20% at +1 for each attribute in the game. (Yeah, my meager GW1 storage is chock full of stuff like that- I’m a hoarder.) In GW2, my heavy armor toons have 2 (4 really) skills for that shield. Mildly disappointing.

I’d also like Anet to allow heavy armor classes, and maybe even ranger, to use the spear on land as a ranged & melee weapon. How cool would that be?

I also understand that this would involve some extra skill balancing, but think of how much it would add to the game.

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Posted by: Rynn.1324

Rynn.1324

If it isn’t broke…

[Tarnished Coast] Lizzibeth Huffles, Asuran Genius (Engineer) at Play

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Posted by: Deified.7520

Deified.7520

The thing about Gw2 is there is no holy trinity. That means that each class is basically trying to fill similar roles. Do damage, support, and defense at maximum output for each. This means the build diversity is much much less diverse than a holy trinity class. Anet can add a thousand different skills to engineer, but if the bomb/nade/[skill] meta build is still the best all those skills will be mostly ignored.

If anet is going to add more skills, they’re going to need to do one of the following.

1. Make builds more specilized. Make it harder for a class to be able to output a kitten ton of damage and have really good survivability. Survivabliity doesn’t just mean toughness and health. Being able to evade a ton of skills over time a bunch, spamming blinds, tons of aegis and blocks, tons of invurnablities, etc are all things that factor into your survivability.

2. Make objectives in the game that require different builds. I’ve seen a lot of people complain about skyhammer because they run “trolly” builds (ones with lots of knockbacks) to knock people off. More things like this may need to happen. By doing something like this you’ll be seeing more diverse builds on that map. maybe people will trait more into stability. Maybe blinds. Things like that.

I’ll call this now and I’ll keep calling it. If anet adds more skills, if they’re not better than current meta skills than the amount of people who use them will be very low. Just look at the new heal skills. I don’t think I’ve seen anyone using them in this whole weekend I’ve played.

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Posted by: Judge Banks.9018

Judge Banks.9018

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

Complaining about the UI in a game with a fully mod-able UI. The problem is in your hands.

However with Craft Wars 2, it needs a much better UI if there is going to be any hope for expanded combat systems.

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Posted by: Charak.9761

Charak.9761

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

thats why you’re suppose to make a cleaner ui

Attachments:

(edited by Charak.9761)

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Posted by: Charak.9761

Charak.9761

In a way, wasn’t it more fun to have the extra options. Over the 5 characters I had, I had to remember about 400 different keybinds

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Posted by: Rynn.1324

Rynn.1324

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

thats why you’re suppose to make a cleaner ui

I hope that screenshot wasn’t meant to help your argument, because it does the opposite.

[Tarnished Coast] Lizzibeth Huffles, Asuran Genius (Engineer) at Play

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Posted by: sorudo.9054

sorudo.9054

to show the difference between a clean and a messy UI:
GW1 ui (and you can customize it the way you want it):
http://home.comcast.net/~Aetherus/images/gw_ui_closed.jpg
GW2 ui:
http://www.guildwars2levelingguide.net/wp-content/uploads/2012/06/UI-1024x640.jpg

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Posted by: Seras.5702

Seras.5702

I agree that there needs to be a larger skill library. I think weapons need an extra set or 2 to choose from and double the utility skill options.

Also, it might be neat to have some common skills that everyone has access to, similar to the faction-based skills from EotN. Maybe we can unlock them at various key points in the personal story (but only until the personal portion ends and it becomes Trahearne’s story). One skill after 1st arc, one after 2nd arc, last skill after choosing Order. This would incentivize people to play their personal story.

I don’t want a larger number of skills at any one time, just a larger pool to choose from. WoW became overwhelming with a screen full of skills, potions, macros, and QoL buttons. GW was perfect with a huge library from which to pick your ideal 8.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Neural.1824

Neural.1824

There is only one way this would happen, OP.

“Coming soon to a gemstore near you for just 1200gems per skill”

Where are my gem sales? I want gem sales! Nerf EVERYTHING!

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Posted by: Goorman.7916

Goorman.7916

By the way, did anyone notice skill system in ESO?
I mention it because a)It has more skill variety than GW2 and b)it is more similar to GW1 than GW2 is. I find it peculiar

Ash Goorman, 80 level ranger
Lavern Goorman, 80 level thief
Spvp rank 41

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Posted by: sorudo.9054

sorudo.9054

By the way, did anyone notice skill system in ESO?
I mention it because a)It has more skill variety than GW2 and b)it is more similar to GW1 than GW2 is. I find it peculiar

in GW1 you can have about 20 skills within a few minutes, in ESO it takes hours before you finally get to 5 skills……..hardly similar….

(edited by sorudo.9054)

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Posted by: Goorman.7916

Goorman.7916

I agree that there needs to be a larger skill library. I think weapons need an extra set or 2 to choose from and double the utility skill options.

Also, it might be neat to have some common skills that everyone has access to, similar to the faction-based skills from EotN. Maybe we can unlock them at various key points in the personal story (but only until the personal portion ends and it becomes Trahearne’s story). One skill after 1st arc, one after 2nd arc, last skill after choosing Order. This would incentivize people to play their personal story.

I don’t want a larger number of skills at any one time, just a larger pool to choose from. WoW became overwhelming with a screen full of skills, potions, macros, and QoL buttons. GW was perfect with a huge library from which to pick your ideal 8.

I had an idea for skill customization. Every character has weapon skill bar and utility skill bar. From weapon skill bar player can choose 1 autoattack and 4 regular weapon skills, one of which can be elite weapon skill. From utility skill bar player can choose 1 healing skill and 4 utility skills, one of which can be elite.

The problem however rises with elementalist. Either they have to choose 5 bundles of 4 elemental skills on one weapon slot, or they have 20 weapon skills to customize at any given time, both options just do not feel right for me.

Ash Goorman, 80 level ranger
Lavern Goorman, 80 level thief
Spvp rank 41

(edited by Goorman.7916)

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Posted by: Goorman.7916

Goorman.7916

By the way, did anyone notice skill system in ESO?
I mention it because a)It has more skill variety than GW2 and b)it is more similar to GW1 than GW2 is. I find it peculiar

in GW1 you can have about 20 skills within a few minutes, in ESO it takes hours before you finally get to 5 skills……..hardly similar….

Well, i did not say that eso is just like gw1, i said it has more similarities with gw1 than gw2 has

Ash Goorman, 80 level ranger
Lavern Goorman, 80 level thief
Spvp rank 41

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Posted by: Stand The Wall.6987

Stand The Wall.6987

No one is asking for 100 different on demand keybinds like wow had.
OP as well as myself are asking for some kittening options.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Asumita.2174

Asumita.2174

Just give me one more slot. Is that asking for too much?

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Posted by: Jski.6180

Jski.6180

There a lot of hidden skills that do not show up on your 1-10 keybinds. Now i would like to see more of this sure but its like an artiest using every color to pant something it come off looking bad or at least bland.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Rauderi.8706

Rauderi.8706

And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

While I don’t agree with the nerfbats, I lol’d anyway. golf clap

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: DreamyAbaddon.3265

DreamyAbaddon.3265

The amount of skills we have per weapon set is fine. They just need to be somewhat equally useful.
And we need to have more weapons available for the proffessions, like giving greathammers to engineers, rifles to elementalists and nerfbats to warriors.

Having 100 skills on the screen is a pain in the eye.
Don’t believe me? This used to be my UI in WoW before I polished it:

Every single spell was keybinded.

Oh I wasn’t asking to use 15 weapon skills at the same time. I was asking for 15 weapons skill to choose from, and we pick 5 to use.

I was just about to argue with your Original post until I scrolled down and read this.

I agree with this idea. lol
Changing weapon skill like utility skill on the same weapon set would be interesting.

But it would be hard to balance. I think I might be more in favor of more weapon choices instead for the sake of proper balance.

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Posted by: darkace.8925

darkace.8925

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

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Posted by: Rauderi.8706

Rauderi.8706

Said before by others above, but it bears repeating:

There’s no point in making new skills or weapon sets if they’re not supported well enough to be “good” options, or if they invalidate others.

Sadly, most of my utility skills go toward status removal, as that is a huge part of the GW2 end-game meta. It leaves me with little else to put on my bars. And the PvP meta is pretty much “tack on as much stun/daze as you can,” so there’s little build variety there, either.

While I appreciate the idea of having to make some tough build decisions, there really should be some skills that are actually competitive in relation to others, (the concept of ‘incomperables’ notwithstanding.)

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Tru Reptile.6058

Tru Reptile.6058

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

You should call it treadmillstar hehe.

We got a new WvW map that is very major we also got new pve dungeons / maps with the LS. That a lot seeing how big GW2 was when it first came out if you add too much to the maps it will be an over-lode not saying its not an over-lode now. Most skills still need to be worked on and for them to just thow more skills out there to apeads a few ppl who just want “more” of every thing to an endless level is nothing but waited time and work.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Tru Reptile.6058

Tru Reptile.6058

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

You should call it treadmillstar hehe.

That’s pretty funny. Let me try;

Zerk Wars 2
Temporary Content Wars 2
Zerg Wars 2
Gem Store Wars 2
DPS Wars 2
Stack Wars 2
2 Blues and a Green Wars 2

Hey, this is pretty fun!

(edited by Tru Reptile.6058)

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: CHIPS.6018

CHIPS.6018

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

You should call it treadmillstar hehe.

That’s pretty funny. Let me try;

Zerk Wars 2
Temporary Content Wars 2
Zerg Wars 2
Gem Store Wars 2
DPS Wars 2
Stack Wars 2
2 Blues and a Green Wars 2

Hey, this is pretty fun!

You forgot Grind Wars 2. :P

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Neural.1824

Neural.1824

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

Not sure if serious, but just in case..

You are aware that the parent company of GW2 is also the parent company of the group making Wildstar, right?

It’ll be called “Grindstar” within a month of official release due to psychotically obsessive monetization, just like what NCSoft has done with GW2

Where are my gem sales? I want gem sales! Nerf EVERYTHING!

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

You should call it treadmillstar hehe.

That’s pretty funny. Let me try;

Zerk Wars 2
Temporary Content Wars 2
Zerg Wars 2
Gem Store Wars 2
DPS Wars 2
Stack Wars 2
2 Blues and a Green Wars 2

Hey, this is pretty fun!

Very off topic but why would wildstar not be any different in that it has a very similar system? We also know its going to be a major raiding game and the only way to keep 40+ ppl in raids is to reward them with gear. So at the end of the day wildstar going to be a very much like GW2 but slow attk speed but with a major treadmill raid end game.

Back on topic most ppl want existing skill balanced before they add in new ones to just shot gun out new skills all the time will be more of a set back then an advantages of GW2. On the topic of having 11 skills why stop at that and just have 20 a ctrl set and a non ctrl set or have 30 with alt it number can go on 10 skill at one given time is a good stander so you need to make a chose of what you want to use for both weapons and the chosen class skills. Most classes have up to 18 skill with both wepon and wepon swap effect that too become a skill.

Look at it this way most classes have an f1 to f3 some have more some have less each wepon set is 5 skills and most classes have at least 2 sets some have more with other means but lets keep it stander. The weapons tend to have an effect on swap or crit or kill this is in it self an ability. Now on-top of combo filed / finisher these become part of more of the hidden effect of your skills. If there an Ele or other pve effect near by you can add in environmental weapons such as ele conjurer weapons to comply change up your wepon sets for a time. There also the chose of using 0 skills that give you a few set of skill for your 1 – 5. There also rune sets that have on heal effects or on hit or having been hit.

My point is what you see on the bar 1 to 0 keys is only a small part of what you can use in a fight and what you think about when your building your hero.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Tru Reptile.6058

Tru Reptile.6058

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

Not sure if serious, but just in case..

You are aware that the parent company of GW2 is also the parent company of the group making Wildstar, right?

I’m well aware of that, but it doesn’t change my opinion that Wilstar is much better.

@jski Because there is no Zerg BS. There’s actual loot. There’s roles other than Dps. And as far as I know, there hasn’t been any plans of relying on temporary content.

(edited by Tru Reptile.6058)

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: sorudo.9054

sorudo.9054

just to give you an idea of what we can choose from, this is only one profession in GW1, the warrior:
http://wiki.guildwars.com/wiki/List_of_warrior_skills
first look at the current skills, now choose which two you want as alternative in a given skill slot.

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Jski.6180

Jski.6180

In the 18 months since release we’ve been given:
– 1 new skill per class
– 1 universal skill
– 0 new weapon options
– 0 new playable races
– 0 new playable classes
– 1 new permanent PvE map

Down with options! Down with variety! Hurray for stagnation!

Hurray for Wildstar!

Not sure if serious, but just in case..

You are aware that the parent company of GW2 is also the parent company of the group making Wildstar, right?

I’m well aware of that, but it doesn’t change my opinion that Wilstar is much better.

@jski Because there is no Zerg BS. There’s actual loot. There’s roles other than Dps. And as far as I know, there hasn’t been any plans of relying on temporary content.

This is getting way off-topic now.

Every class is dps in wilstar they all dps AND something else. The “Zerg BS” as you put it will come in time it will work out this way that or your going to have to spam tag and solo farm most things in a game made to be played with other ppl lol. You more then likely to get less content over all other then a new raid and a new stronger gear set to get every say about 3 to 4 months.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Zaoda.1653

Zaoda.1653

I miss the build diversity in GW1, as well as the save/load templates that we could swap out at any time (without having to buy a trait reset item in the gem store or go to a trait reset npc and change it for 3 and a half silver a pop).

I also miss the elites and going out to cap them. Ray of Judgment ftw!

Forever a supporter of more male skimpy armor

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Syn Strykiir.9356

Syn Strykiir.9356

I only ask for 2 weapon skills to be changed! Warrior offhand sword sux compared to the offhand axe! plz make the offhand sword skills be on par with the offhand axe skills! I would so love to run dual swords but as it currently stands offhand sword is only good for 1v1 battles to inflict massive bleeds. I want it to be more versatile like the offhand axe is!

[Proposal] Increase # of Skills.

in Guild Wars 2 Discussion

Posted by: Lambent.6375

Lambent.6375

I only ask for 2 weapon skills to be changed! Warrior offhand sword sux compared to the offhand axe! plz make the offhand sword skills be on par with the offhand axe skills! I would so love to run dual swords but as it currently stands offhand sword is only good for 1v1 battles to inflict massive bleeds. I want it to be more versatile like the offhand axe is!

^ The exact reason I wish there were different weapon skills to choose from per individual weapon.

There is probably someone out there that loves the warrior offhand sword skill, and will fight tooth and nail for it to not be changed.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”