Id like to see more weapon skills for hotkeys 1 - 5
interesting… that would be nice
yes….because it will also help beak the cookie cutter molds that are already developing by allowing people to have better customization with their characters attacks and weapon choices.
I suggested this months ago when i heard the cookie cutter weapon skills -_- Maybe it’ll be heard here. Good luck!
Don’t chase shadows, cuz you just might find whats in ’em – Cpl Braunsberg
When I first started paying attention to the game and learned that you only had 5 set skills for your weapon, I got angry.
Guild Wars gave us so much custoization in how we fought. Guild Wars 2 soooooooort of kinda does the same thing, but it only definitely does it with 5 skills, while the rest are a set 5 in a set order in set combinations. And that’s unfortunate.
GW2 has taken a lot of GW1 stuff and dumbed it down to be simple….I really hope they add more.
This is a HUGE suggestion, I’m seeing it all over the place, even made a thread about it myself. If they do add more skills it should be worked into 30-80 progression, since nothing new happens during those levels at the moment.
This is a HUGE suggestion, I’m seeing it all over the place, even made a thread about it myself. If they do add more skills it should be worked into 30-80 progression, since nothing new happens during those levels at the moment.
Yep…
You could have;
31-40 weapons add 1 more skill
51-60 weapons add 1 more skill (+ the 31-40 weapons skill)
etc…
71-80 weapons would have 4 more skills then current to pick from.
This could be taken further by having certain weapons at 80 that you hunt for that add 1 more skill… Making an even 10 skills per weapon to pick from.
This is a HUGE suggestion, I’m seeing it all over the place, even made a thread about it myself. If they do add more skills it should be worked into 30-80 progression, since nothing new happens during those levels at the moment.
Yep…
You could have;
31-40 weapons add 1 more skill
51-60 weapons add 1 more skill (+ the 31-40 weapons skill)
etc…
71-80 weapons would have 4 more skills then current to pick from.This could be taken further by having certain weapons at 80 that you hunt for that add 1 more skill… Making an even 10 skills per weapon to pick from.
To be honest I’d rather it be done in a little more interesting way, rather than just adding skills occasionally. For example, weapon skills that could be unlocked in trait lines, like my trickery thief getting a “bleeding slash”. At the moment the traits are rather boring.
Imagine if at level 60 we were able to access some traits that completely changed up how our class operated, for example for a thief, “You can now dual wield one-handed swords” maybe some more, “You can now wield maces”, y’know! Giving you more options!
Of course that’d need some tinkering to give interesting boosts to any weapon sets you decide to use. Unfortunately we’re in a situation where some weapon sets are just plain better with certain trait builds, having the skills un-lockable in trait lines instead of inherent to the weapons themselves, would solve this problem.
Edit: Let’s say I’m a Warrior using a Great sword, and I want to stick with it, there could be another trait that say, “You are now more proficient with Great swords, allowing you access to even greater skills”
(edited by BananaMatrix.3702)
I really like the proficiency trait, that sounds like a really good idea!!!
I agree. That, or, give us more skills that we can use at once (for instance have 12 skills instead of 10). There are some skills on some weapons that I rarely use.
i would love having more skills giving diversity to pvp and pve play styles.
Some people have already fired back and do not like having skills that are not tied to the weapon. Having traits unlock skills for weapons would work, but really how is this much different then just adding the skill options per level range? The trait logic will hinder players from chosing another weapon if they are speced for extra skills via the trait they have unlocked.
The example of the Great sword… your logic just pigion holled that Warrior into using only a Great Sword. But then again traits do that anyway with X % improvement using weapon Y… so maybe it all is a pointless disagreement to begin with.
Some people have already fired back and do not like having skills that are not tied to the weapon. Having traits unlock skills for weapons would work, but really how is this much different then just adding the skill options per level range? The trait logic will hinder players from chosing another weapon if they are speced for extra skills via the trait they have unlocked.
The example of the Great sword… your logic just pigion holled that Warrior into using only a Great Sword. But then again traits do that anyway with X % improvement using weapon Y… so maybe it all is a pointless disagreement to begin with.
It’ll encourage players to choose other weapons!
For example, I’m a thief, I like sword/dagger… But I chose to be a Trickery Thief, which means my strength is in CND DMG… Sword/dagger is no good for that, but Dagger/dagger has a bleed and poison, meaning that ArenaNet is indirectly telling me this is the weapon set I’m “supposed” to be using.
If you had trait applicable skills that you could unlock instead, you could use whatever you want! Which means I could use sword/dagger, and just replace one of my weapon skills with the “Bleeding strike” I unlocked in my Trickery trait line!
And I think you missed what I was saying, I used the Greatsword as an example. You would also have “mace proficiency” or “sword proficiency” etc. And maybe even have some that would allow you to dual wield two-handers, who knows?! I’m not actually pushing any of these ideas to be added specifically, these are just examples off the top of my head of how traits could be more interesting. I could sit here and poke holes in them myself, that’s not the point.
Yes… this is what others don’t like. Bleeding strike is no longer tied to a weapon. What is the point from going dagger / dagger to sword / dagger if you have replaced things like Bleeding strike with sword skills.
So you swap from dagger / dagger to sword / dagger and yet skill 1 is the same skill.
I did not miss the point as I get it. However if at level 51 the sword skill that unlocks has a bleed on it… now your bleed spec is more viable for sword and the skill that unlocks for sword is tied to that weapon.
It would be too hard to balance that way.
If you want different skills, just pick a different weapon.
Yes… this is what others don’t like. Bleeding strike is no longer tied to a weapon. What is the point from going dagger / dagger to sword / dagger if you have replaced things like Bleeding strike with sword skills.
So you swap from dagger / dagger to sword / dagger and yet skill 1 is the same skill.
I did not miss the point as I get it. However if at level 51 the sword skill that unlocks has a bleed on it… now your bleed spec is more viable for sword and the skill that unlocks for sword is tied to that weapon.
In my first post when I said, "Of course that’d need some tinkering to give interesting boosts to any weapon sets you decide to use. "
What I was saying is they’d need to tinker these un-lockable skills to behave differently for each weapon set. “Bleeding strike” for example might not work very well with a ranged weapon like shortbow or pistol/pistol. I agree compeltely that weapon sets should have unique skills for them, I’d just like more unique skills, and why not work this in with new progression? Since it’s absent from 30-80 anyway!
Over all, like I said, these are off the top of my head, I’m just spouting examples! It’s not my job to balance these, and I haven’t sat down and written a working system that could be implemented tomorrow (which is why I haven’t made a thread), these are just examples of how traits could be more interesting/profession/gameplay altering
It would be too hard to balance that way.
If you want different skills, just pick a different weapon.
It is not the playerbases decition or opion to say it would be too hard to balance. This is the developers issue to reslove not the player base. Yes the players might have some insite but they are not solving the issue.
Just pick a different weapon… NO THANKS. I like 4 of 5 skills and just hate other weapons. Weapons are linked to multiple skills. Picking a differnt weapon bring you multiple new skills. You can’t just pick and chose what you like.
Options are a good thing!
It would be too hard to balance that way.
If you want different skills, just pick a different weapon.
It is not the playerbases decition or opion to say it would be too hard to balance. This is the developers issue to reslove not the player base. Yes the players might have some insite but they are not solving the issue.
Just pick a different weapon… NO THANKS. I like 4 of 5 skills and just hate other weapons. Weapons are linked to multiple skills. Picking a differnt weapon bring you multiple new skills. You can’t just pick and chose what you like.
Options are a good thing!
But that isn’t the developer’s problem.
They’ve given each profession a variety of weapons/attunement/toolkits for a reason. If you get bored of one, you’re supposed to play another. There are more than enough skills to chose from.
You can’t just say “I only like the sword, so give me more sword skills”. You have more skills, but you have to be willing to use other weapons. That’s how the game was designed.
It would be too hard to balance that way.
If you want different skills, just pick a different weapon.
It is not the playerbases decition or opion to say it would be too hard to balance. This is the developers issue to reslove not the player base. Yes the players might have some insite but they are not solving the issue.
Just pick a different weapon… NO THANKS. I like 4 of 5 skills and just hate other weapons. Weapons are linked to multiple skills. Picking a differnt weapon bring you multiple new skills. You can’t just pick and chose what you like.
Options are a good thing!
But that isn’t the developer’s problem.
They’ve given each profession a variety of weapons/attunement/toolkits for a reason. If you get bored of one, you’re supposed to play another. There are more than enough skills to chose from.
You can’t just say “I only like the sword, so give me more sword skills”. You have more skills, but you have to be willing to use other weapons. That’s how the game was designed.
I can’t agree with that, I don’t think the developers expect us to hop around between weapon sets when we get bored of one all the time. There’s going to inevitably be a particular setup that we’re most comfortable with. Infact, I can prove beyond any doubt that that’s not what ArenaNet intended.
Dagger/Dagger on Thief has a bleed and a poison. Sword/Dagger on Thief has neither. If you spec to become a Trickery Thief, your strength is in bleeds/poisons/CND DMG, so as a Trickery Thief I’m being encouraged to use Dagger/Dagger.
If we were to have more skills, perhaps it would open up my options a bit?
The developer wants me to pick another weapon… no they want me to play and pay for the game and expansions and so on…
I will not pick another Weapon b/c I do not like them. Someone else may like them and that is why they are in the game! I simply use 4 skills and rarely use the skill I do not like. I would rather use something else in that skill slot.
The weapon swapping skill idea is AWSOME! ok… I still like to have options. Having a radio in my car is awsome! I’m so glad I can use the 5 disc CD player and put in what ever 5 CDs I want. Options make life better. Options make games better.
No one seems to realize the sheer volume of work that went into the weapon skills we have NOW. And people already want MORE? O.o
Fully support this. I’m not sure how likely it will be for more weapon skills to be added now but maybe as part of an expansion or something.
Each weapon just needs more options, as it stands you max out the skills for each weapon quickly and then it feels like all growth has stopped. You can literally unlock every skill for every weapon between lvls 5-10 on every class.
The mixing and matching is interesting but they should really include much higher tier skills that unlock in the same fashion but require sticking with the weapon for more than 20 kills. Add a 100 kill, 200 kill, 500 kill, 1000 kill skills for each weapon to show a real preference and allow for them to be swapped out for any of the skills in the line up.
It has the potential to further differentiate characters that would otherwise be identical at the moment and bring back at least some of the ‘deck building’ feel that was in the original guildwars when selecting your skills. I miss the feeling of customization and it really feels like a character is mostly done once you’ve unlocked all of your weapon skills since those are the abilities you’ll use to interact with the world the most through the entire game.
Some of the skills could just be modified versions of existing skills from the trees to add more options (such as changing the attached condition from one type to another ie. bleed to weakness) which makes more combinations viable for each build or making it an balance swap (a single target ability is now area but splits the damage instead).
to simply let players ‘freely customize’ their skills would take too much inefficient balancing work so IMO Anet’s not going to do it (their current skill system is very well structured —-——> way, while the whole ‘allow players to customize from a list of weapon skills’ is <———- way). I know a lot of us ‘really’ want to have more skills in our weapons, but by just saying – ‘unlock hundreds of skills for me’ is simply not the way to go about introducing new skills ‘diligently’.
(edited by FluffyDoe.7539)
Agreed, when I first started watching all the videos before the game came out. They mentioned each attack key would be a chain in atself. I thought they were doing what aion did and thought that was pretty cool. I didn`t realize they only had a limited number of skills and the chains were allready preset for you. I figured they mentioned the first warrior skill was gash,sever,and final and I thought well maybe you could change which skills go into the chain. But you can`t. I thought as the game progressed through the lvls you would unlock or learn more skills like you did in the original game.
I am hoping that in the future they kindof add back the customizable skills and elite captures from bosses. That was alot of fun in itself to do. But everyone being stuck with the same skill templates for every weapon is kind of generic and boring.
The original game was a tough act to follow to make a sequal to. While they did an awsome job making a gigantic detailed world to explore. Alot of the appeal the first game had that made it so unique is lacking in the new game with the direction they choose to go in. I still think it`s awsome game but it needs alot of the old things back that made it as good as it was. I think over time alot of the old things will creep back in to the game. But I just expected it to be there from the start since they knew what a gem they had with the original.
This definitely need to happen. Especially since you don’t really see any new weapon skills past level 10 or so.
What needs to happen is for weapons to be given an experience bar.
Think of it like Final Fantasy 9. In that game, you wear a piece of gear, and you gain points to unlock that gear’s related skills. Similarly, in GW2 they could have the players wield a weapon, and set experience points toward “unlocking” each skill on that weapon. Once the experience bar is filled, the skill is completely unlocked, and can be set for use with any weapon.
The experience can be shaved off the players’ character EXP bar, or it could be a different type of experience points altogether.
What needs to happen is for weapons to be given an experience bar.
Think of it like Final Fantasy 9. In that game, you wear a piece of gear, and you gain points to unlock that gear’s related skills. Similarly, in GW2 they could have the players wield a weapon, and set experience points toward “unlocking” each skill on that weapon. Once the experience bar is filled, the skill is completely unlocked, and can be set for use with any weapon.
The experience can be shaved off the players’ character EXP bar, or it could be a different type of experience points altogether.
It sounds like an awsome idea. But, they would need to redo animations to make every skill match every weapon. Or come up with a package that detects whether said weapon has said skills unlocked for use or not and determine which animation set to apply to it. I don`t see that ever happening. Would probably lead to more problems then it would be worth.
What needs to happen is for weapons to be given an experience bar.
Think of it like Final Fantasy 9. In that game, you wear a piece of gear, and you gain points to unlock that gear’s related skills. Similarly, in GW2 they could have the players wield a weapon, and set experience points toward “unlocking” each skill on that weapon. Once the experience bar is filled, the skill is completely unlocked, and can be set for use with any weapon.
The experience can be shaved off the players’ character EXP bar, or it could be a different type of experience points altogether.
It sounds like an awsome idea. But, they would need to redo animations to make every skill match every weapon. Or come up with a package that detects whether said weapon has said skills unlocked for use or not and determine which animation set to apply to it. I don`t see that ever happening. Would probably lead to more problems then it would be worth.
Shrugs I didn’t say it wouldn’t require work. I’m a player, not a developer. I give my suggestions that I would like to see happen. It’s up to the developers to decide if they’re feasible or not.
I wasn`t putting your idea down or anything. I think it`s pretty cool. But I just don`t think anet would invest time to make that happen. All sorts of other factors would come into play when designing a system like. Weapon damage/delay ,skill refreash time would need to be revamped because some weapons are faster then others, applying bleeds and other effects to weapons that they weren`t intended for.
For as awsome as the idea is, I wouldn`t want to have to be the guy to sit there and sift through all the skills to make them work with all the weapons properly.
Being the only major problem I have with GW 2 , it would be very sad and dissapointing if the weapon skills remain like that. I see many players complaining about this weapon skill limitation and hope that Anet is willing to solve this issue.
One solution would be that , it has alredy been posted somewhere in this forum , higher level weapons give different skills even if they’re from the same origin. Let’s say a lv 40 dagger gives the same skills but slightly changed , longer condition duration on some skills , more damage on others , additional effects etc. The better the weapon , the better the skills could be one possibilty but would be hard to balance.
Another option would be weapon skill challenges. I’ve never played GW1 but heard that something similar has already been there and it would fit into the GW2 world as well. There would be no need for 1000’s of skills but 1-2 per weapon is enough for me.
As an example , let everyone learn a mimic spell by completing an event or dungeon , after that you’re given the chance to learn weapon bounded spells from champion mobs/bosses and assign them to your skill bar ( like blue magic fromm ff).
An alternative to all that would be skill traits like posted above , that change single skills , give them new effects etc. to make combat more interesting and players less predictable.
See there are many ways to handle it , some require more work than others but what’s most important is it should not change the whole combat mechanics. I really hope something is going to happen in this regard.
I think sooner or later they will have to add more skills and chains that you can select to equip. The game has only been live for 20 days or so and people are allready bored with being stuck with the same skills and no variety. Probably would have been more intereting to go with the gw1 8 skill hotbar for your attack skills and have you utilities on the F keys.
The current system may be interesting for players that are new to the genre , but too shallow for us old rpg gamers. There needs to be a balance which currently is not given even via traits. On the other hand there is so much potential if they decide to further improve on it.
Pretty simple.
Add more skills per weapon and allow us to select what we want for that weapon kind of like we already do with skills 6 – 10
this is exactly what i want
one thing i noticed while playing a thief was how much I loved Twisted Fangs single dagger AoE, then we got Death Blossom (annoying flip) as our AoE once we equipped another dagger. I want to stay dual daggers for the stealth skill (cloak and dagger) but dont even like using death blossom.
I also find rifle engineer to be lacking, why does Warrior a usually non-ranged class have far superior rifle skills? Engineer doesn’t have a single rapid fire type skill for pistols or rifle but Warrior does (for rifle).