Q:
Dear Devs, during class creation have...
You mean each weapon having differen skills on each different set instead of just a different 3rd dual skill? Like OH Pistol having different #4 and #5 skills with a Sword main hand or a Pistol main hand?
I think that would get messy, and some player would even prefer some specific skills a weapon have with weapon A on his build when pairing the same one with weapon B instead. Also they would have to do this with every profession as it would be unfair (just one skill is right, but when every weapon combination is treated like a different 2 handed weapon you’re diverging too much from other classes).
Simply adding an OH Sword and a Rifle would put us with 11 to be in the lines of Rangers, Necros and Guardians. I agree that right now we have too few options. We have nearly as many weapon skills as an Elementalist on a single weapon. We need some more variety in weapon combinations, we’re closer to the “no swap” professions (and those 2 got a huge load of versatility through mechanics and utilities) than we are to the weapon swap professions.
Yes that’s what I’m talking about. Of course I know that not everyone would probably be happy with such changes – but in the same way probably not everyone is happy with how our weaponskills are combined.
My question though goes more into the direction of game design – was it ever a question, and if so why was is scrapped? Or, if not, might it be a good idea for balancing lets say P/P & P/D which suffer from sharing #1 & #2.
Also could the added diversity create more interesting sets (thieves actually want to use every weapon skill every now and then, because they’re all designed as a group and don’t mess with other sets anymore (can’t buff Vital shot because of P/D – sry P/P!).
Just some rnd examples no “omg OP” or “that exact skill I don’t like”, please. These are just examples to show what I’m thinking of, and I’m making them up just as I write this:
- S/P – let’s say stays as it is, but its attack from stealth gets changed to something more damaging (reason: no easy access to stealth & already 2 dazes).
- S/D – gets a Larcenous strike on #2 with a short leap, “Riposte” on #3 dagger block → sword stab, gets flanking strike (as it is now) on #4 & keeps CnD on #5
- P/P – auto attack doesn’t do bleeding anymore but adds vulnerability (its attack from stealth gets the same treatment – vulnerability instead of bleeding), #2 becomes headshot (which S/P still has on #4), Unload stays (buffed or not, doesn’t matter here), #4 becomes crippling shot a single target cripple (or, should P/P have access to some AoE a cone attack that cripples) & #5 “blackpowder evade” – AoE blind and short evade back. Most of its damage comes from unload still.
- P/D – #1 stays as it is (again, mechanic wise), #2 becomes headshot, rest stays the same too, maybe some slight change to CnD.
- D/D – Loses backstab but gets shadowslash (or whatever you want to call it) which adds 3 bleeding stacks if done from behind – direct damage as backstab front. #2 heartseeker becomes bloodseeker (does more damage to bleeding targets instead of low targets), #3, #4, #5 stay as they are.
- D/P – #1, #2, #3 & #4 stay the same (including backstab), black powder becomes an aoe blind that stealthes (6 initiative cost skill ofc), auto attack damage would probably need to get buffed a bit.
- SB stays the way it is.
These are examples I pulled ouf of my… head just now. Don’t strangle me, they’re just for showing diversity. Not everything might be needed (or even just well thought out).