Showing Posts For Sifloki.6017:
I do see how invulnerability would be over the top. Maybe just increasing pet survivability would do well.
One main flaw with the ranger’s pet mechanic is that if the pet dies, we lose out on a huge chunk of our damage, and pets tend to die a lot or spend a lot of time at the ranger’s side to prevent them from dying. This is especially true in WvW.
A solution may be to reduce the pet damage to maybe 10% of the ranger’s total damage while buffing the ranger’s damage greatly to compensate. The pet’s range should be limited to 1500 units from the ranger, but the pet should be invincible. It would still be affected by CC, but it could not be killed. All of the pets’ F2 skills could then be improved to provide more utility, aoe, or burst. I think that this would make the ranger pet mechanic much more reliable without being overpowered. It would also greatly increase our usefulness in dungeons.
What do you guys think? Any opinions and suggestions are appreciated.
Warriors have such a wide array of weapons because they don’t get that customisation through anything else.
You could argue that eles are the ones with an unfair advantage because if they want to change their build all they need to do is push 1 button and they’ve got a whole new set of weapon skills. Warriors have to buy and carry around a whole extra set of a weapons to get the same functionality and in battle they’re limited to just 2 sets instead of the 4 eles have. And even then all their weapon sets are primarily focused on damage, they don’t have the same AoE healing capacity that eles do.
Or you could claim both are at a disadvantage to engineeers who, like eles, don’t get weapon swapping but can have up to 3 kits to give themselves new weapon skills and get 3 extra attacks and an extra heal from their profession mechanic.
But really it’s just different forms of customisation. If they made all the professions the same there would be no point having different ones.
And that’s where my idea falls off. My only level 80 is an elementalist, so I had nothing to really compare it to aside from looking at the weapon skills on the wiki. I still wouldn’t complain if a new weapon was introduced to the elementalist for some extra flavor, but now I can see where the variability is an advantage.
Elementalists can have the same amount of weapons that Warriors have when Warriors can have the same amount of magic that Elementalists have. Sound fair?
I’d like my Warrior to have Stealth skills like Thieves have but that’s a ridiculous suggestion, as is yours.
I am merely suggesting that other professions’ weapon skills should be more focused and not so broad and that it might mean giving them more weapons to do so. Plus, mesmers use greatswords as a spell casting weapon, I don’t see how the same idea couldn’t be applied to another spell casting class. That’s beside the point, though. I’m not suggesting the addition of mechanics to other classes, like a warrior having stealth. Having access to more weapons is not a special mechanic.
GW2 has this philosophy about avoiding the “holy trinity”, and I may have a good idea on how to further improve the application of that philosophy. I noticed that each profession has access to a different number of weapons, and I think it causes some play style issues.
For instance, a warrior has access to the highest number of weapons. This allows each weapon to fit each player’s build really well. A warrior focusing on burst damage will use a greatsword and a rifle. A more defensive warrior will use a shield, and if a warrior wants to focus on control they can use the hammer. The longbow or axes even allows the warrior to specialize in AoE. Essentially, the warrior has a weapon for each specific role they want to fulfill.
Since I play an elementalist, I’ll use it for the next example.
Elementalists have very few weapons to choose from. Because of this, each weapon has control, AoE, burst, defense, and condition damage built into the same attunements. This means that each different build for the elementalist is stuck using the same weapon skills.
A more specific example would be an elementalist using a scepter and a dagger. Imagine this elementalist focusing on burst damage. In fire, there are plenty of burst options, yet most of these are AoEs (which is the staff’s main concern, anyway). In water attunement, that burst build loses its effectiveness with the low damage and the healing/support skills, as well as the frost aura which is a control ability. The same problem persists in the air attunement, as most of those abilities are control abilities with only a couple of abilities pertaining to direct damage. The earth attunement has some very powerful burst, but the autoattack is mainly for condition damage, and the rest of the abilities are defensive or used for control.
My solution for this problem is to give the elementalist (and other professions) access to more weapons, and perhaps change the weapon sets to fulfill their individual roles more effectively. The elementalist needs a weapon that has more burst capabilities, and a different weapon (offhand) with more defense options. There needs to be a weapon that focuses on healing, and another one that focuses on conditions as well. A suggestion might be a greatsword for burst damage, and the scepter may be used primarily for condition damage. A warhorn could add some healing, and the focus could be used for defense.
The same argument could be applied to many other classes, but I’d like some feedback. What do you guys think about expanding the weapon options for the professions?