More Weapons Or All?weapons
Posted 17 April 2013 - 05:13 PM
I like the idea of different weapons myself. Could add a lot of different things like shotguns, whip chains, quarterstaffs, polearms, chakrums, crossbows, magic books, orbs, etc.
Also, if there's a discussion about this somewhere or I placed this in the wrong topic, then sorry in advace, have not been on these forums lately.
Posted 17 April 2013 - 05:37 PM
Posted 17 April 2013 - 06:09 PM
Jonathan: This is something that we definitely want to do. As a lot of people on the forums have picked up, the system is pretty much designed to do exactly this. For instance, you can just give one of the classes a new weapon and all of a sudden they have a complete new way to play the class that interacts with the utilities, the heals, the elites, and the profession abilities. But it's one of those things that we want to wait on until the time is right. We still feel like there's some work to be done on the traits for all of the classes and getting those up to par. And again, going back to what we talked about in the first question about making sure that everybody has a lot of viable builds - we want to make sure that that's the case. Once we feel like that has settled down and everything's got a really good feel to it, then we can start talking about adding new weapons. We don't know when that will happen, or how that will happen, but it's definitely something that we've talked about.
Jon: We don't want to add new, you know, non-viable things to the list, right? We have enough stuff that we feel we want to massage and get to the point where it serves a much better purpose. We don't need to add to that list, we need to first add to the list of stuff that's good. This question is kind of vague and I think there's two answers that we didn't really get to. The answer to both of these is "yes," but, "do we want, you know, warriors or thieves to have another weapon that's already in the game," and "is there a point where we're going to add a completely new weapon, a new set of animations, something that no one uses right now?" Obviously the first one is more likely to happen earlier than the second one is, as it has less dependencies.
Posted 17 April 2013 - 06:26 PM
That being said there are some weapons that would make sense for certain classes to have that they don't already & there are certain weapons that would make no sense for some classes to have as Vski pointed out.
As for who gets what, these are a couple idea I think would fit.
Thieves: 1 handed axe for mainhand & Longbow
Warrior: Short of brand new weapon types IDK what they could give them since they don't use magic.
Guardian: Warhorn & 1 Handed axe, or perhaps a longbow at some point (could use Asain monk themed spirit arrows).
Engineer: Really can't think of any new weapon types they could use. Perhaps they could give them a new utility skill that varies depending on weather they have rifle or pistol equipped.
Mesmer: Main hand & off hand Dagger obviously.
IDK what they would do for Ranger, Ele & Necro though.
Posted 18 April 2013 - 01:32 AM
Rifle (lol sniper)
Hammer (bigger billy club)
Pistol (both hands)
Mace (main hand, billy club)
Scepter (main hand, Idk why, but wiki lists it)
Sword (offhand, machete style)
Dagger (offhand, lol CoD)
Warhorn (offhand, like the walkie talkie)
Profession mechanic would be calling in reinforcements for a specific attack or skill, like the Pact's tanks, motorcycles, helicopters, or gunships.
Posted 18 April 2013 - 01:36 AM
Posted 18 April 2013 - 01:51 AM
bring back those "conjure nightmare" and "conjure phantasm" and "phantom pain" skills
Edited by I'm Squirrel, 18 April 2013 - 01:52 AM.
Posted 18 April 2013 - 01:54 AM
Posted 18 April 2013 - 02:07 AM
also, separate rifle into 2 categories, rifle and shotgun. give engy both, give warrior shotgun only, and give the rifle to thief and ranger.
don't really see anything that can be added for casters though.
Posted 18 April 2013 - 05:44 AM
This ^ would actually fit very well with the idea I had for giving Engineers a new utility that gives varius effects based on what weapons the engineer has equipped.
Scope Mount: Mount a scope on to your currently equipped weapon refining its abilities.
For the pistol it would increase all damage done by X%, Double the duration of the bleed on explosive shot & turn Glue Shot into a single target projectile that bounces twice with a cool down of 20 seconds. (each hit would immobilize for 1 second & cripple for 4)
For the Rifle it would increase all damage done by X%, cause hip shot to apply a 5 second vulnerability & turn "Blunderbuss" Into an "Automatic Fire/Volley" type of ability.
Posted 18 April 2013 - 11:40 AM
What I miss for the Elementalist is a weapon that combines the active and highly mobile playstyle of D/D with the possibility to, occasionally, hurt stuff at range. What comes close(ish) is S/D, as it combines melee and medium ranges, but it's not near as "active" and "versatile" as D/D.
One option I would fine particularly awesome would be the use of a main hand sword. This is not too strange, as casters already use swords in the game (Mesmers) and wizards/mages are often sword-wielding classes (Mages in WoW, but also: Gandalf has a sword!). In my mind, I see this as something that could be used to create a hybrid build between medium range and active combat, where some attunements rely on range and mobility (think Fiery Greatsword) and others on using the sword as a conductor to strike at range (ala Staff/Scepter). Adding traits so that it works with a dagger for active combat and focus for support would be incredibly neat.
It might be OP, but that's not my department :-)
Posted 18 April 2013 - 12:17 PM
Posted 18 April 2013 - 12:32 PM
Well, the Guardian is a more of a battlemage, mixing magic and weaponry, making the scepter a good weapon for the profession. On the other hand, the warrior is a pure weapon guys with all his skill more toward inspiring him and his ally and not really by magic. Banner, Shout, physical ability. The Warrior, Thief, Ranger and Engineer are non-magical profession and this is why they don't have access to magical weapons : Scepter, Staff and Focus.
Posted 18 April 2013 - 12:38 PM
But in GW1 I saw Warriors in PVP use the wand all the time until the Spear came out in Nightfall.
Posted 18 April 2013 - 12:47 PM
Well, in GW1 you had secondary profession so if you mix a warrior with a caster class you have access to the wand. But at this point, your warrior is now a Caster-Warrior.
Posted 18 April 2013 - 01:20 PM
Spears on land: I miss polearms and they would be great for warrior, guardian, ranger
2H axes: warrior and guardian
Mace: for engineers, like a blacksmithing hammer for them. Would be nice to have a melee option to go with sheild instead of just tool kit.
Posted 18 April 2013 - 01:47 PM
I don't understand why anyone wants another aoe weapon (even if it's just cleave) on engineer...the class doesn't have a single single-target option at all, everything has some sort of aoe attached to it. I'd much rather have a ranged single target option (either a new kit or the rifle/shotgun split I suggested above) than have a mace which would essentially just be the toolkit again anyways.
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