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VocalThought.9835

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Posts posted by VocalThought.9835

  1. I can see each class getting to use 6 new weapons if they had 6 new elites, but they might not create 6 expansion. Not knowing how many Elite Specs will be coming, would it be a good idea to give each elite two new weapons instead of one. They have the new Expansion coming next year and they could drastically change the direction of how the next expansions, if any, will go.

    If they did give each profession two weapons per expansion I think these would be a good idea:

    HOTDragon Hunter: Long Bow & off hand SwordBerserker: Torch & main hand ShieldHerald: Shield & offhand FocusDruid: Staff & offhand FocusScrapper: Hammer & main hand MaceDaredevil: Staff & Dual MaceChronomancer: Shield & Dual DaggersTempest: Warhorn & offhand ScepterReaper: Great Sword & offhand ShieldPOFFirebrand: Main hand Axe & main hand FocusSpellbreaker: Dual Daggers & offhand FocusRenegade: Short Bow & Great SwordSoulbeast: Main hand Dagger & RifleHolosmith: Main hand Sword & StaffDeadeye: Rifle & offhand FocusMirage: Main hand Axe & Main hand PistolWeaver: Main hand Sword & main hand FocusScourge: Torch & Offhand AxeEODGuardian: War Horn & offhand ScepterWarrior: Staff & Dual PistolsRevenant: Dual Pistols & main hand ScepterRanger: Hammer & offhand ShieldEngineer: Great Sword & offhand FocusThief: Torch & Great SwordMesmer: Short Bow & WarhornElementalist: Long Bow & Great SwordNecromancer: Rifle & Hammer

    Thoughts?

  2. @Smoosh.2718 said:Why don't you like DH's in the game?

    I don't like the name because it's sounds off putting from the profession's theme, it sounds like no real thought was put behind it, and I believe there are so many more suitable names.

    @Batel.9206 said:I wasn't around when HoT came out - why was there controversy and/or backlash over the name? I don't get it. It sounds fine to me, and fitting for the thematic elements of the class (we have a bow and arrows, and traps, which are the tools of a hunter; the story sent us to fight the Elder Dragons; ergo, we are dragon hunters).

    Well, technically, every one who plays the game is a Dragon Hunter. The controversy came from when the name dropped, many people were so disappointed. It seem the most lack luster from every other elite's name. People didn't complain about any other profession's name, but the Dragon Hunter. If there were records or past post saved you'll see the backlash.

  3. @Kodama.6453 said:

    @"VocalThought.9835" said:Aside from just adding elites, I think A-Net should add some story content or adventure to being a particular profession and gaining an elite specialization. It's funny that the things that matter the least to your character, like all the things that make up your bio, actually has more content for you in your personal story than the thing that actually matters the most in this game, which is your career. I think they should they should add profession trials, almost like a basic training story to each profession. They should also make trails for each elite, that allow you to learn the history and significance of the specialization. I think this would add more depth to each profession and elite spec. On a side note, I know this has been talked about for years now, but I really wished the changed the name of the Dragon Hunter. To this day, it's still not fitting Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name.

    How else would you name the elite spec if not dragon hunter?I personally don't mind the name, they are using bows and traps, which is fairly fitting for a "hunter" archetype.And considering that our characters already managed to kill 3 elder dragons successfully, I think it qualifies that this elite specs claims to "hunt dragons". ^^

    Agree on the whole trial thing, tho.Unlocking an elite spec should be exciting and something you are working for (and also get some lore). But currently, I have enough hero points to just immediately unlock the next elite spec they are throwing at me and even have alot of spare points.

    I would call them Legion, Paragon, or Seraph. Those I feel are more fitting to the abilities and more suited to the Profession.

    I think it should be more to unlocking an elite than just hero points. I think if you have enough hero points, it should open up a trail for you to complete where you go to a place on the map to learn about the elite and complete a mission that teaches you the skills.

  4. Dragon Hunters has been the most controversial elite specialization in this game. Not because of play style or abilities, but simply because of it's name. A-Net has made changes to several things due to public support, but despite all the past back lash, this name has stayed. People may have thought that it's just needs to grow on us, other may have thought the name is not significant. To this day, it's still not fitting. Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name. Before you guys say it. I did a search and looked for past post about this and could not find it.

  5. Aside from just adding elites, I think A-Net should add some story content or adventure to being a particular profession and gaining an elite specialization. It's funny that the things that matter the least to your character, like all the things that make up your bio, actually has more content for you in your personal story than the thing that actually matters the most in this game, which is your career. I think they should they should add profession trials, almost like a basic training story to each profession. They should also make trails for each elite, that allow you to learn the history and significance of the specialization. I think this would add more depth to each profession and elite spec. On a side note, I know this has been talked about for years now, but I really wished the changed the name of the Dragon Hunter. To this day, it's still not fitting Nothing about that elite screams Hunting Dragons. I can understand that they may want to avoid any religious theme names since Guardians appear to be the closest thing to a spiritual or holy warrior. I think at this day and time, no one other than A-Net, would fight to keep that name.

  6. @Lonami.2987 said:» show previous quotesWhat if your target greataxe user can already use hammer? Would you remove hammer weapon skills to introduce the new greataxe weapon skills? The game needs more variety, not less.

    No, they would get a Hammer skin that looks like a Battleaxe. Same skills.

  7. @Fueki.4753 said:

    @Fueki.4753 said:Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.I still hope they do some day, specially if they introduce new weapon types.

    I still want more weapons, like nearly everyone else.But since Arenanet can't even bring spears on land, which already have skins, I doubt they'll ever introduce new weapons, **which do not even have skins.It's more like that Arenanet will shoehorn weapon types as skin onto existing weapon types spear and scythes are in the staff category, while great axe skins might be for hammers).

    I actually like the idea of shoe horning weapons as skins instead of creating a new weapon type. Like having a crossbow skin used for rifle or pistol, or cestus skin for a shield, or a trident skin for a staff. It's really pointless to add new weapons all that truely matters is the animations. I don't have a problem with having a Hammer that skin looks like a great axe.

    I feel like Caesti would fit better as Focus skins than shields.That'd also let Guardian or Warrior have dual "Caesti" for a hypothetical Brawler elite spec.

    If you look at the current skills for Shield, you'll see that Shield is actually a better weapon for a cestus skin, especially for Warriors.

    I wouldn't want to have a single block skill on my Caesti.I'd rather have dual Shields, if I want to block.

    So out of 5 skills, 2 of them being a block or defensive ability, you would pass if they made warrior use main hand shied with a cestus skin?

    If Warriors was to get a main hand shield, I'd definitely want it to be a door or a massive plate of dim, grey metal, not a Caestus.And it's animations should be done by pushing the shield against foes, not by punching enemies.

    So all 3 abilities would be pushing?

  8. @Kodama.6453 said:

    Although it may have unlikelyhood, nothing is actually restricted. That's just the current situation of the weapon skills being off hand only, right now. There is nothing preventing the Devs from allowing one-handed weapons from being used in both hands. It's much more likely for them to make one-handed weapons dual weld than to make aquatic weapons usable on land or make a new weapon. The only weapons I can see being off hand only is the Torch and the Warhorn because there would be no real reason to have a main hand version.

    Scepter being off hand is just as useful as every other dual weld weapon, especially since it usually used as a magical casting weapon. Foci being dual weld would serve the same purpose as Scepter, and just have different types of spells. Shield is just fitting for a Warrior. I'm not expecting any other profession to be able to dual weld a shield, making the Warrior truely able of dual welding all weapons except magical casting ones, since traditionally Warriors can't cast spells.

    I think these weapons are actually restricted to offhand only by design. This is not just a random occurrence, but something that seems intentional by Anet.

    Why do I think that? Because they acknowledge the difference between these weapons on an economical level.One example for this: dungeon tokens.

    There are 3 cost classes for weapons you can purchase with dungeon tokens:2handed weapons cost 390 tokensmainhand weapons cost 300 tokensoffhand weapons cost 210 tokens

    Focus, shield, torch, warhorn... these weapons are made cheaper than the others. Because their usage is restricted to the offhand only, they won't even provide you an auto attack.And making a mechanical change to the game like making these weapons able to wield in the mainhand also doesn't have enough benefit. Warrior has enough weapons to chose from without making that stunt, there is no need to enable them to wield shields in the mainhand.

    I actually consider it more likely for spears to be usable on land than to make offhand weapons available for the mainhand or vice versa.... And I think the chances for spear are actually really low.

    That a great reason, but I think they could keep it that way due to how I think the weapons would be disputed among each profession, few would pick the current off hand weapons, so that's fine.

  9. @Fueki.4753 said:

    @Fueki.4753 said:Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.I still hope they do some day, specially if they introduce new weapon types.

    I still want more weapons, like nearly everyone else.But since Arenanet can't even bring spears on land, which already have skins, I doubt they'll ever introduce new weapons, **which do not even have skins.It's more like that Arenanet will shoehorn weapon types as skin onto existing weapon types spear and scythes are in the staff category, while great axe skins might be for hammers).

    I actually like the idea of shoe horning weapons as skins instead of creating a new weapon type. Like having a crossbow skin used for rifle or pistol, or cestus skin for a shield, or a trident skin for a staff. It's really pointless to add new weapons all that truely matters is the animations. I don't have a problem with having a Hammer that skin looks like a great axe.

    I feel like Caesti would fit better as Focus skins than shields.That'd also let Guardian or Warrior have dual "Caesti" for a hypothetical Brawler elite spec.

    If you look at the current skills for Shield, you'll see that Shield is actually a better weapon for a cestus skin, especially for Warriors.

    I wouldn't want to have a single block skill on my Caesti.I'd rather have dual Shields, if I want to block.

    So out of 5 skills, 2 of them being a block or defensive ability, you would pass if they made warrior use main hand shied with a cestus skin?

  10. I was talking specifically about the warrior and the open weapon slots for it here and while there is a precedence that ranger got a weapon they can already use, they got it on a position that was locked before (dagger was offhand only for them, soulbeast gave it to their mainhand).

    And this precedence changes nothing for the warrior here, since there are no weapons for the warrior they can use on either mainhand or offhand they can't use in both positions
    if possible
    .

    While I like some of your suggestions, I think some of them are also highly unlikely to happen.Weapons which are restricted to offhand currently surely won't become able to wield in the mainhand, which means your specialisation for warrior using shield in the mainhand is most likely not going to happen in my opinion.Same applies for: mainhand focus on guardian, offhand scepter on revenant, mainhand focus on ele, offhand scepter on ele

    I think you should probably give these specs different weapons.

    Although it may have unlikelyhood, nothing is actually restricted. That's just the current situation of the weapon skills being off hand only, right now. There is nothing preventing the Devs from allowing one-handed weapons from being used in both hands. It's much more likely for them to make one-handed weapons dual weld than to make aquatic weapons usable on land or make a new weapon. The only weapons I can see being off hand only is the Torch and the Warhorn because there would be no real reason to have a main hand version.

    Scepter being off hand is just as useful as every other dual weld weapon, especially since it usually used as a magical casting weapon. Foci being dual weld would serve the same purpose as Scepter, and just have different types of spells. Shield is just fitting for a Warrior. I'm not expecting any other profession to be able to dual weld a shield, making the Warrior truely able of dual welding all weapons except magical casting ones, since traditionally Warriors can't cast spells.

  11. @Fueki.4753 said:

    @Fueki.4753 said:Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.I still hope they do some day, specially if they introduce new weapon types.

    I still want more weapons, like nearly everyone else.But since Arenanet can't even bring spears on land, which already have skins, I doubt they'll ever introduce new weapons, **which do not even have skins.It's more like that Arenanet will shoehorn weapon types as skin onto existing weapon types spear and scythes are in the staff category, while great axe skins might be for hammers).

    I actually like the idea of shoe horning weapons as skins instead of creating a new weapon type. Like having a crossbow skin used for rifle or pistol, or cestus skin for a shield, or a trident skin for a staff. It's really pointless to add new weapons all that truely matters is the animations. I don't have a problem with having a Hammer that skin looks like a great axe.

    I feel like Caesti would fit better as Focus skins than shields.That'd also let Guardian or Warrior have dual "Caesti" for a hypothetical Brawler elite spec.

    If you look at the current skills for Shield, you'll see that Shield is actually a better weapon for a cestus skin, especially for Warriors.

  12. @Taril.8619 said:

    Don't need Hammer for Scrapper, just give Hammer skin for Rifle!

    Don't need Axe for Mirage. Just give Axe skin for Scepter!

    Don't need Greatsword for Reaper, just give GS skin for Staff! (Heck, in this case, Scythe skins for Staff already exist which are thematically appropriate!)

    These make no sense. What the guy you replied to meant was that you can easily get the weapon archetypes you are asking for here by giving other weapons a fitting skin and then
    give a kit fitting for this weapon type you request to a class that doesn't wield the weapon yet
    .

    It makes perfect sense.

    ANet doesn't
    NEED
    to give new weapon kits and by extention, new access to weapons for classes.

    They can simply give out thematic skins for their existing weapons to get the aethetics of that new E-Spec.

    However, they choose to give more access to existing weapon types to increase the number of weapon sets available.

    The same thing can be said about new weapon types too, if they plan on releasing a bunch more E-Specs then classes will start to end up being able to use every weapon in the game (I.e. As I mentioned, Warrior only has 5-6 weapons left they can't already use. If we want to look beyond weapon types given GW2's nature of not really caring about weapon types (I.e. Ranged Hammer and Greatsword) then Warrior only has 2x 2H weapons left, 2x MH weapons and 2x OH weapons) to which new weapon types will allow for more to be done.

    This pool of available weapons for classes can shrink quite fast if they also choose to do what they did with Spellbreaker and add a MH and OH weapon together at once.

    Just how many elites do you think this game is going to make?

  13. @Kodama.6453 said:

    @"Taril.8619" said:

    It makes perfect sense.

    ANet doesn't
    NEED
    to give new weapon kits and by extention, new access to weapons for classes.

    They can simply give out thematic skins for their existing weapons to get the aethetics of that new E-Spec.

    However, they choose to give more access to existing weapon types to increase the number of weapon sets available.

    The same thing can be said about new weapon types too, if they plan on releasing a bunch more E-Specs then classes will start to end up being able to use every weapon in the game (I.e. As I mentioned, Warrior only has 5-6 weapons left they can't already use. If we want to look beyond weapon types given GW2's nature of not really caring about weapon types (I.e. Ranged Hammer and Greatsword) then Warrior only has 2x 2H weapons left, 2x MH weapons and 2x OH weapons) to which new weapon types will allow for more to be done.

    This pool of available weapons for classes can shrink quite fast if they also choose to do what they did with Spellbreaker and add a MH and OH weapon together at once.

    They can give out thematic skins for the existing weapons, however, the problem is that the classes often are also lacking weapons filling the gameplay niche the elite spec is supposed to fill.

    Look at druid, for example. Clearly designed as a support spec, since core ranger is strongly lacking in the ability to support their allies in a meaningful way. They got the celestial avatar and all, but outside of the celestial avatar, ranger doesn't really have alot of weapon sets to make them able to support. Considering how important the chosen weapons are for your playstyle in this game (we are not in GW1, where you could chose to just put spells on your bar, half your skill bar is determined by your weapons), some classes really need these additional weapons to open up the intended gameplay.

    Daredevil is another one. Designed as a bruiser spec for thief, a class which doesn't have any real weapons for the bruiser playstyle. Staff is adding quite alot of defensive mechanics for the thief by providing reflec, weakness, blind, evades.... all in one weapon kit. Even adds hard CC with the stealth attack to knock down enemies.

    This is why adding new weapons is needed. You say you want a support elite spec for the thief (I do, too), but which weapons should that spec wield if we don't add a new support focused weapon for them?I think these newly added weapons are less about just "giving more weapon variety in general" and more about giving the spec a weapon in hand they can use in areas they are lacking.

    About your other argument: warrior is the only class really in danger of running out of weapons soon. And even warrior has 5 weapons left to get:staff, pistol, shortbow, scepter, focus

    And all of these weapons can get implemented thematically in warrior one way or another.
    • staff: polearm (requested by many players), either give it a spear or helbard playstyle
    • pistol: don't think this will be hard to implement, we already see heavy armored pistol users in the new map
    • shortbow: maybe more focused on mobility than langbow
    • focus: signal device, for example like a gunbai dansen which was used to give signals to troops on the battlefield, or maybe the fistfighting weapon you are requesting
    • scepter: could also be a signal device, have to admit that this is a stretch, tho

    Scepter is the most problematic to implement for me, but even without it, we have 4 weapons left which we can easily find a niche for.Which means we still have room for 4 new elite spec.... we currently just have 2, third is coming. We can stretch elite specs for many years to come still, even for warrior. And I actually doubt that we will get so many more elite specs.

    So I don't really see the need to implement new weapons to the game. As I said, it is fun to dream about it. But realistically, I can't see there being enough benefit in new weapons for it to be worth for Anet to create them. The pool available is enough to fill all the needs for the coming years, even for warrior. Other classes have an even wider pool to pick from.

    Actually, there are more weapon options than you guys think. POF showed that new elites can have access to weapons they already use in one hand add to another hand, like Ranger's Soulbeast. So to think we have to add weapons for new elites because we're running out of options makes no sense. Warrior already has a bola and thief has a scorpian wire as a utility skills, should they have been weapons too?

    I don't think they're going to be more than 5 elites, and even if so, there's enough weapons and weapon combinations they could currently use before coming out with more weapons. In fact your idea of weapon skins are fitting enough.

    I came up with my ideas of elites they could make with the current elite listed and the weapons that are currently in the game.

    Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Bursts turn to Marks to place on the ground to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides new effect.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time, like elementalist.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets to fight beside you.*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensively and defensively, and Merge Legend abilities, like the Weaver with their elements.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate which exceeds their abilities.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to transform into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, like ele conjure, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  14. @Taril.8619 said:

    @Taril.8619 said:While it's very unlikely for new weapon types to be added, since they'll most likely just end up as skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons)

    Things I'd love to see;

    - Greataxes
    (Could be interesting to see it for Warrior + Guardian in addition to their current Greatsword and Hammer)
    - Fist weapons
    (Brass knuckles, claws, push daggers etc. I wanna punch a dragon in the face.)
    - Scythes
    (Not just Staff skins, but actual Scythes. However, if they didn't do it for Reaper of all specs, they're not going to do it in general...)
    - Rocket Launchers
    (We have Charrzooka skins for Rifles... But the closest we have to a Rocket Launcher is Engie's Mortar Kit... Imagine Engie running around with an actual Rocket Launcher though!)
    - Glaives/Swordstaffs
    (Twin bladed weapons)
    - Chakram
    (Thrown blades)
    -Kusarigama
    (Kama on chains)
    -Polearms
    (Poleaxes, Halberds, Bardiches, Partisans, Fauchards, Corsques, Naginata etc. Vastly different to in-game staff animations by being far more tip focused combat)

    They can easily use dagger, staves, and great swords and make skins for them or utility skills as a means to create weapons.

    "skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons"

    @VocalThought.9835 said:They really don't need to make another weapon.

    They really don't
    need
    to do anything.

    They don't need to give new weapon access to E-Specs, just give everyone skins for their already usable weapons.

    Don't need Hammer for Scrapper, just give Hammer skin for Rifle!

    Don't need Axe for Mirage. Just give Axe skin for Scepter!

    Don't need Greatsword for Reaper, just give GS skin for Staff! (Heck, in this case, Scythe skins for Staff already exist which are thematically appropriate!)

    Did you just get manic. The game has a system and you want to change the current system. I see nothing wrong with that, but what is being requested already has an easy solution. Making more weapons needs to serve a better purpose than cosmetics. I can see if it was something new like mounts. They proved that you don't need an actual weapon to give players the ability that a particular weapon could bring because they can make anything happen.

    I'm not saying that they shouldn't, just there's other ways to add weapons and their no real purpose.

  15. @Taril.8619 said:While it's very unlikely for new weapon types to be added, since they'll most likely just end up as skins for existing weapon types because that's less work (But also less interesting due to the incredibly limited nature of the visual customization, being limited to whatever handful of skins ends up existing. But also limits the potential of said weapons)

    Things I'd love to see;

    - Greataxes (Could be interesting to see it for Warrior + Guardian in addition to their current Greatsword and Hammer)- Fist weapons (Brass knuckles, claws, push daggers etc. I wanna punch a dragon in the face.)- Scythes (Not just Staff skins, but actual Scythes. However, if they didn't do it for Reaper of all specs, they're not going to do it in general...)- Rocket Launchers (We have Charrzooka skins for Rifles... But the closest we have to a Rocket Launcher is Engie's Mortar Kit... Imagine Engie running around with an actual Rocket Launcher though!)- Glaives/Swordstaffs (Twin bladed weapons)- Chakram (Thrown blades)-Kusarigama (Kama on chains)-Polearms (Poleaxes, Halberds, Bardiches, Partisans, Fauchards, Corsques, Naginata etc. Vastly different to in-game staff animations by being far more tip focused combat)

    They can easily use dagger, staves, and great swords and make skins for them or utility skills as a means to create weapons. They really don't need to make another weapon.

  16. @Fueki.4753 said:

    @Fueki.4753 said:Some people just use new elite specs as an excuse to get weapons they want for their profession, because Arenanet probably will never add more core weapons, despite some classes (the front runner being Engineer) needing some.In short, many people don't actually want Elite Specs, but more weapons.I still hope they do some day, specially if they introduce new weapon types.

    I still want more weapons, like nearly everyone else.But since Arenanet can't even bring spears on land, which already have skins, I doubt they'll ever introduce new weapons, **which do not even have skins.It's more like that Arenanet will shoehorn weapon types as skin onto existing weapon types spear and scythes are in the staff category, while great axe skins might be for hammers).

    I actually like the idea of shoe horning weapons as skins instead of creating a new weapon type. Like having a crossbow skin used for rifle or pistol, or cestus skin for a shield, or a trident skin for a staff. It's really pointless to add new weapons all that truely matters is the animations. I don't have a problem with having a Hammer that skin looks like a great axe.

  17. @Daishi.6027 said:Do the new consoles get a mouse and keyboard?

    Frankly I don't think you get enough buttons. And being able to look around, even if do-able; sounds like a chore.

    People may be able to get it to work, but I don't think it's a very user friendly experience that would appeal to the console market.

    So the question is then, who is it for? If it's to give already invested players another avenue to login, I highly doubt a-net would want to expend their resources that way. At least not anytime soon.

    I think it'll be for console players. I think pc player might see the advantage for playing the game on a pc, but console players don't see the set back that pc gamer see. It's second nature to use multiple buttons at once. In fact every game that was a pc game and came out for console, you don't hear console gamers complaining about them.

  18. @"Game of Bones.8975" said:Great post. B)I believe the "*" additions were possibilities of one of the three not to add all three at once. I'm sure someone already brought that up.

    I wouldn't care if they added them all at once or separately. I just feel these elites are fitting to the profession theme, serve the purpose of adding new flavor and somewhat a mix of another profession, and something most would love to see.There still all separate elites that can only be played one at a time.

    When deciding which weapon to assign to the new elite specialization, look at what past practice has shown and the "Weapon usability by professions"https://wiki.guildwars2.com/wiki/Weapon#Weapon_usability_by_professions. Focus on the far-right column where it shows the number of professions + elites that can use that specific weapon.

    Each new elite specialization unlocks a weapon not previously available. I would avoid those which are already unlocked for an elite twice or staff /sword which are usable by 7 and 8 professions respectively.

    Yeah, I did just that. Most of the weapons are new to the profession. Only when it was fitting did I add a used weapon. Just like they did with Soulbeast, giving them a main hand dagger. If you look at the weapons you'll see that each of them is getting used by many professions.

    I believe the Thief is the best example of how to expand a core profession. First, they rolled out a melee fighter in the Daredevil: in close and brutal. Then the Deadeye expanded its range to the max. Each profession (with elites) should be able to enter combat either in melee-range or long-range with the supporting skills to add flavor.

    I think that is just fitting for the thief. Each profession has a different thing going on, so you have to take into consideration of what that profession is lack as far a gameplay, fitting to other or past lore or themes, or fits with the whole secondary profession.

    I do like the concepts.I would like to see the Revenant or Necromancer gain access to pistols (short-/mid-range) or Rifle (mid-/long-range).Thanks for thinking of bringing the traditionally off-hand weapons to the main-hand or dual-wielding scepters.

    Yeah, I saw an image of a Revenant with dual Pistols and thought that would be awesome, so I added it and called it Mist Walker. I also saw a post where someone had the idea of a Necromancer with a Rifle. I would more so like to see a Necromancer with a Shotgun. I think that's a dope image. As far as the dual Focus or dual Scepters, I think it's the most potential thing to happen, especially for a elementalist having so many skills. I would hate to see them try to come up with 20 skills for several two handed weapons, compared to making 8 with a Scepter or 12 with a main hand Focus. Main Hand Shied for a Warrior is just awesome for creating the brawler type of player, especially if you using main and off hand shield.

  19. @"Skiravor.1257" said:(Spoiler!)

    I do like the hint in the storyline "hidden arcana" when you are waiting outside while the magister teaches class. She lists the elder dragons and says their research shows there is an as of yet unconfirmed elder dragon of the deep oceans.

    I would very much like water content of all varieties as I live in the desert IRL lol.

    Boats, underwater mounts, fishing, all of it.

    I really hope they add more water content and new races.

  20. @Algreg.3629 said:

    @Danikat.8537 said:Some people already play GW2 with a controller, so it's possible, but I'm not sure how exactly the button mapping works.

    The PS4 controller has 8 buttons on top, 4 shoulder buttons, 2 joysticks which can also be pressed down, a dedicated options button for menus and a touch pad which can function as at least 1 extra button. (Plus dedicated share and home buttons but I'm not counting them because as far as I know they can't be re-bound to other functions.)

    So that's at least 15 buttons and 2 analogue sticks, which I imagine would be for moving the character and camera. (I don't have an Xbox One controller, but the Xbox 360 and Switch controllers have 16 buttons and 2 analogue sticks each, so I assume the Xbox One is similar and the PS5 and new Xbox will be comparable too.)

    My 'combat cluster' on the keyboard uses 20 buttons (10 skills, 5 profession skills, special action, weapon swap, take target, dodge and jump), plus 4 to move the character and the mouse to move the camera/target skills, and you'd need 1 to switch to menus (likely the options button). So I assume using a controller means using modifiers (like shift+1, shift+2 etc.) but it's pretty easy to do that since controllers are designed to allow you to press multiple buttons at once, and of course the game already supports mapping a skill to a button+modifier.

    Of course that doesn't cover absolutely everything (e.g. there's no mount bindings, or shortcuts for different menus) but I imagine that could be handled by having different sets of keybindings depending on the situation - like the context sensitive F key.

    As far as Controllers go, don't think them as button to button when comparing them to a keyboard. Most Console Games use button and trigger combinations, along with button taps or holds, so you could actually link each button with each keyboard key.

    --- Keys Playstation--- Keyboard

    1) R2 --- #1 (Weapon Skill 1)2) Button 1‐-- # 2 (Weapon Skill 2)3) Button 2--- # 3 (Weapon Skill 3)4) Button 3--- # 4 (Weapon Skill 4)5) Button 4--- Space bar (Jump)6) L1 + 1 --- # 5 (Weapon Skill 5)7) L1 + 2 --- # 6 (Utility Skill 1)8) L1 + 3 --- # 7 (Utility Skill 2)9) L1 + 4 --- (Dodge)10) R1 + 1 --- # 8 (Utility Skill 3)11) R1 + 2 --- # 9 (Utility Skill 4)12) R1 + 3 --- # 10 (Utility Skill 5)13) R1 + 4 --- (Finish/ Revive)14) L2 +1 --- F1 (Prof. Skill 1)15) L2 +2--- F2 (Prof. Skill 2)16) L2+ 3 --- F3 (Prof. Skill 3)17) L2 + 4--- F4 (Prof. Skill 4)18) L2 + R2--- F5 (Prof. Skill 5)19) Dir 1--- Weapon Swap20) Dir 2 --- Items21) Dir 3 --- Emotes/ Communicate22) Dir 4 --- Change Camera Angle23) R3 --- Move24) L3 --- Camera/Press to target25) Option (Main Menu)26) Touchpad --- Tap for Map/ Hold for Mount Options

    great, main issue solved, the game can now ship on consoles tomorrow...

    Right!

  21. @Danikat.8537 said:Some people already play GW2 with a controller, so it's possible, but I'm not sure how exactly the button mapping works.

    The PS4 controller has 8 buttons on top, 4 shoulder buttons, 2 joysticks which can also be pressed down, a dedicated options button for menus and a touch pad which can function as at least 1 extra button. (Plus dedicated share and home buttons but I'm not counting them because as far as I know they can't be re-bound to other functions.)

    So that's at least 15 buttons and 2 analogue sticks, which I imagine would be for moving the character and camera. (I don't have an Xbox One controller, but the Xbox 360 and Switch controllers have 16 buttons and 2 analogue sticks each, so I assume the Xbox One is similar and the PS5 and new Xbox will be comparable too.)

    My 'combat cluster' on the keyboard uses 20 buttons (10 skills, 5 profession skills, special action, weapon swap, take target, dodge and jump), plus 4 to move the character and the mouse to move the camera/target skills, and you'd need 1 to switch to menus (likely the options button). So I assume using a controller means using modifiers (like shift+1, shift+2 etc.) but it's pretty easy to do that since controllers are designed to allow you to press multiple buttons at once, and of course the game already supports mapping a skill to a button+modifier.

    Of course that doesn't cover absolutely everything (e.g. there's no mount bindings, or shortcuts for different menus) but I imagine that could be handled by having different sets of keybindings depending on the situation - like the context sensitive F key.

    As far as Controllers go, don't think them as button to button when comparing them to a keyboard. Most Console Games use button and trigger combinations, along with button taps or holds, so you could actually link each button with each keyboard key.

    --- Keys Playstation--- Keyboard

    1) R2 --- #1 (Weapon Skill 1)2) Button 1‐-- # 2 (Weapon Skill 2)3) Button 2--- # 3 (Weapon Skill 3)4) Button 3--- # 4 (Weapon Skill 4)5) Button 4--- Space bar (Jump)6) L1 + 1 --- # 5 (Weapon Skill 5)7) L1 + 2 --- # 6 (Utility Skill 1)8) L1 + 3 --- # 7 (Utility Skill 2)9) L1 + 4 --- (Dodge)10) R1 + 1 --- # 8 (Utility Skill 3)11) R1 + 2 --- # 9 (Utility Skill 4)12) R1 + 3 --- # 10 (Utility Skill 5)13) R1 + 4 --- (Finish/ Revive)14) L2 +1 --- F1 (Prof. Skill 1)15) L2 +2--- F2 (Prof. Skill 2)16) L2+ 3 --- F3 (Prof. Skill 3)17) L2 + 4--- F4 (Prof. Skill 4)18) L2 + R2--- F5 (Prof. Skill 5)19) Dir 1--- Weapon Swap20) Dir 2 --- Items21) Dir 3 --- Emotes/ Communicate22) Dir 4 --- Change Camera Angle23) R3 --- Move24) L3 --- Camera/Press to target25) Option (Main Menu)26) Touchpad --- Tap for Map/ Hold for Mount Options

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