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VocalThought.9835

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Everything posted by VocalThought.9835

  1. 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?
  2. 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 playstylepistol: don't think this will be hard to implement, we already see heavy armored pistol users in the new mapshortbow: maybe more focused on mobility than langbowfocus: 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 requestingscepter: 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.
  3. They can easily use dagger, staves, and great swords and make skins for them or utility skills as a means to create weapons. @Taril.8619 said:"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.
  4. 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.
  5. 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.
  6. 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.
  7. I really hope they add more water content and new races.
  8. 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!
  9. 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--- Keyboard1) 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
  10. With new consoles coming out, should GW2 be a game for them?
  11. Awesome. Just awesome. Thanks. I hoped my concept were easy to understand. I basically tried to tie in each professions to another so you could get the feel of a secondary class.
  12. Oops, I meant main-hand pistol. Fixed it No they don't.
  13. Came up with similar ideas in another post. 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 Marks 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 more of an area effect damage. 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.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*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 offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate. 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 merge 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, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybertronics 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. Not exactly like yours, but new ideas non the less.
  14. I'm for Tengu and Largos!! Just slap on Char and Norn armor on them, respectively. I won't mind some of the animation armor clipping. It's a minor thing. They can easily pick up with where the game is at, or they can have their own personal story that's fitting to them, like every other race. I'm looking forward to it.
  15. Why wouldn't we? We got mounts! The same reason we're not getting new weapon types.I'm not saying we're not. I just feel we shouldn't. I see no reason for them other than aesthetics. I feel all the weapons we have are more than fine. But if it happens, it wouldn't make me upset. I actually would be happy for all of those that look forward to them, along with people who want on land aquatic weapons, and GW2 VR.
  16. Honestly, what should be the case is that E-Specs should focus on providing something different than the core. Such as having a completely different functionality of the core mechanic (Such as is the case for Chrono and Scourge, the former getting different shatters and the latter having Shroud become a series of F skills) or providing a new build type for a class (Such is the case for Druid, having a spec and weapon that provides a lot of party support utility) Rather than trying to slap on stat nerfs to elites to stop their outright superior version of the same mechanic making them outright better. Since, if the E-Specs are focused on a completely new build type for a class (Such as Druid) or provide a new take on the classes core mechanic, then there only needs to be a level of equiable balance between E-Specs and Core to then have people pick a build based on what they prefer to play as opposed to right now where you 99.99% of the time pick an E-Spec because it's outright stronger. Of course, such balance is also marred by the nature of how many Core weaponsets are absolute garbage while many E-Spec weapons are much better designed (Or help round out a build archetype that doesn't have 2 weapon sets available in its core because some classes don't have a very good selection of weapons for both Power and Condi based builds), meaning that even if Core and E-Specs ended up being equal and only had different gameplay mechanics, you'd still end up picking E-Specs a lot of the time just to get a better set of weapons (I.e. Necro for a Power build has... Axe/Focus + GS and for Condi build has Scepter/Torch +... ???) Why didn't you just say that from the beginning. I fully agree with you.
  17. Well you're not wrong because that's your opinion, but you are stating your opinions as facts.Because elite specs being better is not an opinion. It is a fact. I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa.Preferring has nothing to do with it. Ouperforming, or being better suited for a role, however, does. I can see how the elites are currently in a better position with some professions, but hence the trade off...First, not "some" but "all" professions. Second, the trade off does nothing to balance that, because the tradeoff is in something completely unrelated. The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.The point i'm (again) making is that the tradeoffs should matter. I mean, if the tradeoff does not affect anything about the inequality issue, then the tradeoff might as well not exist. The core classes do not really get anything of value back for being inferior.I see... your looking at the trade off being more so toward improving the core profession, not the trade punishing the elite. That's a good point, but I think adding to the core instead of adding a penalty to the elite or removing a perk of the core from the elite is taking us the wrong direction. I say just keep core the same and, when it comes to the elites, play around with those. We're not trying to make elites unlikable and under par, just not too over powerful that you need to be the elite.
  18. Well you're not wrong because that's your opinion, but you are stating your opinions as facts. I can see why you would prefer an elite specialization over a core elementalist, but that's also the same as why you may prefer a Tempest over a Weaver or vice versa. I can see how the elites are currently in a better position with some professions, but hence the trade off... The original question is should there be a trade off for elites. My answer is still yes. Especially now that you convinced me that you believe the elites are in a better position in pvp or pve, it only makes sense that with great power comes a trade-off.
  19. I would still perfer it. Every other game that went from pc to console gave me no problem. I guess I'm more skilled with the console than the keyboard.
  20. I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT.You might want to read what i actually wrote. I agree with the what the stated dev intentions for the elite specs were. What i try to tell you however is that those intentions are not how the elite specs actually work. The elite specs are better. That's not an intention, that's a fact. Whatever the devs said they wanted achieve has never been realized. Just tell me, why you might want to pick, for example, Elementalist, instead of Tempest or Weaver? Just show me one thing where one of those two eplite specs would not be a better choice.Now, do the same for other classes. And when you'll look at the results, you will know what i'm trying to tell you.Elementalist is a decent core, especially if you don't want to be lock in an Attune for an extended period of time like the Tempest or if you don't want to be jumbled and confused with what your doing like the weaver. Does that help.
  21. You do know that Scepter is the only main hand weapon. I really don't see how hard it would be to make it dual wield. And making a off hand weapon dual wield is a far less stretch than making aquatic weapons for on land use. If daggers can do it so can a focus. You do know that's what the elites profession mechanics are for. Anything that is currently in the game for one profession can be done with another. They've done it with Necro and Engineer this far. Overlord summon is too close to Renegade summon. Unless they change Renegade summon to be "immaterial" and just fancy looking AoE like Holosmith (with a nerfed duration in PvP for balance). Longbow would fit and be a realistic weapon. Revenant have so few weapons anyway. Actually Renegade Spirits are more like Ranger Spirits, Overlord would be more like Necromancer's minions. My Rift Slayer would be more in line with Holosmith where the Dimension Gate opening would boost their skills, but they would have to close the gate or take damage. Shaman totems already exists, they're spirits. And the merge already exists in Soulbeast.What could be is a 1 Pet elite that can "boost" the Pet with a skill replacing pet swap. Shaman Totems would be way different than Ranger Spirits I didn't put it in this post, but the totem would boost the transformation durations while in its radius. And unlike Soulbeast, where you stay a person and take on some pet abilities, here you become the pet and have more animal abilities while transformed. What does cybrotronics or biomatrix even is ? Sounds like technobabble without definition. Lol... I'm sorry, but both of those is a real things but one, although has been in Scifi for decades, I played around with the spelling. Cyber or Cybrotronics is the using computer and robotics to do tasks. Biomatrix is the use of technology medicine. A torch would more likely goes with an Indiana Jones vibe ! Grave robbing ancient tombs with a torch to lit your way in.I'm glad that thought came to mind. Another would be an old fashion medieval detective.Axes rather maces. Mace are too heavy for a thief IMO.I like maces because it reminds me of the old medieval thugs with their blackjacks or the bruiser type. Or you can think of Marvel's Daredevil. Axes aren't bad either, but I would love to see maces use by thief the way Axes are used by Rangers.Shadow Mage would feel better from getting a Scepter with a trusty dagger or pistol as offhand just in case. I can see that, but I think Focus off hand is more fitting, especially if you want Thieves to have a main hand Sword. Sword and focus is more appealing than Scepter and Dagger or Pistol. There could be an elite that have you stay in your element for 10 full seconds (less with Arcane) before being allowed to switch, with a boost to each element so they all have decent DPS. Fire would get a side bonus instead of DPS has it already has DPS.Weapons they could get for their elites : Pistols, Axes, Longbow, Shortbow. I think pistols are a terrible idea for an Elementalist. Even the clones could look like beasts on Conjurer. Yeah, I was just going with the current idea they have with Phantasms, but I think summoning Illusions of something that's not the player would be cooler. Reviving is already available to core necro, so it wouldn't be useful to have more of it.Your right, I was thinking more so about having a distant finisher like Scrappers. Maybe I could put more thought into that mechanic.Death Stalker look like reskin Ranger.I would say so. The Necro version of Ranger.You don't explain what would be Demon Shroud.I didn't explain too much simply because I have an idea, but not a full concept. I read another post where some mentioned the idea of having a Demon over your shoulder, almost like revenant's legends talking to ya. I would say I have more of a visual idea than a mechanical one. Maybe you can help flush it out.An other shroudless spec who turn LF into more damage.With no boon available from the new elite and better base damage.So when they're in a team buffing it, their damage are made competitively close to the top.Longbow shooting dark or bone arrows would be nice looking. More than a rifle.I was initially thinking Longbow, but after looking at my ideas I had for the other scholar professions, I thought having a slower range weapon would be creaper, plus it's was a toss up between Mesmer and Necro. I felt that Mesmer getting short Bow with the Enchanter vibe would be better and gave Necro rifle because I can see them pulling it off. I'm thinking Ghost Rider from Marvel's Comics, shooting hellfire or skulls out the barrel.I really appreciated your feedback back.??
  22. I see we have a totally different idea of what the function of the elites should be. I say go back and look and listen to what the Devs stated when they came out with HOT. And not to have a Neo Morpheus Matrix moment with you, but you said it yourself. How are they supposed to be better, if they're not? Mindblowing, I know. It's because they were never intended to be, hence why they put in more work to see that they're not. I can understand how the term "Elite" could fool you. Their only Elite because they can do what others in their profession couldn't do, hence why you can only have one elite Specializations at a time, access to a new weapon and skill set, but it comes at a cost. Think of it like in the real world, some professions can dabble in a lot of different things, while others put more time and energy into a particular thing and have more skill in an area, but they not so good at something else the average person in their profession could do. It's no different. Like a Psychiatrist, any MD can prescribe medication, but their the best at Psychiatric Meds and they could do Psycho-therapy at the expense of being good with treating skin disorders and most definitely wouldn't treat cancer.
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