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Incorporating Weaver Design into Thief


Lithril Ashwalker.6230

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   Disclaimer: First and foremost please forgive the organization of thought. ADHD 😀

 

 I've only played weaver a few times but the way arenanet incorporated the design of mixing elements together was beautifully done as far as creativity goes. This got me into thinking of easier fixes for thief by using the initiative system, without breaking the main mechanics, while simultaneously visiting a pseudo system of Guild Wars' 1 Assassin related to Dual, offhand and lead attacks at the same time.

The general concept is that thieves core and elite specs have the ability to take advantage of this while still giving a variety of skills within the weaponset while also being able to use specific weapon skills as a reactive skill type such as evades, blocks, blinds or repositioning among crowd control dependant on the weapon in specified hands.

 

For example:

Main hand would be Dagger, offhand weapon being Another Dagger. Let's just say D/D for short.

Normally auto attacks would chain into each other and repeat over and over into themselves free costing of no initiative...let's think for a second here and make this an optional method...say you turned off auto attacking via CTRL+right clicking....this would allow us to control a more attack chain mode.

 

Double strike used, we keep current weapon skills for D/D

Wild Strike used: Skills would be able to flip over into another skill type thematically fitting such as the dual attack becoming Horns of The Ox 🐂 which would knock down a foe, then if you hit the next skill following Wild Strike it would switch to #3 of the autoattack chain then you could use it and get a new skill that could follow up to that. Each skill could flip to related skills. 

Different weapons would have similar treatment except for shortbow, staff and such. Some of them are already getting this treatment in the future like staff.

 

What do you guys take from this?

Please use this as a reference to some Dagger attack types from gw1 from which thief in gw2 draws inspiration. Please also look at some skills assassin has in arsenal!

 

@Cal Cohen.2358

 

 

 

Edited by Lithril Ashwalker.6230
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You need to be careful with these kind of combos. 

We saw how the original untamed hammer turned out between combos of skills and its mode. Not exactly the same, but what I mean is the whole "do this to unlock this" skill stuff, doesn't work well in gw2. You need direct skills and sequences and for the weapon itself to provide the tools necessary to chain skills without having to memorize what to click and when. 

Anyway, just my 1 cent, I don't have any input.

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4 hours ago, Grand Marshal.4098 said:

You need to be careful with these kind of combos. 

We saw how the original untamed hammer turned out between combos of skills and its mode. Not exactly the same, but what I mean is the whole "do this to unlock this" skill stuff, doesn't work well in gw2. You need direct skills and sequences and for the weapon itself to provide the tools necessary to chain skills without having to memorize what to click and when. 

Anyway, just my 1 cent, I don't have any input.

Yeah I hate Untamed Hammer, it's like Engi Kit spam on overdrive, although I like being able to flip the Weaponskill to an alternate version when out-of-combat when using the Hammer on a different spec. That could fix a lot of things in the game; like being able to swap to alternate versions of Thief Weaponskills that do full Condi or Strike instead so that they can be stronger on their own, or even being able to swap to an alt version that removes the annoying movement from things like Shadowstrike and Measured Shot's teleport distance and the forward movement of Death Blossom.

They have the technology and setup for things like that now. Time to actually use it on things that need it.

Edited by Doggie.3184
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