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NEW WEAPONS are REUSED content and should be reworked


TYTan.5246

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Usually I don't bother giving feedback on these kind of things at all. But felt like I had to this time. After some time away from the game I had big expectations for the New Weapons, something new and refreshing.Came back and tested them in the beta just to realize most of them are clunky, boring and worst of all, reused sounds and skill effects from other classes and weapons.

How are you guys feeling? People bought the expansion before they could know how weapons are gonna be, so now they have the money and can just release lame features and you can't get your money back.

 

Guardian, Warrior are ok/cool, Necromancer looks cool, the AA is a bit slow tho.

  • Revenant: Scepter - Skill 1? Light saber, looks like you activated a super adventure box, skill 3 you can't hit the target from far away because you can't change weapons or the bound breaks, whats the point?
  • Engineer: Short bow - Looks half baked, we got an AA and then spam 2, 3, 4, 5 and repeat, also how are we gonna use the skills if the mobs keep chasing us meele, bow becomes meele with the time you need to put the bombs down, the mobs will reach us. Reused sound effects, why the AA can´t have a different sound? Sounds exactly like the Thief short bow. And the weapon feels like playing a Thief short bow.
  • Ranger: Mace - Seems like other maces we had in other classes, reused sound effects again.
  • Thief: Axe it´s ok but there is no brain to it, repeat the same rotation over and over. AA seems like the Ranger axe AA. Same feeling. (Xayah from LoL haha)
  • Mesmer: Rifle -  This is the second worst, feels clunky, not finished, is not snappy, some skills are the same as the Mesmer Great Sword.

Fanally, Elementalist... oooh boy

  • Elementalist: Pistol - Anet just took a basic Pistol from othe classe and put bullets with fire/water/etc skins... this one needs to be reworked or changed. Jesus Air skills are bad!

- Could have been an amazing idea for Ele but ended up feeling so bad has many people are pointing. Only Water skills feel ok/good. The bullet system doesnt makes sense and is annoying. 

 

  • An Idea for Elementalist, Anet stop making skills for all the different attunements for Ele! You changed the way Thief mecanics worked in all is specs, Ranger, Warrior, etc, just to the same for ele, for once get rid of all the attunements and make only 5 skills but 5 good skills, or give ele a new attunement like Arcane, and this weapon only has that attunements, or combine the 4 attunements and make only 2, but like this with Pistol, all attunements seem the same and like you had to creat some random skill just for Ele to have the 20 skills and feel pointless and lame.

 

What are your perspectives on the New Weapons? You Also think Anet should rework Ele Pistol completly? And should they release the weapons when they sell the expansion?

 

Edited by TYTan.5246
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Warrior: despite being mildly annoyed it wasn't range and the support component is awful, the dmg is decent. #2 aoe is smaller than it looks and the primal burst looks almost exactly like the regular one.

Guardian: Seems fine, there aren't many uses for skill 5 tho but the rest of the kit is great.

Rev: the range on the aa is huge, you can almost hit all three golems in the spvp lobby, #3 skill is annoying but it looks better than specter one although it doesn't have a duration so you can be standing at the bank and someone beams you and you can hear the beam as long as you stay there. 

Ranger: The damage is really good for being support and it still provides defense. I like that they copied some of the lesser skills like with the flower one. Expect nerfs.

Engineer: All of the skills are named almost the same with little variation and all of the placing animations are litterly rain of arrows. #3 explosion animation has weird collision effects. Seems good on paper though. However, engineer can't weapon swap and has 2 support kits (elixer gun and med kit) and pretty weak dmging kits which means you can't switch between support and dmg (Maybe I'm wrong).

Thief: Decent weapon although I kind of wish there was an off hand weapon to go with it. I like the idea. I unfortunately agree with op.

Mesmer: Seems like a bunch of utility skills slapped onto a weapon with an aa. Mirage ambush needs more range. otherwise fine. (Wish you could teleport afkers.)

Elementalist: Dual attacks seem lazy. wish they would give us more stuff like the air fire dual atk in the core of weapon like in air (mobility). Most of the animations feel slow and easily blockable. I like the bullet animations, fire seems a bit liquidy. Lastly, why do we need a ranged condi weapon with scepter?

Necro: most of the skills seem catered to the various elite specs giving it what it lacks, chill on aa and mobility for reaper, dmg in exchange for health for scourge, and sustain and healthsteal for harbinger. And a faster version of dragons tooth (because we know how well that works out) 

 

 

 

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Engi shortbow is the worst... We dont even have new gameplay, its the same boring aoe spam as mortar kit... we dont even have our own VFX... its all reuse stuff from other class... Im a main engi player (support at that) shortbow is a solid minus F.

I feal like shortbow was glue togheter one day before the trailer... Its clunky, boring and useless...

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Really wish they would put their animation budget towards player-character skill animations instead of mediocre story cinematics you watch once.

The game has barely received any new skill animations in the past 10 years. And a lot of what we do have/get ends up looking janky.

Mobs are getting pretty stale too. A few new skins, sometimes new models, rarely new rigs. The new kryptis mobs look cool, but it's hard to tell them apart since appearance-wise they are very samey. And they are almost all just reused mobs from past content. It's getting boring fighting the same thing.

Edited by Arewn.2368
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On 12/1/2023 at 8:52 PM, Infinity.2876 said:

Ranger: The damage is really good for being support and it still provides defense. I like that they copied some of the lesser skills like with the flower one. Expect nerfs.

They have never said the maces are support weapons.

They said and I quote (source) : "Main-hand mace has strong supportive capabilities through healing and boons, The off-hand mace is a more defensive weapon that enhances survivability while also providing some crowd control"

Support capabilities does not mean the entire weapon is support only and if you go by the tooltips it is a Power weapon if any.

The only nerf they might do is offhand skill #5, that can hit very hard, no joke you can go from 100 to 0 in those ~1.5-2sec if everything crits and the enemy has no protection while you are going full ham.

Personal highest damage with it in WvW with no might, no force of nature buff and no protection on the enemy is ~23k. (~5k + ~5k + ~5k + ~8k)

Anyway overall they said "Please note that since this is a beta test, there will be placeholder UI, art, and audio for some of the weapon skills" so any complaint about the audio for the weapon skills is not quite justified yet since we don't know what will stay and what really is a placeholder.

Edited by DarkFlopy.8197
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Some of the new weapons I liked and some I thought were pretty bad.  But you will have to explain in more detail how new weapon skills are “re-used content”.  Is it just that they share animations?  All weapons since the game launched have a combination of damage, conditions, boons, healing, mobility, Cc etc.  so I mean yes these things were to be expected.  
 

Even though I think some of the new weapons really stink, I think A-net did a great job at least trying to make these weapons have more depth to their usage compared to previous weapons.  

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2 hours ago, Yasai.3549 said:

On the topic of reused content:

Why don't Anet reuse Underwater weapons for land combat :^)

I know at least 3 Professions who, if given the option, would love to use Spear on land. 

Engineer would probably get a speargun with a slow auto attack and skill 2 to 5 with ground aoe... :,)

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On 12/8/2023 at 8:09 AM, MithranArkanere.8957 said:

More animations means using more memory for animation rigs. And that means slower WvW fights.

Reuse is always better.

That such a bad excuse, suuuuuuuuch a bad excuse. If it was the primary gamemode ok. But making the rest of the game lame for a niche game mode is really not great design. Did I said this was a stupid excuse?

Edited by Zzik.5873
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12 hours ago, Zzik.5873 said:

That such a bad excuse, suuuuuuuuch a bad excuse. If it was the primary gamemode ok. But making the rest of the game lame for a niche game mode is really not great design. Did I said this was a stupid excuse?

That's not an excuse,  that's how game development works.

If you want to have a massive mode, you have to make things smaller.

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On 12/1/2023 at 6:25 PM, TYTan.5246 said:

Came back and tested them in the beta just to realize most of them are clunky, boring and worst of all, reused sounds and skill effects from other classes and weapons.

To be fair, ArenaNet stated clearly in their annoucement that sounds etc are placeholders during the beta and not the final product that will ship.

Edited by Ashantara.8731
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9 hours ago, MithranArkanere.8957 said:

That's not an excuse,  that's how game development works.

If you want to have a massive mode, you have to make things smaller.

As I said, if it was the main game mode ok. But handicaping the whole game for a niche one is kinda not a good idea. I mean how % of the player base actually enjoy wvw? Not bashing just curious, I fail to see it higher than 15%. If anyone has data on that I would appreciate.

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12 hours ago, Zzik.5873 said:

As I said, if it was the main game mode ok. But handicaping the whole game for a niche one is kinda not a good idea. I mean how % of the player base actually enjoy wvw? Not bashing just curious, I fail to see it higher than 15%. If anyone has data on that I would appreciate.

"Your" game mode isn't "the" game mode. PvE gets more development because it makes more money, but the intention of the devs isn't just forgetting PvP and WvW even if they are kind of forced to. 
And even if they wanted to focus on PvE only, PvE also gets massive content like world bosses.

They can't make something work worse just because someone wants completely unique animation sets as if this was a fighting game where only 2-6 characters appear at a time.  The actual minority of players are those who play mostly in instances.

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On 12/3/2023 at 4:14 PM, Zzik.5873 said:

We dont even have new gameplay, its the same boring aoe spam as mortar kit...

You do, mechanically shortbow isn't like mortar, not sure why you keep repeating this nonsense.

Also people who are now complaining about asset/animation reuse must have paid very little attention to the previous releases.

Edited by Sobx.1758
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4 hours ago, MithranArkanere.8957 said:

"Your" game mode isn't "the" game mode. PvE gets more development because it makes more money, but the intention of the devs isn't just forgetting PvP and WvW even if they are kind of forced to. 
And even if they wanted to focus on PvE only, PvE also gets massive content like world bosses.

They can't make something work worse just because someone wants completely unique animation sets as if this was a fighting game where only 2-6 characters appear at a time.  The actual minority of players are those who play mostly in instances.

That true that even in pve it would hurt performance in meta/world boss, didnt think about it. Still, I dont ask for every skill animatiom to be unique, but at least a couple new here and there. Or redo the old simple one.

Honestly I dont mind the reuse of animation but the reuse of vfx, thats a rought cookie. And vfx do have the same probleme as animation, but vfx data is way less heavy if its not used/in runtime. May make loading time because of a fatter vfx pool, but wont have that huge of an impact on fps. Thats said, I dont know how gw2 is coded and wont pretend to.

Edited by Zzik.5873
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