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New Elite Skills


chrispy.7182

Elite Skills  

43 members have voted

  1. 1. Should more Elite skills be added to the game?

    • Yes
      36
    • No
      7


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In Guild Wars 1, Elite skills played a huge role in your overall build and there were a lot of Elite skills to choose from. Compare that to the pitiful amount to choose from in GW2. I think the Devs should add a whole load of new Elite skills to the game to help diversify our builds and overall gameplay. It would kind of be like a very (very) watered down and much simpler way of adding new specialisations. In GW1 the Elite skills were captured from world bosses. perhaps have a system like this implemented in to GW2 to add another layer of gameplay? Or maybe we could acquire them through achievement chains? Thoughts?

Edited by chrispy.7182
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I think they should make the current ones all more interesting/usable before considering adding more lacklustre skills into the game. Quantity is not Quality. And just adding more, just means they will have a harder time balancing more stuff, when they don't show a lot of competence on even making half of the existing elite's wanted.

See the thread asking for just putting a 4th utility skill in the elite slot, because bunch of classes doesn't even want to use their elites...

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New elites/more options would be nice. Even just fixing all elites so there is an underwater version usable would be an improvement. Make new elites PvE-only like the old GW1 skills if need be, if competitive balance is too much of a concern.

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What a silly question yes they should add in more elite skills and more healing skills to make up for the lack of them for a given skill type for each core class. Its crazy that anet would add in elite spec. before finnhsing off core classes skill set. Ele needs an elite arcain skill and an elite signet skill. It also needs a conja wepon healing skill.

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On 6/3/2021 at 5:56 PM, Mediahead.3542 said:

I feel it might be simpler to just add them in a patch. But I agree that all professions need elite skills for each type of utility skill they have

i also agree that each utility category needs a full set of skills: heal, multiple utilities, and an elite. 

I've agreed with this since launch, when i didn't like the 3 Elementalist elites. (i mean, they're okay,  i just wanted something more like GW1's Savannah Heat for my Ele. Of course, after i mentioned it, ANET changed Necromancer's Plague Form into a condition version of Savannah Heat: Plaguelands = /sadpanda)

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On 6/4/2021 at 7:01 PM, Jski.6180 said:

What a silly question yes they should add in more elite skills and more healing skills to make up for the lack of them for a given skill type for each core class. Its crazy that anet would add in elite spec. before finnhsing off core classes skill set. Ele needs an elite arcain skill and an elite signet skill. It also needs a conja wepon healing skill.

The problem is that this requires a redesign of engineer skills to be fair.

 

The other core classes have 5 different utility skill types, while engineer has just 4. (kits, gadgets, elixirs, turrets).

Which means that engineer already has 1 healing skill for each of their categories and they just lack 1 elite gadget skill.

 

Wouldn't really be fair if all other classes get 1 new healing skill and 2 new elite skills, while engineer just gets 1 new elite skill.

 

There are 2 ways to approach this: redesign engineer utility skill types by deleting 1 utility skill of each category and design a new skill type for engineer completely (like traps or signets).

Or they release 1 healing skill of a skill category engineer already has a healing skill for (like a second gadget healing skill for example), 1 new gadget elite skill and 1 new elite skill for a skill type which already has one (maybe new elite elixir).

 

The first approach has the problem that it requires quite alot of work from Anet, which I don't see happen anytime soon.

The second one has the problem that it still leaves the bitter taste of skill imbalance for engineer, since we end up with 2 healing skills of the same category and 2 elite skills of the same category.

 

So in general.... the easiest solution in my opinion would be to just add 1 new elite skill for all classes, since this is also easily supported for engineer with the free elirre gadget slot.

Edited by Kodama.6453
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Yes there should be more options and such for classes, but we also need a balancing of current and fixing of them.

 

For instance:

Each class with its current elites has issues. Eles have skills that aren't that great that could use some love and i'm sure others do too.

 

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GW1 and GW2 are 2 very different games. Elite skills in GW1 were gameplay cornerstone, in GW2 elite skills are just there to fill a slot that can sometime help you trigger a rune effect. Would it be great to have new elite skills? Yes. Would it make thing better? Nope, I'd even say that there is high probability that it would make things worse.

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Yep, as I said in another thread recently, they should complete the skill types where they are lacking on each class.

Every skill type on every single core class should have a Heal skill, 3-4 utility skills and an Elite Skill.

Adding to that as well, Every trait line should have at least 1 trait dedicated to enhancing either a specific weapon skill set or a specific skill type on that profession.
Some traitlines can have both though such as Necromancer Curses which has a trait that enhances the Scepter skills and a trait that improves Corruption skills.

As much as I would absolutely love!! to see Skill capture return in Gw2.. the way Gw2 is designed and balanced would make that extremely difficult.

HOWEVER!!! 

I can actually think of one good way this could be implemented.
Maybe they could add some new utility skills.. but this isn't the road I would personally choose to take.

What I would prefer to see is the addition of new weapon skills!! and the ability to learn or capture them from certain enemies.
I don't particularly mean like a Warrior using MH Axe could fight and learn Necromancers Axe 2 skill off and enemy but rather that a bunch of new learnable weapon skills could be added to a bunch of different enemies over the game and players could learn those skills based on their class.

For example a Warrior could learn 7 new Greatsword skills off 5 different enemies that focus on applying conditions instead of power damage.
The warrior could then choose to replace his original Greatsword skills or mix and match between old and new skills.
They could even run a build using 2 Greatswords with different skills if they wanted to.

The numerical restrictions would still apply though, the new Greatsword skill 2 would only be able to replace the original Greatsword skill 2, this would be a hard restriction for good reason.

Over time more skills could be added as well increasing the variety of weapon skills significantly.
Another potential use for something like this as well would be to create an illusion of duel classing.

For example what if Thief got new Dagger skills that were more ranged focused and thematically based on shadow magic and lifestealing.
Well you've got something that feels a hell of a lot like a Thief/Necro then 🙂 

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1 hour ago, Teratus.2859 said:

Yep, as I said in another thread recently, they should complete the skill types where they are lacking on each class.

Every skill type on every single core class should have a Heal skill, 3-4 utility skills and an Elite Skill.

Adding to that as well, Every trait line should have at least 1 trait dedicated to enhancing either a specific weapon skill set or a specific skill type on that profession.
Some traitlines can have both though such as Necromancer Curses which has a trait that enhances the Scepter skills and a trait that improves Corruption skills.

As much as I would absolutely love!! to see Skill capture return in Gw2.. the way Gw2 is designed and balanced would make that extremely difficult.

HOWEVER!!! 

I can actually think of one good way this could be implemented.
Maybe they could add some new utility skills.. but this isn't the road I would personally choose to take.

What I would prefer to see is the addition of new weapon skills!! and the ability to learn or capture them from certain enemies.
I don't particularly mean like a Warrior using MH Axe could fight and learn Necromancers Axe 2 skill off and enemy but rather that a bunch of new learnable weapon skills could be added to a bunch of different enemies over the game and players could learn those skills based on their class.

For example a Warrior could learn 7 new Greatsword skills off 5 different enemies that focus on applying conditions instead of power damage.
The warrior could then choose to replace his original Greatsword skills or mix and match between old and new skills.
They could even run a build using 2 Greatswords with different skills if they wanted to.

The numerical restrictions would still apply though, the new Greatsword skill 2 would only be able to replace the original Greatsword skill 2, this would be a hard restriction for good reason.

Over time more skills could be added as well increasing the variety of weapon skills significantly.
Another potential use for something like this as well would be to create an illusion of duel classing.

For example what if Thief got new Dagger skills that were more ranged focused and thematically based on shadow magic and lifestealing.
Well you've got something that feels a hell of a lot like a Thief/Necro then 🙂 

How about just a power replacement for 100blades eh? No need to turn it into a condi weapon seeing as it's trait is power focused.

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1 hour ago, Lan Deathrider.5910 said:

How about just a power replacement for 100blades eh? No need to turn it into a condi weapon seeing as it's trait is power focused.


Every single Greatsword skill set is power focused though, there are no condition greatsword sets.
Only exception is maybe Reaper if you go Chill Bleeds but that's hardly viable.

 

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47 minutes ago, Teratus.2859 said:


Every single Greatsword skill set is power focused though, there are no condition greatsword sets.
Only exception is maybe Reaper if you go Chill Bleeds but that's hardly viable.

 

Well Reaper GS can be turned into condi with deathly chill.

 

A condi GS would have to be a caster thing though like FGS from core ele.

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On 6/3/2021 at 7:50 PM, chrispy.7182 said:

In Guild Wars 1, Elite skills played a huge role in your overall build and there were a lot of Elite skills to choose from. Compare that to the pitiful amount to choose from in GW2. I think the Devs should add a whole load of new Elite skills to the game to help diversify our builds and overall gameplay.

 

it wont work. we'll Theorycraft the best option.. and Never use the rest

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On 6/6/2021 at 12:37 PM, Dadnir.5038 said:

GW1 and GW2 are 2 very different games. Elite skills in GW1 were gameplay cornerstone, in GW2 elite skills are just there to fill a slot that can sometime help you trigger a rune effect. Would it be great to have new elite skills? Yes. Would it make thing better? Nope, I'd even say that there is high probability that it would make things worse.

Your comment lead me to this sad realisation that the devs’ best approach is just not to touch the skills department because they only can break it

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