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Lonami.2987

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Everything posted by Lonami.2987

  1. I prefer 3v3 too. Also, you can still come back in a 2v3, but that's pretty much impossible for a 1v2.
  2. > @"Kodama.6453" said: > Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have? I want new kits for the engineer, like a barrel machine gun and a rocket launcher, so why turn them into their own new skill type when I can just use the existing one? Same for turrets, I feel like there's plenty room for lots of new turret options. The engineer is the only one getting core skills expanded this time, but other professions could follow the same approach in the future. For example, what if you want new necromancer minions? Well, then just expand necromancer minion skills through an elite specialization. Imagine if every previous necromancer elite specialization had included one or two new pure minion skills, wouldn't that be cool? > @"Kodama.6453" said: > Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and... I wouldn't say that's too many, considering weavers got 30 Dual Attack skills and soulbeasts got 51 Beastmode skills. Also, only kit tool belt skills would be replaced, all the other tool belt skills would remain intact. > @"Kodama.6453" said: > ...replace dodge rolling with a second health bar. Well, Phase Shield was a last moment addition, since the transformation was pointless if you weren't using any kits. Could leave the dodge alone and use just a golem health bar the same as the necromancer's shroud, but I'd like each form (normal and suit) to have its own thing, without restricting suit usage by a timer or a resource bar. Engineers should be able to stay inside the suit as long as they want, but that shouldn't be the efficient approach, since you'd be forced to sacrifice something (same as soulbeast). An alternate solution is to leave dodge alone, but replace the whole tool belt with a set of fixed skills while you're driving the dreadnought suit, forcing you to dismount if you want to use the normal tool belt skills once again. Still, I didn't want to delay the thread any further, so there it went. I'm open to suggestions with everything, but specially this one. > @"Tseison.4659" said: > they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely. Harpoons are the exception, but only because the [original polearm weapon](https://wiki.guildwars2.com/wiki/Polearm_(weapon_type)) was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well. > @"Grand Marshal.4098" said: > I like your warrior ideas. My only issue at theory-crafting especs for warriors is how the skills need to be actively used in combat. Preparations are kinda aginst warriors for that reason even if they thematically suit it. So spectral-like skills, with an immediate buff on the warrior (one focusing on a superior duelist, instead of a dmg dealer like Berserker) would probably work the best imo. I had developed the idea of a **Demonslayer** spec, but had trouble with the adrenaline functions and you gave a good idea with your use of adrenaline! > > I also highly advocate for combos as you said for staff! Preparations would work as some sort of ground seals, which can be activated to summon some divine force to crush your enemies, like a giant foot that stomps on the sealed area. Also, they would have different effects depending on adrenaline levels (some being better at low adrenaline and others at high) so you get rewarded for managing your adrenaline levels properly, instead of just spamming the preparations as soon as you deploy them. > @"Shroud.2307" said: > I get half way through writing out ideas for _one_ spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc. > The fact you came up with things for every profession is very impressive, and I liked a lot of the ideas too. Dreadnaught in particular sounds awesome, and very similar to an idea I had for Engi as well, but yours being much better written. I was thinking something like a mech suit too, but didn't know how to make it work mechanically. Personally, I think spending time on those kind of details is not a good idea, I'd rather focus on the feel and the playstyle, and leave some room for imagination =). > @"draxynnic.3719" said: > > @"Shroud.2307" said: > > I get half way through writing out ideas for _one_ spec and I have to save it for later because I can't keep coming up with reasonable skill Recharges, Radii, Range, effects, etc. > > Personally, I've always thought that it was better to come up with a basic concept and some ideas of what sort of skills it might have rather than go down to that sort of detail. Even if ArenaNet is inspired by an idea on a forum, they're likely to put their own spin on it rather than just picking up a design from the forum and plugging it into the game as-is. So thinking about precise numbers for things like recharges and the like is getting more into the nitty gritty than it's worth. Exactly; also, some people will fixate over numbers and balance instead of design and lore, leading to poor and pointless discussions, since none of it is real and it will never lead anywhere; most of the time. Talking about numbers and such is fine, but I'd rather spend that time redesigning the existing skills and traits instead of building whole new elite specialization ideas. > @"MatyrGustav.6210" said: > With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead. As far as I know, [Conjure Frost Bow](https://wiki.guildwars2.com/wiki/Conjure_Frost_Bow) is a shortbow, not a longbow. The model is smaller than average, and it has 900 range instead of 1,200. > @"MatyrGustav.6210" said: > Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat. I didn't elaborate on any roles, each of my elite specializations could follow any roles you want, depending on how you design their individual skills. Some are obviously offensive, but even then, look at how versatile renegade is. > @"MatyrGustav.6210" said: > Bow > - NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace. Only the ranger can use both longbows and shortbows, so nothing would be really lost. Also, I don't think professions who already got either a shortbow or a longbow will get the other one in the future anyway, they would be too similar. The introduction of main-hand spear takes up that space pretty nicely. > @"MatyrGustav.6210" said: > Polearm > - No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon. There are already a few greataxe skins for polearms, such as the infamous [Wolfborn Harpoon](https://wiki.guildwars2.com/wiki/File:Wolfborn_Harpoon.jpg). Note that most modern harpoon skins are former polearm skins, since the [polearm was part of the game](https://wiki.guildwars2.com/wiki/Polearm_(weapon_type)) at some point in the past.
  3. > @"lil muffin.1250" said: > i know this is petty but god i dont want my players to retreat i want them to charge. > retreat means we are always running away. sometimes we are running towards. > omg change this. How about splitting it into two shouts, like a sequence skill? First one: **Charge!**, second one: **Retreat!**.
  4. So, how are you guys doing? Nowadays 95% of my guild doesn't raid anymore, and the few who do are players who never raided before, and got into it due to boredom, since there's nothing else to do lately due to the content drought. I no longer raid either, mostly because LFG times are horrible, and I have no motivation for the game overall, since I don't know if End of Dragons will be any good, so why even invest any time into GW2 endgame? > @"vesica tempestas.1563" said: > started playing eso here a couple months ago, just sick and tired of pvp builds getting wrecked because of pve parses. Interestingly I have been happily pugging normal mode trials and its been a blast, No emo, no 'must have build x or dps y', because normal mode raids don't need it, people do it for the fun and loot ( I know little about the fights at the moment). I get to learn the fight mechanics in a relaxed environment. As it should be. I guess that's what they intended with Strike Missions, the problem is they use different encounters, and people should be learning/training the same encounters, so they can accumulate experience on the mechanics of each boss. Strike Missions should have been a raid wing with easy mode, plain and simple. On their own, with just easy mode, they just don't work.
  5. > @"Ganathar.4956" said: > # Introduction > The current state of conjured weapons is a subject that is frequently touched on in this sub-forum. Some say that conjures should have the ammo mechanic, while others want them to fully become like engineer kits. Whatever the case, it is almost universally agreed that conjure skills are currently lacking as a utility skill category and that they need serious work. Not only are they a failure in the elementalist community's eyes, but they are also a failure in regards to their original purpose. It is obvious that the developers at ArenaNet intended these to be supportive skills that help your allies get access to new weapon skills and do fun things with those. However, the optimal use of conjures has been to plug up the holes in an elementalist's rotation instead. You just cast a conjure and you fire the 1-2 good skills and then you drop it. The second conjure is picked up later so you can use the skills again, instead of giving it to your ally who usually doesn't have much use for it anyway. > > Conjures are currently a redundant and outdated skill type for several reasons: > 1. They do not serve their original purpose. Supporting allies with them is pointless and not optimal. > 2. They add needless complexity to weaver rotations that are already complex enough. > 3. Due to weaver DPS, conjured skills contribute to core weapon skills remaining worse than they should be, which can affect all game modes. > 4. Conjures are very clunky, with a needless cast time and an annoying pickup time. > 5. Most skills from conjures are useless, which makes conjures "fire and forget". You never want to keep a conjure for more than a couple of seconds. > > > ## Frequently Suggested Solutions > The most commonly proposed solution is to revamp conjured weapon skills so that they have the ammo mechanic instead of being dropped. This can also involve the removal of the cast time, since there is no conjure that is placed for your allies to take. This is a pretty good solution that solves some of the problems that conjure skills have. It removes the clunkiness and gets rid of the annoying pickups, which are arguably the biggest problems that conjures currently have. However, with this change it would be impossible to share conjures, like it was originally intended. They would still contribute to the complexity of weaver rotations, while also holding back much needed buffs to weapon skills. This solution would also do nothing to fix all the useless skills that the conjures have and you would still fire a couple of skills and drop the conjure. Theses useless skills could be buffed as well, but the problem with that is that Anet obviously doesn't want ele DPS to become even higher, so this is unlikely to happen. > > Another solution that is proposed a lot is to turn conjures into kits. Similarly to the ammo suggestion this gets rid of the cast times and it removes the clunkiness of having to pick up second conjures. In addition, this solution makes it so that conjures can function as viable alternatives to different weapon ranges since they can always be summoned. However, once again kits would contribute the complexity of weavers rotation, but in this case they would arguably make weaver rotations even more complex than before. This would introduce a rotation complexity that has never been seen before in this game, due to weaver attunement mechanics combined with engineer kits. With these new rotations it is possible that ele weapon skills would get further nerfed, which nobody here wants. This also doesn't motivate the balance team to fix the useless skills of the conjured weapons, because that would come with a major risk of power-creeping ele DPS. The biggest issue with this is that it will likely never happen due to kits being an engineer-only niche that is supposed to make up for their lack of weapon skills. > > From the above solutions I'd obviously go with the ammo mechanic, since it seems to be the easiest to implement and with the smallest amount of risk. But even that solution does not truly satisfy me. My proposal is to completely remove all of the conjured weapon skills and replace them with a new utility skill type. The new utility skill type could be anything really. Almost anything would be better than conjures at this point. However, just like with guardian tomes that were removed and then became an elite spec 2 expansions later, the same could happen with conjured weapons. So what would a conjurer elite spec look like? I haven't determined specific traits, utilities or even the weapon. The main purpose of this post was to determine what can be done about conjures, so I've only thought about the profession mechanic so far. > > ### Conjurer Elite Specialization > There are many ways to implement conjures as a profession mechanic of an elite spec, but this is the best version that I came up with so far. This elite spec would add access to 4 conjured weapons as a profession mechanic. These would be conjured fiery greatsword, conjured frost bow, conjured lightning hammer, and conjured earth shield. Flame axe would not return since it is redundant. Only 1 conjure of each element is truly necessary. Above the F1-F4 attunements there would be arrows just like with revenant's F1 and F2 legends. These arrows would allow the conjurer to replace any given attunement with any conjured weapon outside of combat. This way the conjurer would retain 20 weapon skills, but they would get to choose to replace as many attunements as they want with conjures. Builds could be made with full conjures, or with only 1 conjure to replace that attunement that you never want to use in your build. Swapping into a conjure would be exactly the same as swapping attunements. This basically solves all the problems with conjures, except for them not serving their original purpose as support skills. However, even that could possibly be addressed. Perhaps the conjure could be pressed again while you are wielding it so you can drop a copy with a 30 second cooldown, or maybe dropping a copy of your wielded conjure could be part of a utility skill. This copy would be useless to you as you already have the conjured weapon permanently, but it could be useful to allies, especially if the skills of the conjures were better. The skills of the conjures could easily be better with an elite spec, because they **replace** weapon skills instead of adding more skills to the pool. They also cannot be used with weaver to increase DPS more. > > I welcome feedback and more suggestions for what can be done with conjures instead of these ideas. While I currently think that my idea is solid, it is possible that there are some flaws that I have not noticed. Pointing these out if you can find them would be appreciated, so I can work on this concept a bit more. Also, if anyone would like to add weapon, utility and trait ideas for a conjurer specialization, I'd love to read those ideas as well. I think removing conjures would be the best solution. Turn the interesting ones (Shortbow and Greatsword) into weapons, and give elementalists weapon swap. Then replace them by a new set of slot skills, maybe minions, splitting them from glyphs. I know it sounds pretty drastic, but I don't think there's any way to make them work properly. I hold the same idea for [all transformation/bundle slot skills](https://wiki.guildwars2.com/wiki/Transform), I'm fine when those transformations are part of a profession mechanic (Celestial Avatar, Reaper's Shroud, Tomes, etc) but absolutely despise them when they're slot skills (Lich Form, Rampage, etc). And yes, this includes engineer kits. I think those should be turned into a profession mechanic, replacing the tool belt. Equip two kits in F1 and F2, just like ranget pets and revenant legends. Transformation/bundle profession mechanics are fine, because they will always be there, making it easy to account for balance. Once they become something you can equip or not, the whole thing becomes a mess, which leads to said transformations/bundles being overpowered, or just terrible. There's never a middle ground.
  6. > @"kappa.2036" said: > Mine is to have a REAL competitive build - after 8 years - for wvw zerg fights with my ranger without getting kicked from the squad or blamed for not bringing a meta class :) > Of course i also have firebrand, spellbreaker, scourge and scrapper but ranger was always my favourite class and i would really love to be considered useful with it and on par with other meta classes. I really hope the next expansion will bring something truly useful in this regard :) > > And you? What is your personal wish for 2021? Merry Christmas everyone :) > Communication between the company and the players. Start by giving us a beta test 3-6 months before End of Dragons releases, gather feedback, then apply it properly. Many of the problems with this game would have never happened if they had interacted with the community in the first place.
  7. > @"Mike Ditka.2531" said: > I was a player on day 1 and played daily for 18 months or so before i joined the reserves. I've been home now for 8 months and an old friend brought up GW2. So i decided to buy the PoF expansion, which gives HOT free and supposedly the Icebrood Saga. I've spent the last week or so going through the story and honestly I've been enjoying every minute of it. The problem is, Living world episodes and all but 1 Icebrood Saga episode is locked. It says i need to pay 200 gems each, so that's 4,800 gems, kitten? At the current gold prices i could exchange a little over 1,743 gold for those gems (i have 61), or pay another $60 cash. I've read that if you logged on during the release of those Living world seasons you get them for free, but am i the only one who thinks this is really bad for returning AND new players? Worst part about this is i found a really nice and helpful guild that do different things nightly and 3 times this week i was unable to join them because i don't have access to those zones. Am i the only one who thinks this absolutely sucks? I think it's a pretty bad system, and I would even wager it's making them lose customers while barely making any money out of it. I know a lot of new players who felt cheated when they realized what was going on, and few of them quit or didn't buy the expansions at all. The Living World should be free for everyone, or no one. Punishing new players is counterproductive for your game's finances.
  8. My personal bets: **New families:** * Crab - Based on [GW1 Reef Lurkers](https://wiki.guildwars.com/wiki/Reef_Lurker) and [GW2 Cave Crabs](https://wiki.guildwars2.com/wiki/Cave_Crab), to be used by rangers of the Crab clan of the Luxon Armada. * Eel - Based on [GW2 Eels](https://wiki.guildwars2.com/wiki/Cobalt_Eel), a scrapped PoF pet, to be used by rangers of the Serpent clan of the Luxon Armada. * Phoenix - Based on [GW1 Phoenix](https://wiki.guildwars.com/wiki/Phoenix_(pet)). **Existing families:** * Drake - Turtle Drake, based on [GW1 Rockhide Dragon](https://wiki.guildwars.com/wiki/Rockhide_Dragon), to be used by rangers of the Turtle clan of the Luxon Armada. * Feline - White Tiger, based on [GW1 White Tiger](https://wiki.guildwars.com/wiki/White_Tiger). > @"Beardmonger.4692" said: > I desperately want a wolverine pet now that the model for them exists in game. Isn't [wolverine](https://wiki.guildwars2.com/wiki/Wolverine) pretty much a repurposed [arctodus](https://wiki.guildwars2.com/wiki/Arctodus)? > @"Inculpatus cedo.9234" said: > Maybe the Devs should create 'Petfits' for pets. Obtainable in-game, of course. Check this thread: [Pet Management panel redesign idea ➡ Wardrobe for pet skins, plus free beast skill selection](https://en-forum.guildwars2.com/discussion/114460/pet-management-panel-redesign-idea-wardrobe-for-pet-skins-plus-free-beast-skill-selection/p1) =).
  9. > @"Lonami.2987" said: > The game is full of awesome animal species. Rangers can use some of them as [pets](https://wiki.guildwars2.com/wiki/Pet), but there are many subspecies that aren't available for taming, even when the models are already ingame. > > Few examples: [sand Lioness](https://wiki.guildwars2.com/wiki/Sand_Lioness), [Prestige Hyena](https://wiki.guildwars2.com/wiki/Feesi), [Elonian Drake](https://wiki.guildwars2.com/wiki/Scaled_Drake), [smogscale](https://wiki.guildwars2.com/wiki/Smogscale), [Hirsute Ice Spider](https://wiki.guildwars2.com/wiki/Hirsute_Ice_Spider), [basenji Dog](https://wiki.guildwars2.com/wiki/Basenji), [ice Shark](https://wiki.guildwars2.com/wiki/Ice_Shark), [Fire Stalker](https://wiki.guildwars2.com/wiki/Fire_Stalker), [Golden Moa](https://wiki.guildwars2.com/wiki/Golden_Moa), and [Tropical Birds](https://wiki.guildwars2.com/wiki/Tropical_Bird). > > So, how could we implement these as playable pets? First, lets start from the beginning: > > --- > > Pets are classified as follows: > > * **Family:** The parent species, pets of the same family share 3/4 of their [pet skills](https://wiki.guildwars2.com/wiki/List_of_pet_skills), as well as their base stats. There's a total of 18 families in the game. > * **Pet:** The subspecies, each has an unique skin plus an unique [beast skill](https://wiki.guildwars2.com/wiki/Beast). There's a total of 55 pets in the game (4 of them are GW1-exclusives, and work as duplicates of already existing pets). > > Pets are also classified by the environment they can be used in: > > * **Terrestrial:** 12 families, 33 pets. > * **Amphibious:** 4 families, 17 pets. > * **Aquatic:** 3 families, 5 pets. > > Additionally, the feline family has terrestrial and amphibious members, and 7 families only have 1 pet. > > Looks pretty simple, right? One would figure individual pets had more to them than this, but the family is what really matters here. > > --- > > If pets of a single family have so much in common, why not make things simpler? Here's my proposal for a Pet Management panel redesign: > > ![](https://i.imgur.com/ianA0Jx.png "") > > The primary advantage of this system is that, by splitting subspecies from their beast skills, the developers can implement new pet skins without having to worry about new skills. Identically, developers can implement new skills without having to find dedicated pet skins for them. It's a win-win situation for everyone. > > Some amphibian subspecies could be limited to one environment only, depending on the animations of the original model. Felines would be specially affected by this. > > --- > > That's pretty much it, hope you like the idea! Sometimes, simple solutions are the best =). > > Also, default pet names include up to 26 characters, but custom pet names only allow up to 13. Remove this limitation, or let people "reset" their pet names back to their original "Juvenile Subspecies" nomenclature. > > --- > > Check my other threads! > > * **Profession redesign series:** [Elementalist](https://en-forum.guildwars2.com/discussion/22955) - [Mesmer](https://en-forum.guildwars2.com/discussion/22919) - [Necromancer](https://en-forum.guildwars2.com/discussion/23149) - [Engineer](https://en-forum.guildwars2.com/discussion/22222) - [Ranger](https://en-forum.guildwars2.com/discussion/23597) - [Thief](https://en-forum.guildwars2.com/discussion/22203) - [Guardian](https://en-forum.guildwars2.com/discussion/24508) - [Revenant](https://en-forum.guildwars2.com/discussion/22455) - [Warrior](https://en-forum.guildwars2.com/discussion/25921) > * **New weapon types:** [Knuckles, Polearms, Spears, Relics, and more > ](https://en-forum.guildwars2.com/discussion/comment/1320850/#Comment_1320850) > * **Forgotten PvP maps:** [The PvP Game Browser and Team Deathmatch need a bit of love](https://en-forum.guildwars2.com/discussion/113724) Alternatively, [archetypes](https://wiki.guildwars2.com/wiki/Soulbeast#Pet_Archetypes) could be chosen first, the beast skill dependent on the chosen archetype. Right now, the archetype is only useful for the soulbeast, but we could turn it into another layer of pet customization, making it affect pet attributes as well. So, choosing a [Deadly archetype](https://wiki.guildwars2.com/wiki/Deadly_(Archetype)), which gives a condition damage bonus for soulbeasts, would give said bonus to pets too (no matter the elite specialization), and unlock a condition damage beast skill as well, reinforcing the role of the deadly pet. You can't customize pet stats now, so this would come pretty handy depending on your build. Base stats would still depend on pet family, the archetype would be a small modifier. I feel like this would be far more natural than just selecting a random skill from a dropdown list. > @"Yasai.3549" said: > Anet : Okay, I understand. The players want skins for their pets. Well, they're just there, ingame. We don't need new models and animations, just take the stuff already in the game. Still, it's more than just skins, unifying pets into families would make balance easier, since we would be splitting skills from skins, letting developers add new skins and/or skills individually.
  10. > @"JayAction.9056" said: > Title > > From a pvp perspective Revenant is severely lacking any real choice. > > Hammer is unviable in pvp and has always been even at its strongest in 2015. > > Mace mainhand is only useful against people In gold as the way it targets and the lack of a snare makes the main source of damage from this weapon (#2 and #3) unreliable. > > Shield is underpowered > > Staff is underpowered and is never a weapon you will use other than to break pressure. > > Shortbow is still a meme. > > Axe is only really useful to a condo build as the power damage coefficients are too low. > > Sword mainhand has been nerfed from a high burst high sustain main hand weapon to a 0 burst, moderate sustain only weapon. > > The choices are basically made for you if you know how to do math and can logically assess how to combat flows in this game. > > > We need new weapon choices ASAP. AT LEAST 3 -THREE- > > Greatsword > Dagger main hand and off hand > Pistol > > It’s bad enough that legends are stagnant choices and the trees can not be alternated much as most trees fulfil a dedicated conflicting role. > > > Start by enabling mace off-hand and axe main-hand. Then maybe add scepter, focus, and torch too. That would be fine for me. Still, don't forget we have 20 slot skills, when all the other core professions have 27 (which they can customize, too). So yeah, this means core revenant needs another legend. Give us [bonfaaz Burntfur](https://wiki.guildwars2.com/wiki/Bonfaaz_Burntfur) with a Searing Cauldron, same gameplay as Ventari but offensive instead of support, and I'd be a happy revenant.
  11. > @"JekthAvid.1408" said: > You can give serious answers with traitlines and abilities fully fleshed out, or you can give us a basic concept, or even just a joke. I want to see what everyone's thinking about it! I'll do mine first, just a basic concept. > > (Not sure about legend) > Weapon will be greatsword (obviously lol) > Utility skills will be focused on stealth and imbuing greatsword with special properties. (Inflict burning, poison, increase power dmg, etc) > Greatsword attacks will be ranged. The player character will stay back and manipulate the greatsword, attacking with it while staying back and stealthing when necessary. Elite skill will call the greatsword back and it will become a melee weapon. (No weapon swap for this e-spec) > Now give me your ideas! (Or criticize mine haha) > (Do you like all my parentheses?) Here's my last idea: --- ##Revenant: Windwalker * Gain **Wind Walk** instead of [dodge rolling](https://wiki.guildwars2.com/wiki/Dodge). Hold the dodge key to dash instead of dodging, dash distance increasing the longer you hold down. * You can wield the [**Greatsword**](https://wiki.guildwars2.com/wiki/Greatsword) weapon in combat. Weapon skills two to five work as [charge skills](https://wiki.guildwars2.com/wiki/Charge_skill), gaining stronger effects the longer you hold down. Wind Walk does not cancel charge skills, giving it good synergy with greatsword skills. * Invoke the power of the legendary [tengu](https://wiki.guildwars2.com/wiki/Tengu) windwalker, Tsuru Whitewing, and gain access to **Legendary Windwalker** slot skills. All five windwalker skills depict famous tengu paintings, representing different events across tengu history. Skills six to nine represent how each of the four tengu houses came to be, in turn inspired by the four winds. The elite skill, "The Great Wave off Shing Jea", represents the [Great Tsunami](https://wiki.guildwars2.com/wiki/Great_Tsunami) itself, and the culmination of the tengu journey. As for the lore, here's a short description: * **Revenant - Windwalker:** Elite [tengu](https://wiki.guildwars2.com/wiki/Tengu) bodyguards and executioners, they pay for the crimes of their [sensali](https://wiki.guildwars.com/wiki/Sensali) ancestors with lifetime service and utmost devotion to the human imperial throne, deeming their brothers beyond the sea as nothing but despicable traitors. --- Taken from this other thread: https://en-forum.guildwars2.com/discussion/120629/end-of-dragons-ideas-for-9-new-canthan-elite-specializations/p1
  12. > @"Za Shaloc.3908" said: > > @"Scoobaniec.9561" said: > > Traits for weapons were always a horrible idea tbh so im glad they didnt. Rest as above > > Honestly I really love weapon traits, especially ones like Necro's GM trait that actually alters scepter 3. I wish something like that existed in Salvation, for example, to help make it a better support weapon. > > Also in the horribly hyper-niche spot hammer is in, I think a trait could benefit it too. The shield trait also gave it a wonderful purpose of helping with condi management. Wish we had more of these too, they're awesome. Simple damage modifiers are boring, changing how skills work is far more interesting.
  13. > @"michelada.2947" said: > the only viable build right now for engineer is holosmith, and you know why? , because you can have a 2nd set of skill for free. Eles and engineers are the only classes that can't have a 2nd weapon set but compared to the ele that can have 20 weapon skills no matter what weapons you choose, enginners are forced to use kits that removes utility slot from your build. > i just got tired of trying to make this class work, i hope Anet notice that engineer class need some work to be on par with the other classes. I think the biggest design mistake with the engineer is the tool belt. How to solve it: * Remove the tool belt. Merge tool belt skills with slot skills (using sequence skills, merging their effects, etc). * Move kits to the mechanic bar. Let engineers choose 2 kits to equip in F1 and F2, just like ranger pets and revenant legends. * Rework kits and weapons to give them a primary role (direct damage, condition damage, support, etc). * Add weapon swap, free of restrictions. Going further: * Remove tool kit, and rework its skills into mace main-hand and mace off-hand. * Rework gadgets into signets, giving them a passive effect when they're not under cooldown. * Rework turrets so they function just like revenant spirits (based on ammo, they despawn once it runs out, but they're far more powerful). * Remove bomb kit and throw mine, and turn them into their own slot skill set (classifying them as either preparations or traps). * Remove grenade kit, and turn grenade skills into their own slot skill set (using the ammunition system). * Rework [thief dual wield](https://wiki.guildwars2.com/wiki/Dual_Wield) so, instead of changing the third skill depending on the off-hand, dual wield changes all five skills when you're wielding two weapons of the same type. Give engineers dual wield for pistols and maces. * Update Mortar Kit aesthetics so it uses the ["cannon over shoulder"](https://wiki.guildwars2.com/wiki/Stone_Cannon) model and animations. The final result would be: * **Kits:** Elixir Gun, Flamethrower, Med Kit, Mortar Kit. * **Main-hand weapons:** Mace, Pistol. * **Off-hand weapons:** Mace, Pistol, Shield. * **Two-handed weapons:** Dual-wielded Maces, dual-wielded Pistols, Rifle. * **Slot skills:** Elixir, Gadget, Grenade, Mine (Preparation/Trap), and Turret. The first step to balance kits and make them meaningful is to restrict them properly, and the best approach for that is to give everyone the same fixed amount of kits. If you think engineer is still lacking on weapon skill numbers, then give them scepter and focus as well.
  14. > @"Wisely.4819" said: > Heyo, it is my humble hope for Anet to add something akin to a Transmutation Pass, i.e. an item that, once purchased, unlocks unlimited transmuting on a character for a certain time. Juggling transmutation charges is my singular source of anxiety and stress in this game - I just want to be able to wardrobe freely, match with my friends for dungeons or whatever strikes my fancy that moment. Fashion is one of the most fun things for me and it being so limited in Guild Wars, which is a visually awesome game, just makes me sad. I'd honestly rather pay for a gemstore pass than manage transmutation charges in their current state. I know they can be farmed, but it's tedious and I'd rather spend that time actually playing the game. Every other big MMO lets you fashion to your heart's content, so why not Guild Wars? Take it further, and remove transmutation charges altogether. Switch the business model to "outfit templates" instead, where people can design their own outfits using armor pieces and dyes, then save them as a code. One of the reasons outfits are so popular is that they're super-easy to swap, while transmuting armor is a pain. Also, move hairstyles to the wardrobe, and give them the same treatment. ArenaNet would make more money by just selling hairstyles individually, the current model just doesn't work. Remember, back in 2012, when the PvE wardrobe didn't exist? Lot of people were like "we can't get a wardrobe, ArenaNet would go bankrupt", then we got it and it was a total success, since contrarians were obviously wrong. The easier something is to use, the more popular it will become.
  15. > @"phokus.8934" said: > > @"Lonami.2987" said: > > > @"Lonami.2987" said: > > > I would like to see multiple characters instead of just one. My choice would be the four grand celestials: > > > > > > * [Kaiju Don, the Kirin, the embodiment of corruption.](https://wiki.guildwars.com/wiki/Kaijun_Don) > > > * [Kuonghsang, the Turtle Dragon, the eternal paradox.](https://wiki.guildwars.com/wiki/Kuonghsang) > > > * [Hai Jii, the Phoenix, the representation of fiery eternity in the Underworld.](https://wiki.guildwars.com/wiki/Hai_Jii) > > > * [Tahmu, the Dragon, a reminder of atrocity, pain, and anguish.](https://wiki.guildwars.com/wiki/Tahmu) > > > > > > The elite specialization would be named the **Stargazer** and have astrology themes. The slot skills would be minions, one per celestial, plus an elite skill that changes depending on the number and type of active celestials. And of course, greatsword as the weapon. > > > > Few more ideas: > > > > * **Windwalker:** Unnamed tengu descendant of [Talon Silverwing](https://wiki.guildwars.com/wiki/Talon_Silverwing), who led the tengu flight north to Kryta, founding the Dominion of Winds. [This one is my personal bet, using a greatsword for the weapon.](https://en-forum.guildwars2.com/discussion/120629/end-of-dragons-ideas-for-9-new-canthan-elite-specializations) > > * **Tidecaller:** [Hanasha Coralfin](https://wiki.guildwars.com/wiki/Hanasha_Coralfin), a naga priestess who survived the Jade Wind, rescuing and resurrecting other naga to save their race from extinction. > > * **Soulbinder:** [Magadore](https://wiki.guildwars.com/wiki/Magadore), an evil lich who tried to consume the forests of Cantha 700 years ago, but was defeated by a combined force of human rangers and sidhe wardens. > > * **Stargazer:** Unnamed jotun/yeti empress of an ancient past, connected to the [Great Celestials](https://wiki.guildwars.com/wiki/Celestial), since jotun were famous astronomers. > > > > Going with Togo or any other generic GW1 characters would be the most disappointing thing ever. The Guild Wars lore is full of interesting people, and it's been 250 years since GW1, so there's dozens of new stories to be written, no need to rely so much on nostalgia. > > > > > @"Legion.4198" said: > > > The classical archetype of the blind ronin samurai is the perfect match for the revenant. Therefore one that carries a greatsword be a Tengu or a Norn. > > > > 100% agree, I think this is the best candidate. Give it a "painting" theme, like the spell effects depicting drawings, and there it is, perfection. > > But we're going to Cantha where the whole thing is nostalgia. Nostalgia is fine, copy+pasting the same plots and characters from another game is just lazy, almost like a bad reboot. I don't like [Kalla Scorchrazor](https://wiki.guildwars2.com/wiki/Kalla_Scorchrazor) too much, probably because she didn't get any screen time, but ArenaNet has proven to be able to write amazing characters, my favorite being [Olma](https://wiki.guildwars2.com/wiki/Olma), the founder of the Olmakhan.
  16. > @"Lonami.2987" said: > I would like to see multiple characters instead of just one. My choice would be the four grand celestials: > > * [Kaiju Don, the Kirin, the embodiment of corruption.](https://wiki.guildwars.com/wiki/Kaijun_Don) > * [Kuonghsang, the Turtle Dragon, the eternal paradox.](https://wiki.guildwars.com/wiki/Kuonghsang) > * [Hai Jii, the Phoenix, the representation of fiery eternity in the Underworld.](https://wiki.guildwars.com/wiki/Hai_Jii) > * [Tahmu, the Dragon, a reminder of atrocity, pain, and anguish.](https://wiki.guildwars.com/wiki/Tahmu) > > The elite specialization would be named the **Stargazer** and have astrology themes. The slot skills would be minions, one per celestial, plus an elite skill that changes depending on the number and type of active celestials. And of course, greatsword as the weapon. Few more ideas: * **Windwalker:** Unnamed tengu descendant of [Talon Silverwing](https://wiki.guildwars.com/wiki/Talon_Silverwing), who led the tengu flight north to Kryta, founding the Dominion of Winds. [This one is my personal bet, using a greatsword for the weapon.](https://en-forum.guildwars2.com/discussion/120629/end-of-dragons-ideas-for-9-new-canthan-elite-specializations) * **Tidecaller:** [Hanasha Coralfin](https://wiki.guildwars.com/wiki/Hanasha_Coralfin), a naga priestess who survived the Jade Wind, rescuing and resurrecting other naga to save their race from extinction. * **Soulbinder:** [Magadore](https://wiki.guildwars.com/wiki/Magadore), an evil lich who tried to consume the forests of Cantha 700 years ago, but was defeated by a combined force of human rangers and sidhe wardens. * **Stargazer:** Unnamed jotun/yeti empress of an ancient past, connected to the [Great Celestials](https://wiki.guildwars.com/wiki/Celestial), since jotun were famous astronomers. Going with Togo or any other generic GW1 characters would be the most disappointing thing ever. The Guild Wars lore is full of interesting people, and it's been 250 years since GW1, so there's dozens of new stories to be written, no need to rely so much on nostalgia. > @"Legion.4198" said: > The classical archetype of the blind ronin samurai is the perfect match for the revenant. Therefore one that carries a greatsword be a Tengu or a Norn. 100% agree, I think this is the best candidate. Give it a "painting" theme, like the spell effects depicting drawings, and there it is, perfection. Thief is probably getting greatsword too, so that's a good opportunity for new "samurai stance" greatsword animations as well. > @"draxynnic.3719" said: > > @"Lily.1935" said: > > Nostalgia is blinding people to the complications of Revenant's design that would make a "Ritualist" a terrible idea for them. Its not a good nostalgia either as the people pushing for it don't have an accurate look at what the ritualist was in GW1 or why it could never be properly served by a spec like revenant. I myself love the Ritualist and would love to see it return to Guild Wars 2. However, It needs to be served properly and the closest any profession gets to serving it properly is the necromancer. And even then I'm more interested in Acquiring Missing Elements of necromancer than trying to recapture a whole other class from the first game. > > Personally, if anything, it's nostalgia that tells me that Ritualist as a Revenant elite _wouldn't_ work. Ritualist was, possibly, the profession that allowed for the most diversity of builds before considering secondary professions of all the GW1 professions, having a wide variety of distinct skill types (some particular to the ritualist, some general) and able to slot in to a wide range of roles (healing, protection, regular damage, armour-ignoring damage, control, buffing damage of allies, condition removal). Revenant, by contrast, is probably the profession with the _least_ ability to customise its build. While it'd be unfair to say that you can pretty much derive the rest of a revenant's build just off the legends, it's not all that far off. > > Trying to squeeze ritualist into revenant is trying to squeeze all that ritualist entailed into what is effectively one skill bar. Three (fixed) utility skills, one elite, one heal, five (or less) weapon skills, and up to four skills on function keys. That's it. And, by the revenant's design, it's going to spend a lot of time swapping into a core legend, and unless that legend is Ventari (and I don't think revenant really needs another support-oriented elite, which any elite designed to work with Ventari is likely to default to becoming), it's not going to feel much like a ritualist at all after swapping. > > If ritualist as an elite specialisation is really going to even be a thing, it really needs to be based on a regular profession which already has some ritualist-like features so it has that opportunity to mix and match between what's in the elite specialisation and what's in the core profession to get that feel of build versatility. Necromancer works well - honestly, there's not much mechanically in the necromancer that I couldn't see working as ritualist instead, although ritualist would likely have had different visuals. Guardian works, but I don't think it works as well since core guardian still has a melee focus (_but not as much as core revenant!_) and shouts weren't really a ritualist thing. Ranger, possibly with the pet replaced by some kind of spirit familiar, sits somewhere in between. I think guardian would be fine, we already saw monks and ritualists wearing heavy armor during Winds of Change: https://wiki.guildwars.com/wiki/Zei_Ri Even more, the Sea of Sorrow novels explains guardians came from mixing monk, ritualist, and paragon arts.
  17. Nowadays I'm thorn between staff and torch, but still not sure. I think mace should be added to the core profession, since it's so lacking in diversity and has no melee options, so I don't even consider it for an elite spec weapon. Anyway, I think the next elite specialization will be one of these two: * Use F5 to drive your own Golem Suit, similar to the [Dredge Suit](https://wiki.guildwars2.com/wiki/Dredge_Suit) and the [Power Suit](https://wiki.guildwars2.com/wiki/Summon_Power_Suit). Like the soulbeast, your weapon skills would stay, but your tool belt skills would be replaced with unique golem skills. * Use F5 to equip your own rocket launcher backpack, stuffed with combat fireworks. Your tool belt skills would be replaced while wielding it. > @"Ardid.7203" said: > I sincerely insist: we need another MH CORE weapon before a new elite spec weapon. They should remove the Tool Kit and replace it with main-hand mace and off-hand mace. Maybe give us weapon swap too, so we don't need to rely on kits so much. > @"Adamantium.3682" said: > God please no more AI. Why do we always seem to come back to this? I think AI could be really cool if done right, but they should rework scrapper and its gyros rather than make a completely new elite specialization. Turrets need a rework too, wish they worked the same way as renegade spirits.
  18. > @"Lonami.2987" said: > > @"Lonami.2987" said: > > > @"Lonami.2987" said: > > > > @"Lonami.2987" said: > > > > The original idea feels somewhat outdated, and I have changed a few opinions since I posted it, in part thanks to everyone contributing. So I guess it's time for an update! > > > > > > > > Here's my new take, I'm a bit less rigid with the animation department this time, and I'm going harder for the cool factor too. I still think this set is fairly viable, and includes more variety, with more potential for originality. Hope you like it! > > > > > > > > #New weapons > > > > > > > > These are my 6 ideal weapons, for a total of 22. > > > > > > > > * **Fists:** One-handed, can be wielded in one hand or both. They replace active glove skins when wielded. > > > > * **Spear:** One-handed, can be wielded in one hand or both. Mostly ranged usage. > > > > * **Bell:** Off-hand. Percussion instrument, played to vibrate ambient magic. Connected to geomancy. > > > > * **Vial:** Off-hand. Container of liquid which can be drunk, spilled, or thrown. Includes bottles of wine, magic potions, steins of beer, barrels, and more. > > > > * **Polearm:** Two-handed. Includes greataxes, scythes, halberds, longspears, and more. > > > > * **Relic:** Two-handed. Magical artifact inspired by the old guardian tomes. Floats on the left hand, while you cast with the right hand. Includes books of magic, astrolabes, cauldrons, musical instruments, ashes, tablets, and more. > > > > > > > > Each core profession would unlock two of the above for free, without any specialization requirements. Further unlocks would become possible through elite specializations. These core unlocks would be as follows: > > > > > > > > * Elementalist: Bell, Relic. > > > > * Mesmer: Vial, Relic. > > > > * Necromancer: Bell, Polearm. > > > > * Engineer: Fists, Vial. > > > > * Ranger: Spear, Bell. > > > > * Thief: Fists, Spear. > > > > * Guardian: Spear, Relic. > > > > * Revenant: Fists, Polearm. > > > > * Warrior: Vial, Polearm. > > > > > > > > #Underwater weapons > > > > > > > > You might have noticed I didn't count the 3 underwater weapons when counting above. That's because I'm merging them with some of the ground weapons. They would remain separate equipment-wise, but use the same skin pool. > > > > > > > > * Harpoon (old spear) merges with polearm. > > > > * Speargun (old harpoon gun) merges with rifle. > > > > * Trident merges with staff. > > > > > > > > You would still need to craft them separately, so for example, you wouldn't be able to use a trident as a staff. This merge only covers skins, effectively removing underwater weapons from the wardrobe. > > > > > > > > #Updates to old weapons > > > > > > > > Other potential new weapons would be included inside the existing types. Few examples: > > > > > > > > * Axes now include chakrams, boomerangs, and other thrown blades. > > > > * Daggers now include fans. > > > > * Maces now include one-handed hammers. > > > > * Rifles now include crossbows. > > > > * Shortbows now include slingshots. > > > > > > > > I feel like this model is much more solid than my previous idea, and also includes more exciting new options. > > > > > > > > #Bonus: New legendary weapons > > > > > > > > Because, why not? > > > > > > > > * **Fists:** Steam-powered mecha-hands, the wrists rotate in combat like a drill. > > > > * **Spear:** GW1's [Voltaic Spears](https://wiki.guildwars.com/wiki/Voltaic_Spear), this time with more lightning. > > > > * **Bell:** Instead of a handheld bell, a floating familiar carries a Canthan jade tower bell by your side, and you pull the rope to play it. Includes musical instrument toy version. > > > > * **Vial:** A whole barrel of the legendary norn beer, Bear's Brown Ale. Your character occasionally makes drunk jokes. Frost effect, plus tiny pink elephants appear around you. > > > > * **Polearm:** Dual-bladed djinn elemental scythe, effects changing from fire to ice. Aura and footsteps change their effects as well, synchronized with the weapon. > > > > * **Relic:** Cauldron of Cataclysm, a handheld replica of the artifact behind the Searing of Ascalon. > > > > > > Time for another update: > > > > > > #New weapons > > > > > > These are my 4 ideal weapons, for a total of 20. > > > > > > * **Satchel:** One-handed, can be wielded in one hand or both. Thrown, inspired by the [Grenade Satchel](https://wiki.guildwars2.com/wiki/Grenade_Satchel) of the engineer. > > > * **Spear:** One-handed, can be wielded in one hand or both. Melee and thrown. > > > * **Battlegloves:** Two-handed. They replace active glove skins when wielded. Melee and ranged. > > > * **Polearm:** Two-handed. Includes greataxes, scythes, halberds, longspears, and more. Melee. > > > > > > Each core profession would unlock one or two of the above for free, without any specialization requirements. Further unlocks would become possible through elite specializations. These core unlocks would be as follows: > > > > > > * **Elementalist:** Battlegloves. > > > * **Mesmer:** Satchel. > > > * **Necromancer:** Polearm. > > > * **Engineer:** Satchel, Battlegloves. > > > * **Ranger:** Spear. > > > * **Thief:** Satchel, Battlegloves. > > > * **Guardian:** Spear. > > > * **Revenant:** Polearm. > > > * **Warrior:** Spear, Polearm. > > > > > > I feel like these four are more solid than the six I had before. Few design notes: > > > > > > * Off-hand weapons weren't engaging enough, and feel a bit like filler, so I just removed them. Both the Vial and the Bell could return as weapon kits, slot skills, bundles, or just animations. > > > * Satchel gives us more thrown options, and allows grenade-like gameplay to expand outside engineer. I consider it an evolution of the Vial. It would replace the Grenade Kit on the engineer. > > > * Fists were renamed to Battlegloves, and reclassified as two-handed. Figured out the weapon skills would feel better if they used both hands for everything. They would be usable for both melee combat and casting magical ranged attacks. > > > * Relic is gone, since it felt a bit clunky. Still has potential as a weapon kit profession mechanic, with dedicated skins. > > > * Spear and Polearm were already solid enough, so they stay the same. > > > > > > #Bonus: Elite specialization ideas > > > > > > Few elite specialization ideas, using both new and repurposed weapon types: > > > > > > * **Elementalist - Dervish:** Polearm (scythe skin). > > > * **Mesmer - Dreamcharmer:** Dagger (fan skin). > > > * **Necromancer - Apothecary:** Satchel (plague bomb skin). > > > * **Ranger - Beastlord:** Polearm (greataxe skin). > > > * **Thief - Bladewind:** Axe (boomerang skin). > > > * **Guardian - Paragon:** Polearm (two-handed spear skin). > > > * **Revenant - Hierophant:** Battlegloves ([Flame Legion Shaman skin](https://wiki.guildwars2.com/images/archive/8/8e/20160908163306%21Flame_Legion_Fire_Shaman.jpg)). > > > * **Warrior - Gladiator:** Staff (trident skin). > > > > Been a while since the last time, here's another take, combining the best of all previous ideas: > > > > ##New weapons > > > > These are my latest 4 ideal weapons, for a total of 20. > > > > * **Battleglove:** One-handed, can be wielded in one hand or both. They replace active glove skins when wielded. Melee and ranged. > > * **Spear:** One-handed, can be wielded in one hand or both. Melee and thrown. > > * **Polearm:** Two-handed. Includes greataxes, scythes, halberds, longspears, and more. Melee. > > * **Relic:** Two-handed. Magical artifact inspired by [GW1's ritualist item spells](https://wiki.guildwars.com/wiki/Item_Spell). Floats on the left hand, while you cast with the right hand. Includes astrolabes, cauldrons, musical instruments, ashes, tablets, and more. Ranged. > > > > Each core profession would unlock one or two of the above for free, without any specialization requirements. Further unlocks would become possible through elite specializations. These core unlocks would be as follows: > > > > * Elementalist: Battlegloves, Relic. > > * Mesmer: Relic. > > * Necromancer: Polearm. > > * Engineer: Battlegloves. > > * Ranger: Spear. > > * Thief: Battlegloves. > > * Guardian: Spear. > > * Revenant: Polearm, Relic. > > * Warrior: Spear, Polearm. > > > > Few design notes: > > > > * Satchels don't convince me as "wielded weapons" anymore, and I feel like they would work far better as kits or thrown skills, as long as they're handled properly, like new elite specialization mechanics, an elixir rework, or just a new slot skill type altogether. > > * Battlegloves are back to one-handed. There might be situations where a single battleglove could combine well with other one-handed weapons, and the two-handed restriction wasn't mandatory anyway. > > * Relic is back, since I still feel like we need more magical weapons. However, this time it draws inspiration from [GW1's ritualist item spells](https://wiki.guildwars.com/wiki/Item_Spell). It's no longer inspired by guardian tomes, which would remain exclusive to the firebrand's elite specialization mechanic's theme. > > * Spear and Polearm still remain solid enough, so they stay the same once again. > > > > Well, I think this is a pretty good final version, but who knows, new ideas might change everything in a few months once again =). > > Let's go for another round: > > ##New weapon types > > These are my 4 ideal weapons, for a total of 20. > > * **Knuckles:** One-handed fist weapons, can be wielded in one hand or both, melee and ranged. Inspired by the [boxing Gloves](https://wiki.guildwars2.com/wiki/Boxing_Gloves) costume brawl toy. > * **Spear:** Main-hand pole weapon, melee and thrown. Inspired by the [Krait Nimross NPCs](https://wiki.guildwars2.com/wiki/Krait_Nimross), [Paragon NPCs](https://wiki.guildwars2.com/wiki/Loyalist_Paragon) and the [original GW1 Spear weapon](https://wiki.guildwars.com/wiki/Spear). > * **Polearm:** Two-handed pole weapon, melee. Includes greataxes, scythes, halberds, longspears, and more. Inspired by the [Executioner Axe Toy](https://wiki.guildwars2.com/wiki/Executioner_Axe_Toy), the [unimplemented GW2 Polearm weapon]( ), and the [original GW1 Scythe weapon](https://wiki.guildwars.com/wiki/Scythe). > * **Relic:** Two-handed magical artifact, ranged. Includes astrolabes, cauldrons, musical instruments, ashes, tablets, and more. Inspired by [GW1's ritualist item spells](https://wiki.guildwars.com/wiki/Item_Spell). > > Few design notes: > > * Battlegloves have been renamed to Knuckles, and no longer replace glove skins by default. > * Spear has been restricted to main-hand only. I know there's [multiple](https://wiki.guildwars2.com/wiki/File:Krait_Nimross.jpg) [enemies](https://wiki.guildwars2.com/wiki/File:Toxic_Nimross.jpg) ingame who wield spears in both hands, but you never get to actually see them use the second hand. > * No changes for Polearm and Relic. > > ##Core professions update > > Each core profession would unlock one or two of the above for free, without any specialization requirements. Further unlocks would become possible through elite specializations. These core unlocks would be as follows: > > * **Elementalist:** Relic. > * **Mesmer:** Relic. > * **Necromancer:** Polearm. > * **Engineer:** Knuckles. > * **Ranger:** Spear. > * **Thief:** Knuckles. > * **Guardian:** Spear, Relic. > * **Revenant:** Knuckles, Polearm. > * **Warrior:** Spear, Polearm. > > ##Updates to wardrobe restrictions > > Some of the new weapons already "exist" as skins for other weapon types. The easiest solution would be to duplicate them across the different types, but what if we took it further, and removed some of the type-based wardrobe restrictions? > > For example, we could enable usage of trident or polearm skins on a staff, removing the need for duplicates and increasing overall skin value. > > The lifted restrictions would be as follows: > > * **Focus** ⬅ Scepter, Knuckles. > * **Longbow** ⬅ Shortbow. > * **Rifle** ⬅ Speargun. > * **Shortbow** ⬅ Longbow. > * **Scepter** ⬅ Mace. > * **Spear** ⬅ Harpoon, Trident. > * **Staff** ⬅ Polearm, Spear, Harpoon, Trident. > > Underwater weapons would be affected as well: > > * **Harpoon** ⬅ Polearm, Spear, Trident. > * **Speargun** ⬅ Rifle. > * **Trident** ⬅ Polearm, Spear, Staff, Harpoon. > > This idea can be applied to armor skins too: > > * **Back item** ⬅ Shield (stowed). > * **Aquatic Headgear** ⬅ Headgear. > > Once these restrictions have been lifted, the existing conflictive skins can be reclassified easily with no need for duplicates. For example, existing [scythe-like staff skins](https://wiki.guildwars2.com/wiki/Scythe) would be transformed into polearm skins, and be usable by both polearms and staves. Some foci skins such as the [Chak Focus](https://wiki.guildwars2.com/wiki/Chak_Focus) or the [Mist Lord's Focus](https://wiki.guildwars2.com/wiki/Mist_Lord%27s_Focus) would be transformed into knuckles skins, and be usable by both knuckles and foci. Another round: ##New weapon types These are my ideal weapons, for a total of 18. * **Spear:** Main-hand pole weapon, melee and thrown. Inspired by the [Krait Nimross NPCs](https://wiki.guildwars2.com/wiki/Krait_Nimross), [Paragon NPCs](https://wiki.guildwars2.com/wiki/Loyalist_Paragon) and the [original GW1 Spear weapon](https://wiki.guildwars.com/wiki/Spear). * **Knuckles:** One-handed fist weapon, melee. Inspired by the [boxing Gloves Toy](https://wiki.guildwars2.com/wiki/Boxing_Gloves), the [brawling Enchanted Armor Challenge](https://wiki.guildwars2.com/wiki/Enchanted_Armor_Challenge:_Last_one_standing_wins!), and the [original GW1 Dwarven Brawling minigame](https://wiki.guildwars.com/wiki/Dwarven_brawling). * **Bow:** The [Longbow](https://wiki.guildwars2.com/wiki/Longbow) and the [shortbow](https://wiki.guildwars2.com/wiki/Short_bow) have been merged back into one single weapon type. More details below. * **Polearm:** Two-handed pole weapon, melee. Includes greataxes, scythes, halberds, longspears, and more. Inspired by the [Executioner Axe Toy](https://wiki.guildwars2.com/wiki/Executioner_Axe_Toy), the [unimplemented GW2 Polearm weapon]( ), and the [original GW1 Scythe weapon](https://wiki.guildwars.com/wiki/Scythe). Few design notes: * Longbow and Shortbow have been merged into a single weapon type, called just [bow](https://wiki.guildwars2.com/wiki/Bow). The Ranger uses both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into Knuckles skills. * Still not convinced by Relic too much, so it's gone once again. * No changes for Spear, Knuckles, and Polearm. ##Core professions update Each core profession would unlock some of the old and new weapon types for free, without any specialization requirements. These core unlocks would be as follows: * **Elementalist:** Greatsword, Polearm. * **Mesmer:** Pistol (main-hand), Warhorn. * **Necromancer:** Axe (off-hand), Polearm. * **Engineer:** Knuckles (main-hand and off-hand), Mace (main-hand and off-hand). * **Ranger:** Spear. * **Thief:** Spear, Knuckles (main-hand and off-hand). * **Guardian:** Spear. * **Revenant:** Axe (main-hand), Mace (off-hand), Knuckles (main-hand and off-hand). * **Warrior:** Polearm. Further unlocks would become possible through new elite specializations and additional core profession updates.
  19. Just passing by to quote myself: > @"Lonami.2987" said: > I wish they gave other things their own categories too, specially **Core Tyria**. For example: > > * **Ascalon** (Plains of Ashford, Diessa Plateau, Fields of Ruin, Blazeridge Steppes, Iron Marches, Fireheart Rise) > * **Kryta** (Queensdale, Kessex Hills, Gendarran Fields, Harathi Hinterlands, Bloodtide Coast) > * **Shiverpeak Mountains** (Wayfarer Foothills, Snowden Drifts, Lornar's Pass, Dredgehaunt Cliffs, Timberline Falls, Frostgorge Sound) > * **Tarnished Coast** (Caledon Forest, Metrica Province, Brisban Wildlands, Sparkfly Fen, Mount Maelstrom) > * **Ruins of Orr** (Straits of Devastation, Malchor's Leap, Cursed Shore) > * **Southsun Cove** > * **Dry Top** > * **The Silverwastes** > > Having one single category for all those maps is such a waste. Pretty please?
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