Jump to content
  • Sign Up

VocalThought.9835

Members
  • Posts

    264
  • Joined

  • Last visited

Everything posted by VocalThought.9835

  1. > @"theoneparttwo.9561" said: > No. Non. Nope. Nein. Nyet. Never. Nuh-uh. > > There are a million and a half reasons why it won't happen, and continuing to beat that dead horse is likely what led us to having that malformed Pegasus skin for the Griffon. The devs used a group of necromancers to reanimate the desecrated corpse of said dead horse and sold it in the gem shop. Please, for the sake of the malformed Pegasus, just stop already with these posts! ( :tongue: ) Love your intro, but I would love Tengu race added to the game too. If they don't add Tengu, they would miss a great opportunity to add them. They really do need to redo the Pegasus Skin. That is atrocious. That's the equivalent of someone purposely messing up an order because they don't want to cook. I can understand not wanting to have Equidae in their world, but if they were going to do something like that, it'd been better not to do anything at all. Now I want them to do better.
  2. > @"iynk.9053" said: > Summons are not at all niche or unique to a single profession, and skins should be made available for all summons (elementals, turrets, spirit weapons, etc.) provided there is significant interest from the player base. > > This is the game for whatever cosmetic effects players will buy in Gem Store. Weapons aren't available for every profession either and they make money at that? How is this different?
  3. > @"MatyrGustav.6210" said: > > @"VocalThought.9835" said: > > I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing? > > Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use. For those that want Spear for Warrior, the can simply give Warrior a Staff and create a skin for it and for those that want crossbow skin, they can simply put that on rifle. If they did that would people still want under water weapons?
  4. > @"Firebeard.1746" said: > I'm kinda miffed I can't use GS effectively in raids/strikes/fractals as mirage, I like the ambush skill for GS, but the throughput is just ineffective. Almost all of the extra damage from the spec come from imaginary axes and the trait that gives additional ones on axe skill use. (To be fair, its autoattack also has ridiculously heavy condi damage as well, far and above anything the other mirage weapons could generate, either on plain auto attacks OR ambushes. ) > > I prefer choice, and I feel like making the elite weapon *THE* choice kills the spec sometimes and makes the elite specs feel more like pigeonholing than an actual extension of your class. I'd say good traits are ones like Chronophantasma that work well with *ALL* weapons and not just one. > > I'm not saying make the elite weapons bad, I'm just saying it feels bad when there's only 1 weapon choice for an elite. I think GS, from what you said, just isn't the right weapon for that specialization. I'm sure other weapons would work besides Axe, but this seems that Mirage it's meant for that one weapon.
  5. > @"MatyrGustav.6210" said: > > @"VocalThought.9835" said: > > I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing? > > Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use. I before they add Trident or Harpoon, they should use Staff and Rifle. It's easier.
  6. I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing?
  7. > @"Thornwolf.9721" said: > > @"DrukenReaps.6421" said: > > "adds a layer to an otherwise luke-warm clone of the WoW demon-hunter from aesthetic down to move-set. " > > > > Heart of Thorns and Revenant came out before Demon Hunter, therefore Demon Hunter is the luke-warm clone :p > > > @"Fueki.4753" said: > > > @"DrukenReaps.6421" said: > > > "adds a layer to an otherwise luke-warm clone of the WoW demon-hunter from aesthetic down to move-set. " > > > > > > Heart of Thorns and Revenant came out before Demon Hunter, therefore Demon Hunter is the luke-warm clone :p > > > > Demon Hunters exist since at least Warcraft 3, which came out in 2002, or it's expansion, which was released in 2003. > > They are far older than Revenants. > > > @"DrukenReaps.6421" said: > > 2002 would be correct technically but if we are using that then we could go further back in time to anything that is remotely similar to both classes. These are far from the first archetypes using the idea. If we are going to legitimately compare the two then it is only really worth comparing the WoW class available to players to Revenant. > > I mean Say what you will about who copied who, I do think Rev was designed around the demon hunter. At least aesthetically. But demon hunter in my opinion is a better class all around and does what its intended to do well while revenant honestly as much as I love it is a clown. Doesn't know what it wants to be, and they dont know what they want it to be so they slap stuff on and if it sticks ; Then it sticks. Ontop of that Id say demon hunters were better received and handled, as well balanced as blizzard ensured they'd not get gutted.... meanwhile here? Rev feels like a husk of what it once was. Which is a shame because as far as classes go Rev and messmer are guild wars unique classes, all the others in some form show up in other games almost identical to their tyria counter part. Those two stand out as unique at least when compared with competition; Despite the references and similarities Rev is more than a Demon hunter baby.... however it was... I should say. It's A-nets fault for pushing it into that direction while not giving it the proper love it needs/needed. Are you serious. I'd have to say, if all you know of character classes come from WoW, than you might have a very limited view of the fantasy genre. Revenant embodies a lot of class archetypes, just like every other profession. I'd say each Specialization, Core and Elite, would have been a class archetype from an traditional table top rpg or fantasy novel. For them to manage, squeeze them together, and tie them into one themed profession, I think ANet has done a great job with and changed the idea of how people would now perceive those archetypes. Now when I see an Acrobat or a Ninja in an RPG, I think, "that's a type of thief", because GW2, where before, they stood alone. So when you look at revenant, just know that class represents so many class archetypes that are similar, that fit under the theme of mystical possession. You have the demon, the evil spirit, the ancient relic, and the renowned warrior. You also have themes of mysticism, dimensional rifts, otherworldly abilities, and ghostly powers. The elites add the Dragon Knight and Commune and summon ancient spirit warriors.
  8. 1) Bring back a fully playable Living World Season 1. It sad that I bought GW2 at launch, but since I'm I'm a causal player, I miss out of living world 1, like so many others. 2) Redo Revenant so, they too, can use racial skills. I would have made F1 "Channel/Unchannel", F2 Legend Swap, and F3 Ancient Echo. When you're unchanneled, you would have access to racial skills and a new skill that similar, but less powerful or a long cool down of one of each legend you have access to. This would one, keep the theme of the profession, two allow them to have equal number of skills as each other profession, and give revenant player a chance to choose. 3) Make personality have a purpose in the game. They could make a roleplaying element where your party, instead of focusing on combat, focuses on negotiating. Certainly, personalities in your group may lock you out of certain conversational options or have a meter where a person too noble in your party can only tolerate so much corruption and vice versa, and trigger events. People could be rewarded in the end based on how well they negotiate and the final option they pick or have to fight to get to safety or resolve the conflict. I think this would be a great mini game in WvW. 4) Allow each Elite Specializations to have an extra weapon type. With EOD bringing a new elite, there would be 3 elite specs, with only 3 new weapon options. I think it'll be better if there were six weapon options. Therefore most players would have a weapon option of their choice, it would be great for creating more builds, and it would limit the need for more elite specializations in the future. Im not suggesting they make core have more weapons, because I like the idea of an elite having more options to weapons than core. Even if they were to create more expansions after EOD, they could either use the same elite weapons with the same weapon skills or have different weapon skills, therefore all rangers could use an axe the same way, but a Druid may use a Staff different than a new elite ranger using a Staff, but maybe a Druid could now use a Staff and a focus and the new elite ranger uses a Staff and a rifle. Allowing each elite to use two weapon types could also help Devs focus on balancing after EOD instead of moving on to focus on creating a new elite specializations and satisfying the players that crave for their Ranger Rifle or Revenant Great Sword, since most weapons would then be available to all classes.
  9. > @"kharmin.7683" said: > > @"VocalThought.9835" said: > > EoD should have it's own special attraction. HoT has gliding and mushroom jumping and PoF has Mounts. Let EoD have Player Housing, an Antiques System like ESO, or new Role-playing elements where personality and dialogue matters. > Never been interested in player housing. I'd rather be out in the world doing stuff. Also, would prefer GW2 to not adopt things from other games. > > I would like to see a solo or multi-player feature where you pick a team of 5 or 6 characters (Alts and/or other players) and complete short stories and combat trails almost like Dragon Age Inquisition. This would be cool if you're playing solo, you could see how the AI handles your alts. I would love to see something where personality finally matters in this game and has some benefits in unlocking stories. > Again, I'd prefer GW2 to not adopt things from other games. If WoW, ESO, DA have certain things that players enjoy, then they should play those games and not try to make GW2 do everything that all of the other games do. > > Just my preference. > I wouldn't suggest GW2 do a copy n paste of other games. Those are good game elements and GW2 can put their spin on it like they've been doing. It really what's missing from this game. Their needs to be a deeper level of role playing aside from cosmetics. I want to feel how my characters interact in the world aside from combat. Heck that might be a reason for the combat.
  10. EoD should have it's own special attraction. HoT has gliding and mushroom jumping and PoF has Mounts. Let EoD have Player Housing, an Antiques System like ESO, or new Role-playing elements where personality and dialogue matters. I would like to see a solo or multi-player feature where you pick a team of 5 or 6 characters (Alts and/or other players) and complete short stories and combat trails almost like Dragon Age Inquisition. This would be cool if you're playing solo, you could see how the AI handles your alts. I would love to see something where personality finally matters in this game and has some benefits in unlocking stories.
  11. Right now, every class does not fill a role. I haven't seen s healing Warrior or Thief build yet. I think ANet was on to something for trying to avoid the Holy Trinity. In fact the initial GW wasn't a Holy Trinity system either. Necros and Mesmers always brought their own flavor of support to the game, by turning boons into conditions and making attacks self inflicting.
  12. I believe they could and should add Tengu. I know it's work, but we don't know what work wa already done. They may have been making armor for Tengu since launch. I hop ANet don't create things expansion by expansion. I'm sure they have long term an short term development teams.
  13. > @"Ryo.5824" said: > > @"VocalThought.9835" said: > > I say give each elite an extra weapon. > > Interesting thought, although I don't think they are gonna change the first two expansions. I like the ideas below tho. Maybe two weapons instead of one for EoD xD > > > > @"The Greyhawk.9107" said: > > Dunno, even Kalla had been mentioned previously in Charr lore document, the books, as well as in game. But a completely new and unheard-of Legend? I don't think even Anet would do that. > > they can always give out a completely new storyline that may even travel to another dimension xD > They don't have to change the expansions, they can just add too them. ?
  14. > @"draxynnic.3719" said: > > @"VocalThought.9835" said: > > > @"draxynnic.3719" said: > > > I've seen it. I've also seen some very detailed analyses of it. > > > > > > One large shield is good. Two large shields tend to get in the way of attacking with either, and give you a large blind zone around you that makes it hard to defend yourself. Like I said, a lot of people who haven't trained in fighting with a large shield underestimate how much of a blind spot it can create, especially if you raise it to defend your head. With sword and shield, you can adopt a stance where the sword defends your head until you use it to strike. With two shields, you can't effectively adopt that stance (it relies on using the length of the blade to protect your head when your hand is above and behind your head). > > > > > > With equal skill, I wouldn't bet on someone with two shields against someone with sword and shield. I don't think I'd even bet on someone with two shields against someone with a sword alone. It might be a long fight, but the sword offers longer reach, greater agility, and a more potentially damaging attack - sooner or later the guy with a sword will find an opening or a blind spot to get a thrust in. > > > > > > Sure, if you've got one guy who's trained for twenty years with dual shields and another guy who's just picked up a sword for the first time, the guy with two shields could win. But like a lot of exotic weapon combinations, it's one of those situations where the guy who spends the same amount of time training with a conventional set of weapons is still going to be ahead. > > > > You keep saying "Large Shield" No one is suggesting a "Large Shield". I just said "Shield". Plus the game doesn't even have a shield size option like it does for Bow and Swords, so I don't know what you're referring to. Plus, when ANet introduces a new weapon to a profession, they typically create a new weapon skins, so players can always pick a skins they want, small or large, but it'll still just be a Shield. > > I'm using 'large shield' to distinguish from things like bucklers - something which I'd hoped would be evident from the context since I talked about weaponised bucklers in an earlier post. Broadly speaking, any shield that reaches the neck in the standard Guild Wars 2 shield stance is big enough for the observations I've made to apply... and that's the overwhelming majority of the shield skins in the game. Meanwhile, there are actually a few _focus_ skins that would make for decent fancy bucklers, like Mist Lord, Stormcaller, and Dark Wing. It's not a matter of "okay, the larger shields are large enough that trying to dual-wield them will create the problems I've described", it's that pretty much ALL of the existing shield skins are big enough to block vision, get in each other's way, and otherwise be more awkward than it's worth. > > Of course, focus skins also have the problem that most focus skins don't look like they'd make decent conventional weapons _or_ bucklers, so I wouldn't consider dual-wielding focii to be a suitable approach either. > > Closest thing I could see to 'dual shields' actually making sense would be to use _daggers,_ give them defensive skills, and have a skin that resembles weaponised bucklers. Give the profession special animations so that they wield the daggers the right way up for defensive use rather than icepick grip, similar to how thief and revenant have a special staff grip (this grip could possibly also be retroactively added to elementalists who use daggers purely as casting implements). Historically, daggers, sais, and similar weapons were often used as parrying weapons (particularly in situations where carrying large shields was impractical - a parrying dagger is easier to carry and hide than a buckler, let alone a larger shield), so the defensive skills would still make sense pretty much regardless of which dagger skin you used. And if this was done with a profession which already has a shield offhand, you could still combine it with a large shield in the off hand if you wanted to. Since Warrior's already use daggers for an elite, and already uses a Shield offensively in thier offhand, they could just give them another shield to be used in their main hand with an new shield skin that more suited to what Kratos would use in "God of War". Heck they could make a glass shield skin or an energy skin. I don't care about the skin personally, but they could do it because any Shield would do. I'm not suggesting other professions use the shield in the main hand, and with warrior basically already using most weapons, the shield in his main hand, I feel, is fitting to, especially since he already has skills with off hand Shield that would compliment a fisticuffs style of fighting that I'm suggesting with a main hand Shield.
  15. I say give each elite an extra weapon. HOT- (Gua) Dragon Hunter: Long Bow & off hand Sword w/ Traps and Physical Virtues (War) Berserker: Torch & main hand Shield w/ Rage and F2 for Berserker mode (Rev) Herald: Shield & offhand Focus w/ Signets and F2 shares boons with Allies (Rang) Druid: Staff & offhand Focus w/ Glyphs and F5 conjures a Celestial Avatar state. (Eng) Scrapper: Hammer & main hand Mace w/ Gyros (Wells) F5 Sends a Gyro to revive allies or finishes foes. (Thief) Daredevil: Staff & Dual Mace w/ Physical, additional dodges and unique dodge abilities. (Mes) Chronomancer: Shield & Dual Daggers w/ Wells and F5 reverses time. (Ele) Tempest: Warhorn & offhand Scepter w/ Shouts and Overload Attunements (Nec) Reaper: Great Sword & offhand Shield w/ Shouts and a new Reaper Shroud. POF- (Gua) Firebrand: main hand Axe & main hand Focus w/ Mantras and Virtuous Tomes (War) Spellbreaker: Dual Daggers & offhand Focus w/ Meditations and F2 as a Full Counter (Rev) Renegade: Short Bow & Great Sword w/ Spirits and F Skills to conjure otherworldly abilities to attack foes or buff allies. (Rang) Soulbeast: Main hand Dagger & Rifle w/ Stances and F5 to merge with animal spirit. (Eng) Holosmith: Main hand Sword & Staff w/ Exceeds and F5 Photon Forge (Thief) Deadeye: Rifle & offhand Focus w/ Cantips and F2 to Mark Target and generate Malice (Mes) Mirage: Main hand Axe & Main hand Pistol w/ Deceptions and Dodge used for Mirage Cloak and an Ambush ability when cloaked. (Ele) Weaver: Main hand Sword & main hand Focus w/ Stances and Dual Attuning for Dual abilities (Nec) Scourge: Torch & Offhand Axe w/ Punishments and Desert Shoud abilities. EOD- (Gua) Archon: War Horn & offhand Scepter w/ Glyphs and Attune to Virtues and gain more buffs corresponding to attuned virtue. (War) Warlord: Staff & Dual Pistols w/ Recruits (minions) while using F2 to place a Mark on the battle field to buff allies and punish foes standing in the marked area. F1 Burst attack can only be used when fully charged. (Rev) Overlord: Dual Pistols & main hand Scepter w/ Exceed and F2 to Open a Dimensional Gate that does damage to caster if opened for too long, but also improves exceed skills the longer it's open (like holosmith). (Rang) Warden: Hammer & offhand Shield w/ Consecrations and have two pets fight at once instead of one pet at a time. (Eng) Technomancr: Great Sword & offhand Focus w/ Cybertronics (Physical). The tool belt skills throw out gears to your allies to pick up or traps to foes to step in. You also have a Mana Meter that builds up, so when you use F5, it transforms you to a battle mech, changing your weapon skills (like druid's avatar). (Thief) Reaver: Torch & Great Sword w/ Survivals and a new Intuition mechanic where the more initiative you have buffs you and allies in combat. (Mes) Enchanter: Short Bow & Warhorn w/ Shouts, more clones and new shatter skills that buff allies when shattered and an F5 that merge clones to one more powerful clone "Doppelganger". (Ele) Magus: Long Bow & Great Sword w/ Mantras and a F5 which grants the "Arcane State" (like druid's avatar), with a much longer recharge time for all attunements. (Nec) Warlock: Rifle & Hammer w/ Preparations and a Demon Shroud.
  16. > @"Jski.6180" said: > > @"VocalThought.9835" said: > > > @"Jski.6180" said: > > > They go back on there own views a lot and often forget new effects that they just added in as soon as they added them in. > > > Anet is in effect what seems to be a random group doing random things with no real point when it comes to balancing. > > > > Like what? > > Update - December 11, 2018 > "Following up on the previous balance release, we're continuing to update weapon traits to offer more meaningful options when players are not using the related weapons while also enhancing those weapons' playstyles if the player is using them. In particular, we updated a fair amount of warrior weapon traits and a few remaining traits in other professions. > > This update reworks all traits that react automatically to incoming control effects by applying control effects on the attacker. Traits that immediately punish players for successfully landing their skills, particularly when they are not very visible, teach the wrong things. The reworked traits are intended to encourage more active play and to provide new opportunities for the defender without outright punishing the attacker. > > In addition to crowd-control trait reworks, this update also addresses traits that deal instant damage and how they affect the game. The large majority of these traits have had their base damage increased while removing their ability to critically hit in order to improve pacing and reduce time-to-kill in competitive game modes. Certain traits that serve as the main source of a build's damage in both PvE and competitive modes have been modified so that they require critical hits in order to deal maximum damage, giving conditions like weakness more value. > > Finally, we're making changes to encourage more variety in boon-based support builds. **To start, we are opening up select skills for different professions that will allow them to share boons directly with up to ten allies.** In addition, we'll be reducing which boons mesmers and their specializations can apply since chronomancer is currently stifling other options due to its ability to easily apply all boons with Signet of Inspiration. Our goal here is to give value to different professions and specializations by making them all adept at applying specific boons to their allies so that multiple professions are needed in order to cover all boons." > > Read that. What's random about that. It seems very methodical.
  17. > @"Jski.6180" said: > They go back on there own views a lot and often forget new effects that they just added in as soon as they added them in. > Anet is in effect what seems to be a random group doing random things with no real point when it comes to balancing. Like what?
  18. > @"Grand Marshal.4098" said: > > @"Dadnir.5038" said: > > > @"Grand Marshal.4098" said: > > > > @"phokus.8934" said: > > > > Off-hand weapons won’t be main-hand and two-handed weapons won’t be dual wielded. > > > > > > > > What are peoples fascination with this ridiculous concept? > > > > > > I agree. When I see people requesting double hammer warrior, or double gs etc, I get dissapointed cause it is utterly stupid and as a warrior main I would never touch the spec. > > > > > > But I'm also not fond of 'pistolier' warrior or 'staff' warrior. Where's peoples' creativity? That's Thief and Daredevil already... But i respect everyone's opinion in the end. > > > > The issue with warrior is that he already got a lot of weapons. Apart from shortbow, focus, scepter, pistol and staff there is no option left. Focus and scepter feel unlikely and it seem that subcousciously nobody want shortbow. Staff is a way for players that root for polearm to get a substitute while pistol just feel "right" (which is probably charr's propaganda since their army heavily invest into technology). > > So Staff used as a spear in land just so Anet doesnt have to code the actual spear as a land weapon? Sounds like something cheap they can pull. But not martial arts staff. Revenant and Daredevil already give off that vibe with how they swing the staff. I think they can easily use Staff as a Pole-arm or Halberd instead of a bo or quater. I'll even be ok if they use it like a javelin. As someone said already, they have so many skins, they can pull it off.
  19. > @"Dadnir.5038" said: > > @"Grand Marshal.4098" said: > > > @"phokus.8934" said: > > > Off-hand weapons won’t be main-hand and two-handed weapons won’t be dual wielded. > > > > > > What are peoples fascination with this ridiculous concept? > > > > I agree. When I see people requesting double hammer warrior, or double gs etc, I get dissapointed cause it is utterly stupid and as a warrior main I would never touch the spec. > > > > But I'm also not fond of 'pistolier' warrior or 'staff' warrior. Where's peoples' creativity? That's Thief and Daredevil already... But i respect everyone's opinion in the end. > > The issue with warrior is that he already got a lot of weapons. Apart from shortbow, focus, scepter, pistol and staff there is no option left. Focus and scepter feel unlikely and it seem that subcousciously nobody want shortbow. Staff is a way for players that root for polearm to get a substitute while pistol just feel "right" (which is probably charr's propaganda since their army heavily invest into technology). There is only one weapon I can see a Warrior not using, which is Scepter. I would perfer that they also keep Warriors away from using Short Bows, but every other weapon should be on the table. I think with Focus, they should have had SpellBreakers use that instead of Daggers, but I'm hoping they give each elite an extra weapon to use. If they had focus they could have one skill that buffs themselves and another skill that may cause enemies to have conditions, almost like how their Meditations skills are.
  20. > @"Kodama.6453" said: > > @"VocalThought.9835" said: > > > @"draxynnic.3719" said: > > > I've seen it. I've also seen some very detailed analyses of it. > > > > > > One large shield is good. Two large shields tend to get in the way of attacking with either, and give you a large blind zone around you that makes it hard to defend yourself. Like I said, a lot of people who haven't trained in fighting with a large shield underestimate how much of a blind spot it can create, especially if you raise it to defend your head. With sword and shield, you can adopt a stance where the sword defends your head until you use it to strike. With two shields, you can't effectively adopt that stance (it relies on using the length of the blade to protect your head when your hand is above and behind your head). > > > > > > With equal skill, I wouldn't bet on someone with two shields against someone with sword and shield. I don't think I'd even bet on someone with two shields against someone with a sword alone. It might be a long fight, but the sword offers longer reach, greater agility, and a more potentially damaging attack - sooner or later the guy with a sword will find an opening or a blind spot to get a thrust in. > > > > > > Sure, if you've got one guy who's trained for twenty years with dual shields and another guy who's just picked up a sword for the first time, the guy with two shields could win. But like a lot of exotic weapon combinations, it's one of those situations where the guy who spends the same amount of time training with a conventional set of weapons is still going to be ahead. > > > > You keep saying "Large Shield" No one is suggesting a "Large Shield". I just said "Shield". Plus the game doesn't even have a shield size option like it does for Bow and Swords, so I don't know what you're referring to. Plus, when ANet give an introduces a new weapon to a profession, they typically create a new weapon skins, so players can always pick a skins they want, small or large, but it'll still just be a Shield. > > The main problem for me is: why should Anet make a systemic change like allowing offhand weapons in the mainhand if they don't have to? > > All classes still have enough weapons open for elite specs without them having to use such tricks to artificially increase the pool of weapons they can chose from. "Systemic Change"? I guess I don't see making a "main hand only" or an "offhand weapon only" dual welded a systemic change. I can understand if you said aquatic weapons, but this is simply having the weapon in another hand like most of their other weapons. The only weapon that would need more care would be a main hand Shield due to positioning and stowing. The reason for allowing these weapons to be used would be to stick with the theme of the profession. If any profession was to use a Scepter in an off hand or a focus in the main hand, would be a spell caster and if anyone would be able to use a Shield in their main hand would definitely be the Warrior. The point of thinking of off hand weapons as a main hand option doesn't have to be taboo or against a cardinal rule. It's adding to a creative process without straying too far from what's implemented. I think offhand/main hand only weapons are more of a "happen-stance" than something that ANet was focused on having.
  21. > @"phokus.8934" said: > Off-hand weapons won’t be main-hand and two-handed weapons won’t be dual wielded. > > What are peoples fascination with this ridiculous concept? Listen to your logic... you found something wrong with people wanting to use a weapon in their main hand that can use in their offhand? I can understand the other way around, but this makes no sense to me. I can understand not needing to put a torch or war horn in the main hand, but if someone had a cool idea for it, I would support it.
  22. > @"draxynnic.3719" said: > I've seen it. I've also seen some very detailed analyses of it. > > One large shield is good. Two large shields tend to get in the way of attacking with either, and give you a large blind zone around you that makes it hard to defend yourself. Like I said, a lot of people who haven't trained in fighting with a large shield underestimate how much of a blind spot it can create, especially if you raise it to defend your head. With sword and shield, you can adopt a stance where the sword defends your head until you use it to strike. With two shields, you can't effectively adopt that stance (it relies on using the length of the blade to protect your head when your hand is above and behind your head). > > With equal skill, I wouldn't bet on someone with two shields against someone with sword and shield. I don't think I'd even bet on someone with two shields against someone with a sword alone. It might be a long fight, but the sword offers longer reach, greater agility, and a more potentially damaging attack - sooner or later the guy with a sword will find an opening or a blind spot to get a thrust in. > > Sure, if you've got one guy who's trained for twenty years with dual shields and another guy who's just picked up a sword for the first time, the guy with two shields could win. But like a lot of exotic weapon combinations, it's one of those situations where the guy who spends the same amount of time training with a conventional set of weapons is still going to be ahead. You keep saying "Large Shield" No one is suggesting a "Large Shield". I just said "Shield". Plus the game doesn't even have a shield size option like it does for Bow and Swords, so I don't know what you're referring to. Plus, when ANet introduces a new weapon to a profession, they typically create a new weapon skins, so players can always pick a skins they want, small or large, but it'll still just be a Shield.
  23. > @"draxynnic.3719" said: > > @"Opopanax.1803" said: > > > @"Lan Deathrider.5910" said: > > > > @"Opopanax.1803" said: > > > > > @"VocalThought.9835" said: > > > > > > @"Fueki.4753" said: > > > > > > > @"Delita Silverburg.8632" said: > > > > > > > We need a unarmed/clawed monk profession imo. > > > > > > Maybe warrior gets another melee specialization that uses dual Foci as fist weapons. > > > > > > Imagine punching people while dual-wielding Binding of Ipos! > > > > > > > > > > > > > > > > > > > > > > Dual Shields!! > > > > > > > > I know this is probably a joke, but I've heard the dual shield thing crop up a few times, usually in a single line like this. > > > > > > > > I've never understood how you could make a dual shield look good, or have good animations. > > > > > > > > If you want this, could you explain why? > > > > > > There is a Martial Arts style the uses two shields. I can't find a reference right now, but I've seen it. Think of it as more like very large metal boxing gloves attacking the the edge of the shield. > > > > I could see small buckler style shields for something like that. > > > > The problem is that most shields in game right now just seem too big for that to look good, imo. > > Pretty much this. People in real battles used weapon and shield, not shield and shield, for a reason. Particularly since a one-handed sword with a good guard, if used well, can protect a surprisingly large area without blocking the wielder's vision (an often overlooked problem with large shields among people who haven't actually trained with one). A one-handed sword with a good guard combined with a good-sized shield is probably the best combination you can get. Two shields... is better than a shield and a bare hand, to be sure, but risk blocking off too much of your vision and allowing the enemy to strike somewhere that isn't blocked by the shield because you can't see the blow coming. > > I've seen the Dark Souls dual tower shield thing. Now imagine, when the wielder does that dual plant move, the attacker just angles a sword or spear to stab down over the top of the shield. Or sidesteps and stabs the dual shield wielder in the back. In the 3rd-person-view of the game, this isn't a problem, but if it was a realistic first-person-view, what you should have on the screen when using that move is the backs of your shields and maybe a bit of sky at the top. Unless your Toph from Avatar, you have no idea what your enemy is doing. Now, if you have friends, you can form a line of shields... but if you have friends, you can do that with one shield apiece, and in your other hand you can have a spear or a sword... good for, y'know, stabbing over the top of the enemy's shield line. > > The only 'dual shields' I could see actually being practical would be, essentially, weaponised bucklers. Take a pair of bucklers and add blades to them, or just sharpen the edges to make a blade. You wouldn't have the reach of a sword (which is probably why, historically, bucklers were usually paired with a thin-bladed sword like a rapier or smallsword, rather than doing this), but you'd have a pair of reasonably portable weaponised bucklers that you could defend yourself with if attacked while maintaining a means of disabling your attacker. However, the end result of that would be something like the Claw of the Khan-Ur, Guild Wars 1 split chakrams, or wind and fire wheels with additional hand protection, and would probably therefore be counted as _daggers._ I think the difference in fighting in battle with a weapon has to do with training. On average, a person with a Sword fighting a person with a Shield, the guy with a sword would win, but a train man with dual shield would win. I think the biggest problem is that, because some of you never seen it, can't see it. Fighting with two shields is not a new concept.
  24. > @"JohnWater.5760" said: > > @"draxynnic.3719" said: > > > @"Opopanax.1803" said: > > > > @"Lan Deathrider.5910" said: > > > > > @"Opopanax.1803" said: > > > > > > @"VocalThought.9835" said: > > > > > > > @"Fueki.4753" said: > > > > > > > > @"Delita Silverburg.8632" said: > > > > > > > > We need a unarmed/clawed monk profession imo. > > > > > > > Maybe warrior gets another melee specialization that uses dual Foci as fist weapons. > > > > > > > Imagine punching people while dual-wielding Binding of Ipos! > > > > > > > > > > > > > > > > > > > > > > > > > > Dual Shields!! > > > > > > > > > > I know this is probably a joke, but I've heard the dual shield thing crop up a few times, usually in a single line like this. > > > > > > > > > > I've never understood how you could make a dual shield look good, or have good animations. > > > > > > > > > > If you want this, could you explain why? > > > > > > > > There is a Martial Arts style the uses two shields. I can't find a reference right now, but I've seen it. Think of it as more like very large metal boxing gloves attacking the the edge of the shield. > > > > > > I could see small buckler style shields for something like that. > > > > > > The problem is that most shields in game right now just seem too big for that to look good, imo. > > > > Pretty much this. People in real battles used weapon and shield, not shield and shield, for a reason. Particularly since a one-handed sword with a good guard, if used well, can protect a surprisingly large area without blocking the wielder's vision (an often overlooked problem with large shields among people who haven't actually trained with one). A one-handed sword with a good guard combined with a good-sized shield is probably the best combination you can get. Two shields... is better than a shield and a bare hand, to be sure, but risk blocking off too much of your vision and allowing the enemy to strike somewhere that isn't blocked by the shield because you can't see the blow coming. > > > > I've seen the Dark Souls dual tower shield thing. Now imagine, when the wielder does that dual plant move, the attacker just angles a sword or spear to stab down over the top of the shield. Or sidesteps and stabs the dual shield wielder in the back. In the 3rd-person-view of the game, this isn't a problem, but if it was a realistic first-person-view, what you should have on the screen when using that move is the backs of your shields and maybe a bit of sky at the top. Unless your Toph from Avatar, you have no idea what your enemy is doing. Now, if you have friends, you can form a line of shields... but if you have friends, you can do that with one shield apiece, and in your other hand you can have a spear or a sword... good for, y'know, stabbing over the top of the enemy's shield line. > > > > The only 'dual shields' I could see actually being practical would be, essentially, weaponised bucklers. Take a pair of bucklers and add blades to them, or just sharpen the edges to make a blade. You wouldn't have the reach of a sword (which is probably why, historically, bucklers were usually paired with a thin-bladed sword like a rapier or smallsword, rather than doing this), but you'd have a pair of reasonably portable weaponised bucklers that you could defend yourself with if attacked while maintaining a means of disabling your attacker. However, the end result of that would be something like the Claw of the Khan-Ur, Guild Wars 1 split chakrams, or wind and fire wheels with additional hand protection, and would probably therefore be counted as _daggers._ > > Dual Shield has the same energy as dual Scepter. > Doesn't fit GW worlds This is the exact same argument people gave for mounts.
  25. > @"Slartibartfast.5416" said: > Seriously, this has been requested NUMEROUS times over the past 8+ years. Just about every other MMO on the planet does it, I have no idea why Anet refuses to. I play with people who do not speak English that well. They rely on being able to copy what they see in chat so they can translate it. > > So seriously, either implement an in game automatic translator, or give people the ability to copy text. Or do you believe that having to alt-tab out to Discord every couple of seconds to send messages to people, copy responses, translate them in Google or DeepL, and type back your response, then come back to the game, is that a really good game experience in your opinion? It's awkward enough having to use an external translator, but that's at least doable if they're able to copy text from chat. Or do you prefer that people just use a 3rd party chat program like Discord, and just don't use the in game chat at all? Because we can do that, too, if that is your design decision. They won't be able to understand what goes on in map chat, but what the kitten. It's mostly a Barren's chat experience, anyway. They don't allow Copy and Paste to help avoid spam.
×
×
  • Create New...