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VocalThought.9835

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Posts posted by VocalThought.9835

  1. > @"Akari Storm.6809" said:

    > I voted having one weapon per e-spec, but having more than specializations per expansion...because I don't know if that's worded incorrectly or not, but I I take that at face value, it could mean anything including what we currently have also. We do get more than specializations per expansions, last time around we got mounts.

    >

    > With how the choice is written I wouldn't mind if one of the extra things this time around was every spec gets their 1 wep, but every core class got something like spears on land or even a new weapon entirely.

    >

    > If this voting selection actually meant more than one e-spec, then I think I would still stick with the same vote...it would throw a wrench in balancing that would be worse than prior versions, but I'm always for more choice in how the game is played. GW1 may have been a balancing nightmare for anet, but to players....that is what I think made the largest impact on why the game was so memorable. Theory crafting and build diversity was the heart of a game like that. Virtually a collectable card game in rpg form.

     

    Sorry, I meant to say, "having more than one elite specializations per expansion". Like possibly two elites with each expansion. It would have been nice if they created elites that fit the theme of the expansion.

  2. > @"Coeruleum.9164" said:

    > I would be OK if they made it so all the classes could use all weapons, but a lot of these suggestions just seem silly. No one should be using mainhand shield or off-hand scepter because those are silly suggestions to begin with (mainhand focus kind of makes sense at least, because at least I can picture people casting spells with mainhand focus and it working and not looking completely stupid.) My suggestions would be more like short bow for warrior, swords for necromancers, offhand swords for thieves, just things that are similar to what the professions already have, but just letting every profession use every weapon seems fine too. I agree with @Vavume.8065, I don't want hammers on rangers or necromancers unless just everyone can use hammers, because there are so many weapons, both already existing and not, that would make more sense than that, or than dual shields on any class at all.

     

     

    https://www.google.com/search?q=dual+wield+wands&client=ms-android-verizon&prmd=sivn&sxsrf=ALeKk01i3cNH8kH86g5rLd7qJCm9OBPVmA:1602399175315&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjQ6YeN-qvsAhWBZd8KHe9_BX4Q_AUoAnoECBgQAg&cshid=1602399215607&biw=412&bih=718&dpr=2.63#imgrc=CMY-FHI69SewzM

     

    https://www.deviantart.com/forrestimel/art/Shieldmaster-539411342

     

    https://pin.it/41SJBGR

     

    So these links is to show that there's nothing wrong with using an off-hand Scepter or dualing Scepters, and there's nothing wrong with using a main hand Shield or even dual weilding shields.

     

    I'm glad people are voting, but I'm surprised people would rather have just one elite weapon instead of two, but would then advocate for weapons not even in the game or aquatic. I figured, there's more likely to make a main hand Shield than create an entire new weapon.

  3. I had proposed, with the new expansion coming, we could change the number of weapons elites could use. I know the Devs stated that this next expansion will not be the last, but a lot of players feel they waited long enough playing their profession without their weapon of choice. It maybe a long time coming before you see your profession without your weapon of choice, going the route ANet is currently taking. Players also suggested seeing current elite weapons having different skills available with future expansions

     

    So should we continue this path of 1 new weapon with a new expansion or should we take a different approach. I have my idea of what I would like to see, but I think putting it up to a vote, maybe ANet would consider something different if most people can agree on a change.

     

    I can see each class getting to use 6 new weapons if they had 6 new elites, but they might not create 6 expansion. Not knowing how many Elite Specs will be coming, would it be a good idea to give each elite two new weapons instead of one. They have the new Expansion coming next year and they could drastically change the direction of how the next expansions, if any, will go.

     

    If they did give each profession two weapons per expansion I think these would be a good idea:

     

    HOT

    Dragon Hunter: Long Bow & off hand Sword

    Berserker: Torch & main hand Shield

    Herald: Shield & offhand Focus

    Druid: Staff & offhand Focus

    Scrapper: Hammer & main hand Mace

    Daredevil: Staff & Dual Mace

    Chronomancer: Shield & Dual Daggers

    Tempest: Warhorn & offhand Scepter

    Reaper: Great Sword & offhand Shield

    POF

    Firebrand: Main hand Axe & main hand Focus

    Spellbreaker: Dual Daggers & offhand Focus

    Renegade: Short Bow & Great Sword

    Soulbeast: Main hand Dagger & Rifle

    Holosmith: Main hand Sword & Staff

    Deadeye: Rifle & offhand Focus

    Mirage: Main hand Axe & Main hand Pistol

    Weaver: Main hand Sword & main hand Focus

    Scourge: Torch & Offhand Axe

    EOD

    Guardian: Offhand Mace & offhand Scepter

    Warrior: Staff & Dual Pistols

    Revenant: Dual Pistols & main hand Scepter

    Ranger: Hammer & offhand Shield

    Engineer: Great Sword & offhand Focus

    Thief: Torch & Great Sword

    Mesmer: Short Bow & Warhorn

    Elementalist: Long Bow & Great Sword

    Necromancer: Rifle & Hammer

  4. > @"JohnWater.5760" said:

    > I think you should stop this idea of ​​an off hand being placed as a main hand. Anet never said anything about it, not even a clue. In addition to not having to do this, the weapons are very well constructed. There is no need to change the originality of the weapons.

    >

    > Main shield, main torch, main focus, scepter off hand. Whatever it is, it is very amateurish to think that after 8 years of the game they would change something unnecessary.

    >

    > Since there are many other old things, the base of the game that never changed was a bad thing for the game, instead they created new tools to hide the defects.

     

    That's funny you say this, cause ANet never said they weren't making offhand weapons able to be dual weld. You should be more upset at people predicting underwater weapons used above land.

     

    Plus, you don't think it's weird that we have only one main hand weapon. I think there's something fishy going on and no one's talking about it, but we should be...

  5. I really hope for EOD to:

    1) Have a complete Living World Season 1 added to the game.

     

    2) Redo Core Revenant Profession. Ideally have it where you have a Neutral Stance that you toggle off/on with F1, and switch Legends with F2. When you are in a Neutral Stance, you'll have Legend Inspired Skills to make up for the lack of skills that Revenants have. Maybe the Healing Skill can be a Ventari Inspired, the other Utility Skills fulfill the other Legend Inspired Abilities, and the Elite Skill be Ancient Echo. This will allow there to be an equal number of skills compared to other professions and allow for players to finally be able to select racial skills if they want, while in the Neutral Stance. You can also replace the elite skill with elite legendary inspired skills, once the Elite Specialization is slotted.

     

    3) Make Revenant's Legendary Skills drain energy, not Weapon skills or Neutral Stance Skills from above.

     

    4) Make all Elite Specialization have access to two new weapons instead of one. This would allow people to play the game with most of the weapons in the game. If they were to come out with newer expansions, they could still use an elite specialization weapon, but in a different way than another elite. I would have it-

    HOT: Dragon Hunter: Long Bow & off hand Sword; Berserker: Torch & main hand Shield; Herald: Shield & offhand Focus; Druid: Staff & offhand Focus; Scrapper: Hammer & main hand Mace; Daredevil: Staff & Dual Mace; Chronomancer: Shield & Dual Daggers; Tempest: Warhorn & offhand Scepter; & Reaper: Great Sword & offhand Shield.

     

    POF: Firebrand: Main hand Axe & main hand Focus; Spellbreaker: Dual Daggers & offhand Focus; Renegade: Short Bow & Great Sword; Soulbeast: Main hand Dagger & Rifle; Holosmith: Main hand Sword & Staff; Deadeye: Rifle & offhand Focus; Mirage: Main hand Axe & Main hand Pistol; Weaver: Main hand Sword & main hand Focus; & Scourge: Torch & Offhand Axe.

     

    EOD: Guardian: Offhand Mace & offhand Scepter; Warrior: Staff & Dual Pistols; Revenant: Dual Pistols & main hand Scepter; Ranger: Hammer & offhand Shield; Engineer: Great Sword & offhand Focus; Thief: Torch & Great Sword; Mesmer: Short Bow & Warhorn; Elementalist: Long Bow & offhand Shield; & Necromancer: Rifle & Hammer.

     

    5) Player Housing.

     

    6) Add more Ranger Pets like Primates, Wisps, and other Fairyfolks.

     

    7) Add Tengu as a race to the game. This will balance out the 5 races, making 6 playable races.

     

    8) Add more mount abilities for combat.

     

    9) Allow more mounts to be used in WvW and create anti-mount turrets or weapons in WvW.

     

    & 10) Create more Guild Content.

  6. Warrior-

    1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.

    2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.

    *3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.

    *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.

    *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

     

    Guardian-

    1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.

    2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.

    *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.

    *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets

    *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

     

    Revenant-

    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate which exceeds their abilities.

     

    Ranger

    1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar

    2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.

    *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to transform into their pet, having all of their pets' abilities.

    *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

     

    Engineer

    1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.

    2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.

    *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    *4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.

    *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

     

    Thief

    1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.

    2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.

    *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.

    *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

     

    Elementalist

    1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.

    2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.

    *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

     

    Mesmer

    1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.

    2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.

    *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

     

    Necromancer

    1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.

    2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.

    *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

  7. > @"Scavarius.6059" said:

    > since when are classes/elites only good for one thing. you worrie too much, since all we have is a teaser, not even a trailer.

    > > @"VocalThought.9835" said:

    > > I'm not saying that Warriors should start using magic

    > here is the thing: warrior already use magic. they just utilize it differently.

    >

    Can you give an example?

  8. > @"uberkingkong.8041" said:

    > > @"VocalThought.9835" said:

    > > > @"uberkingkong.8041" said:

    > > > > @"VocalThought.9835" said:

    > > > > > @"uberkingkong.8041" said:

    > > > > > Everybody is going to do whatever another person can do eventually.

    > > > > > Who knows, theres could be a stealthy warrior, every profession could have access to stealth.

    > > > > > Another profession can do portals, maybe a time-traveler elementalist.

    > > > > >

    > > > > > Sounds cool right?

    > > > > > In the long ruin it ruins the vibe of the game.

    > > > > > Short term gains for long term pain.

    > > > > > Thats my worry.

    > > > > >

    > > > > > Please make profession in line with what its suppose to do. Only few were suppose to be able to stealth. Only few were suppose to be good at healing, etc etc.

    > > > > >

    > > > > > **If everyone is going to do what everyone else use to ONLY be able to do.

    > > > > > Mine as well just merge all the professions, and let people freely swap to whatever they want.**

    > > > > > Because if you played Engineer when GW2 came out because it was full of CC, now its warrior. Makes no sense that your playstyle is now all sudden another profession.

    > > > > >

    > > > > > Please please, keep profession specific stuff, profession specific.

    > > > >

    > > > > My question to you is, "What, in you opinion, is every profession supposed to do?" I see each profession fitting a particular class theme, not fullfilly a particular battle role. Hence, why I like the Specializations and traits so much, because you can, without Elite Specializations, create 5 or more different types of the same profession and feel like each one can have their own purpose in a battle. I think the elites do a great job adding to professions theme and at least reinforcing a Core Specializations. I thought at some point, every profession would have their own way of doing everything.

    > > >

    > > > You remember core?

    > > > CM instances, some parts very easily done if you have a thief. They sneak past parts and make it go by faster.

    > > > CoF P1, very easily done if you have warriors, they 100b (and its epic as it should be as in insane dps) makes finishing cof p1 very fast

    > > > Mesmer, portal and interrupts

    > > > Guardian bunker

    > > > Elementalist buffs and heals

    > > > Ranger ranging and pets

    > > >

    > > > They all had a role in the core GW2.

    > > > Sure you can do any content, but they all had their niche.

    > > >

    > > > All sudden, no more niche because expansion x, expansion y, expansion z.

    > > > Everybody does everything now.

    > > >

    > > > Just like Everquest MMORPG

    > > > Druid and Ranger known for the tracking ability.

    > > > a couple expansions later,

    > > > Everybody tracks.

    > > > Everybody can memblur mobs.

    > > > etc.

    > > >

    > > > ..

    > > > .

    > > > You know in GW1,

    > > > they made mesmer the interrupt class

    > > > it wasn't warrior

    > > > These guys making the game now, they probably haven't played GW1 or core GW2 back in the days.

    > > > They turning warrior into cc and tank? Since when he a tank? or even cc?

    > > > They turning professions outta there lane, because they want everyone to do everything.

    > > >

    > > > Breaks the lore of the game,

    > > > keep people in there lane.

    > >

    > > I disagree. I think everyone still has their niche, but with elites, professions can take on another role. Like in GW1, every class had a secondary profession. If in GW1 you wanted to have a Warrior with a secondary class being a Mesmer, you can simply have SpellBreaker in GW2. Did you complained about Warrior/Mesmers in GW1?

    >

    > Well if we go the way you want it, and how its been going.

    > Professions just changing roles and not staying in their lane.

    >

    > Theif...

    > Make the monk from GW1.

    > 55hp monk thief, I'm waiting for this. Tank/Healer role.

    > Should be a guardian, but you know Spellbreaker being a warrior instead of guardian.

    >

    > Make the healer bunker 55hp monk the thief and not guardian.

    >

    > One thing I notice too, they make the elites, the new version of whatever profession the best, and the core, etc. USELESS. Unless its already a meta.

    >

    > Ex. Berserker, what a useless build. They need a BUFF.

     

    I agree that they need to make elite spec. inline with core, but that doesn't mean that they should only make elites that stay in "their lane". In fact, this is the first time I even heard of each profession having a "lane" Especially with how they original devs boast about having no holy trinity and being able to make your character profession do what you like. I think the professions are in theme only. Will some core professions be better at somethings than others? Yes, but I thought the purpose of elites professions what to help the profession come up to par in areas that they initially suffered in, not create more divisions "in their lanes".

     

    I'm not saying that Warriors should start using magic, although Spellbreaker is very close to resembling a spell casting warrior. I not advocating that Elementalist should start raising the dead. I think it great for all classes to fill roles that other professions fill. I like see a Warrior do Elementalist things in a Warrior type way. I think that should be the same with all upcoming elites.

  9. > @"uberkingkong.8041" said:

    > > @"VocalThought.9835" said:

    > > > @"uberkingkong.8041" said:

    > > > Everybody is going to do whatever another person can do eventually.

    > > > Who knows, theres could be a stealthy warrior, every profession could have access to stealth.

    > > > Another profession can do portals, maybe a time-traveler elementalist.

    > > >

    > > > Sounds cool right?

    > > > In the long ruin it ruins the vibe of the game.

    > > > Short term gains for long term pain.

    > > > Thats my worry.

    > > >

    > > > Please make profession in line with what its suppose to do. Only few were suppose to be able to stealth. Only few were suppose to be good at healing, etc etc.

    > > >

    > > > **If everyone is going to do what everyone else use to ONLY be able to do.

    > > > Mine as well just merge all the professions, and let people freely swap to whatever they want.**

    > > > Because if you played Engineer when GW2 came out because it was full of CC, now its warrior. Makes no sense that your playstyle is now all sudden another profession.

    > > >

    > > > Please please, keep profession specific stuff, profession specific.

    > >

    > > My question to you is, "What, in you opinion, is every profession supposed to do?" I see each profession fitting a particular class theme, not fullfilly a particular battle role. Hence, why I like the Specializations and traits so much, because you can, without Elite Specializations, create 5 or more different types of the same profession and feel like each one can have their own purpose in a battle. I think the elites do a great job adding to professions theme and at least reinforcing a Core Specializations. I thought at some point, every profession would have their own way of doing everything.

    >

    > You remember core?

    > CM instances, some parts very easily done if you have a thief. They sneak past parts and make it go by faster.

    > CoF P1, very easily done if you have warriors, they 100b (and its epic as it should be as in insane dps) makes finishing cof p1 very fast

    > Mesmer, portal and interrupts

    > Guardian bunker

    > Elementalist buffs and heals

    > Ranger ranging and pets

    >

    > They all had a role in the core GW2.

    > Sure you can do any content, but they all had their niche.

    >

    > All sudden, no more niche because expansion x, expansion y, expansion z.

    > Everybody does everything now.

    >

    > Just like Everquest MMORPG

    > Druid and Ranger known for the tracking ability.

    > a couple expansions later,

    > Everybody tracks.

    > Everybody can memblur mobs.

    > etc.

    >

    > ..

    > .

    > You know in GW1,

    > they made mesmer the interrupt class

    > it wasn't warrior

    > These guys making the game now, they probably haven't played GW1 or core GW2 back in the days.

    > They turning warrior into cc and tank? Since when he a tank? or even cc?

    > They turning professions outta there lane, because they want everyone to do everything.

    >

    > Breaks the lore of the game,

    > keep people in there lane.

     

    I disagree. I think everyone still has their niche, but with elites, professions can take on another role. Like in GW1, every class had a secondary profession. If in GW1 you wanted to have a Warrior with a secondary class being a Mesmer, you can simply have SpellBreaker in GW2. Did you complained about Warrior/Mesmers in GW1?

  10. > @"uberkingkong.8041" said:

    > Everybody is going to do whatever another person can do eventually.

    > Who knows, theres could be a stealthy warrior, every profession could have access to stealth.

    > Another profession can do portals, maybe a time-traveler elementalist.

    >

    > Sounds cool right?

    > In the long ruin it ruins the vibe of the game.

    > Short term gains for long term pain.

    > Thats my worry.

    >

    > Please make profession in line with what its suppose to do. Only few were suppose to be able to stealth. Only few were suppose to be good at healing, etc etc.

    >

    > **If everyone is going to do what everyone else use to ONLY be able to do.

    > Mine as well just merge all the professions, and let people freely swap to whatever they want.**

    > Because if you played Engineer when GW2 came out because it was full of CC, now its warrior. Makes no sense that your playstyle is now all sudden another profession.

    >

    > Please please, keep profession specific stuff, profession specific.

     

    My question to you is, "What, in you opinion, is every profession supposed to do?" I see each profession fitting a particular class theme, not fullfilly a particular battle role. Hence, why I like the Specializations and traits so much, because you can, without Elite Specializations, create 5 or more different types of the same profession and feel like each one can have their own purpose in a battle. I think the elites do a great job adding to professions theme and at least reinforcing a Core Specializations. I thought at some point, every profession would have their own way of doing everything.

  11. > @"Lonami.2987" said:

    > > @"Arcaedus.7290" said:

    > > Hey Lonami, just read through your post, and I think you have wonderful ideas. I wanted to address this point here:

    > >

    > > > @"Lonami.2987" said:

    > > > * **Spear:** Could be adapted for main-hand and off-hand usage.

    > > > * **Harpoon gun:** Doesn’t make a lot of sense at land, but some of the simplest existing skins, as well as future skins, could be adapted to depict crossbows instead.

    > > > * **Trident:** With the spear being one-handed, the trident would remain relevant as a two-handed longspear of sorts.

    > >

    > > So I've mentioned this idea before, but I think an absolutely great way to add weapon variety into the game with this new expac would be to:

    > >

    > > 1. Add in 1-3 entirely new weapon types. Almost every new elite spec would be getting one of these

    > > 2. Additionally, make underwater weapons amphibious and let one or both of them be available for core classes.

    > >

    > > So with this, the expac would bring 2-3 new weapons for everyone.

    > >

    > > Second point there could be accomplished through narrative quite easily imo. There could be something in the expac about "repurposing" underwater weapons as land weapons due to their effectiveness at taking down underwater creatures (that are on land/floating in the air.... because Elder Dragon magic).

    > >

    > > Spear --> repurposed into a one-handed melee weapon, very similar to Paragon from GW1

    > > Trident --> repurposed into the two-handed polearm (2h spear). Similar to GS, maybe slightly lower dps, but more versatile (has some range on its attacks, variety of moveset, like blocks, parries, leaps, evades, a thrown attack, rapid-hitting attacks, wide-range melee aoe)

    > > Harpoon gun --> repurposed into either an explosive weapon, or a crossbow/crossbowgun.

    > >

    > > For the land version of harpoon gun, so many different things could be done with this - it could be a 2h mid-range weapon that focuses on large AOEs and is a bit on the slower side, it could be a 1h ranged weapon that focuses more on CC and AOE than pistol, or it could be an off-hand only weapon that has a lot of utility, kind of like the Clutch Claw in Monster Hunter World. Sky's the limit, yo.

    >

    > You replied to the oldest version, I've posted multiple updates across the thread, last one here: https://en-forum.guildwars2.com/discussion/comment/1320850/#Comment_1320850 :P.

    >

    > I wouldn't bring underwater weapons into land anymore, only their skins. Underwater weapons are pretty bad anyway.

    >

    > > @"JohnWater.5760" said:

    > > > @"Klowdy.3126" said:

    > > > Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    > >

    > > Firebrand and?

    > >

    > > I love the Idea of adding tomes to more classes.

    > > I think is pretty hard to they implement new weapons, there's a lot of things to do if so.

    > > _More balance(The current one is already a mess)_

    > > _More skins(The hardest part, there are a lot of skins to make)_

    > > _Which classes are going to get it?_

    > > Too much job for something not so required, I think.

    > > If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

    >

    > They don't need to make skins for all the missing sets... they haven't done that for underwater weapons since many years ago.

    >

    > > @"VocalThought.9835" said:

    > > > @"JohnWater.5760" said:

    > > > > @"Klowdy.3126" said:

    > > > > Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    > > >

    > > > Firebrand and?

    > > >

    > > > I love the Idea of adding tomes to more classes.

    > > > I think is pretty hard to they implement new weapons, there's a lot of things to do if so.

    > > > _More balance(The current one is already a mess)_

    > > > _More skins(The hardest part, there are a lot of skins to make)_

    > > > _Which classes are going to get it?_

    > > > Too much job for something not so required, I think.

    > > > If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

    > >

    > > Tomes are like Attunements

    >

    > More like engineer kits, really.

     

    No, cause kit are a utility and Attunement are F abilities

  12. > @"Azreell.1568" said:

    > What warrior needs more then anything is a viable ranged spec.

    >

    > Preferably one that is group friendly.

    >

     

    They have Rifle and Long Bow. I hope the next range weapon is Dual Pistols.

  13. > @"JohnWater.5760" said:

    > > @"Klowdy.3126" said:

    > > Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    >

    > Firebrand and?

    >

    > I love the Idea of adding tomes to more classes.

    > I think is pretty hard to they implement new weapons, there's a lot of things to do if so.

    > _More balance(The current one is already a mess)_

    > _More skins(The hardest part, there are a lot of skins to make)_

    > _Which classes are going to get it?_

    > Too much job for something not so required, I think.

    > If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

     

    Tomes are like Attunements

  14. > @"sitarskee.5738" said:

    > > @"VocalThought.9835" said:

    > > > @"sitarskee.5738" said:

    > > > I'm hoping for balance and more frequent updates. I don't need new stuff in game.

    > >

    > > So you think the new expansion is going to finally balance the game?

    >

    > I think the opposite actually

     

    So rereading the OP.... What do you think the next expansion will have?

  15. Warrior-

    1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.

    2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.

    *3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.

    *4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.

    *5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.

    *6) Baron with Focus, Consecrations, and Burst turns into an Attunement.

     

    Guardian-

    1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.

    2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.

    *3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.

    *4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets

    *5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.

    *6) Bastion with offhand Mace, Wells, and Virtuous Marks

     

    Revenant-

    1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.

    2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.

    *3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.

    *4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.

    *5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.

    *6) Dreadknight with main hand Axe, Legendary Kodan, and marks enemies and has malice.

     

    Ranger

    1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar

    2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.

    *3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.

    *4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.

    *5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.

    *6) Game Hunter with Rifle, Punishment, and Shade abilities

     

    Engineer

    1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.

    2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.

    *3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.

    *4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.

    *5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.

    *6) Escavator with Staff, Sonic abilities , and Full Counter ability.

     

     

    Thief

    1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.

    2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.

    *3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.

    *4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.

    *5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.

    *6) Strider with Great Sword, Kits, and Burst.

     

    Elementalist

    1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.

    2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.

    *3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.

    *4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.

    *5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"

    *6) Numen with offhand Shield, Meditations, Avatar.

     

    Mesmer

    1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.

    2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.

    *3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.

    *4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.

    *5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.

    *6) Savant with offhand War horn, Meditations, Avatar.

     

    Necromancer

    1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.

    2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.

    *3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.

    *4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.

    *5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.

    *6) Death Bringer with offhand Axe, Stances, and Mark and Malice

  16. > @"Jagblade.4627" said:

    > Off the top of my head:

    > Moa and Giant Chicken for Raptor.

    > Horse and Dolyak for Jackal.

    > No idea for Skimmer. Now that they retconned its lore and made it both a land and sea mount, I can't think of anything that would work for both.

    > Giant Lemur for Springer

    > Hedgehog for Roller Beetle

    > War Rhino for Warclaw

    > Classic Chimaera for Griffon

    > Adolescent Aurene (or Giant Baby Aurene) for Skyscale

    >

    > > @"Nagiil.1230" said:

    > > Spider!!!!

    >

    Raptor- I like the Moa idea.

     

    Griffon- Classic Eagle Head Griffon and Manticore

    https://tse3.mm.bing.net/th?id=OIP.p-drs-pYRM7ygl7pgourZwHaFj&pid=Api&P=0&w=211&h=159

    https://tse1.mm.bing.net/th?id=OIP.9UcXYnFO9m2jiMaI9ANBHAHaIL&pid=Api&P=0&w=300&h=300

     

    Jackal- Classic Chimaera and Cerberus

    https://mythologian.net/wp-content/uploads/2014/07/chimera.jpg

    https://i.pinimg.com/originals/57/cd/11/57cd11ea3789bf436b3fad89bd08bc8a.jpg

     

    Skimmer- Classic Hydra

     

    Roller Beetle- Rollie Pollie :)

     

    Springer- Primates

     

    Warclaw- Tigers, Jaguars, and Hyenas

     

    Skyscale- Threeheaded Skyscale

  17. > @"Astyrah.4015" said:

    > > @"VocalThought.9835" said:

    > > One thing that comes to mind is ANet bringing to the next Expansion, Heroes. Although this game enjoys the use of group play, I think they will incorporate the heroes they had in GW1 where players can recruit NPC characters to adventure with or maybe they will make it possible where you can use your alts to do pvp stuff

    >

    > i doubt they'd do this -- atleast not until GW2 is nearing it's end of life or the last planned expansion gets released. End of Dragons / Expansion 3 is no where stated to be the last/final expansion, in fact the devs even mentioned they're moving on from the dragon-conflict after this upcoming expansion, hence the title. so our story doesn't end there. not yet atleast. so having NPCs replace players wont be a thing anytime soon not until the game sees a very very steep decline in player numbers brought about by either a newer game/mmorpg by ArenaNet or some other game from another studio that would replace GW2 for many of it's current players.

     

    Well, that makes sense. The only other thing I can think of is introducing new playable races.

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