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Possible new weapons for the Cantha expansion?


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Since we don't really have any news yet, what if ANET were to release new weapons that we could use? Some of the suggestions I thought of would be the capability to use claws and whips as weapons. Imagine claws on a trickster-esque class? That'd be sick. Mesmers with whips just makes sense to me? I don't know why? It just does. Soulbeasts with claws kinda works too, considering they merge with their pets. What other weapons do you guys wanna see added into the game?

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Honestly, unarmed fighting for would be pretty tight. Barring that? Actual spears, glaives, or other polearms that aren't just a staff skin.

 

> @"lokh.2695" said:

> Adding new weapon types wouldn't so much for the game outside of generating new issues with balancing. I'd rather have ANet spend thier resources on something else.

 

I have not seen a single suggestion thread in which this nonsense doesn't rear its head multiple times. If we constantly tell them to spend their resources elsewhere, they'll never use them on anything. I also never see anyone suggest what they should spend their time on instead.

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> @"Jagblade.4627" said:

> Honestly, unarmed fighting for would be pretty tight. Barring that? Actual spears, glaives, or other polearms that aren't just a staff skin.

>

> > @"lokh.2695" said:

> > Adding new weapon types wouldn't so much for the game outside of generating new issues with balancing. I'd rather have ANet spend thier resources on something else.

>

> I have not seen a single suggestion thread in which this nonsense doesn't rear its head multiple times. If we constantly tell them to spend their resources elsewhere, they'll never use them on anything. I also never see anyone suggest what they should spend their time on instead.

 

1) Suggestions are usually barely thought through past the point of "wouldn't it be cool if..."

2) The game has plenty of cool yet abandoned features that ANet could probably spend the next five years improving and expanding upon.

3) Would you be happier if the reply would read "I'd rather have them improve on [thing unrelated to the threads topic]"? Also the mods could/would remove this reply for derailing the thread/being off-topic.

4) This suggestion in particular comes up very often and I have answered to it many times. If you are interested in my thoughts on the matter you're welcome to use the forums search engine.

5) A comment on bare hand fighting, exemplifying what I mean with barely thought through: Ok, how would bare hand fighting work with stats that are on weapons? Would we equip gloves/cesti/knuckle dusters? How would these be implemented into older content, will there be dungeon cesti added to dungeon weapons, will they be added to reward tracks and chests and other things, will the black lion skin sets be overhauled to include cesti? Will there be a legendary glove or even two since we have two sets of legendary weapons? - You see, a simple "wouldn't it be cool if we had gloves" leads to a whole lot of things that would need to change in the game, so much work for maybe three classes that will be able to wield the new weapon type and I just think these hours of work would be better spent on something already in game. I don't know, fix some bugs that have been in the game for years or rework dungeons in that time. "B_but they did mounts so everything is possible if they want to do it" - sure, they did mounts. They did mounts because they could monetize it. I doubt adding bare hand fighting/gloves/whatever will result in the same amount of revenue. Also, seeing how the game engine/the dev team fails to implement something like a counter that counts killed world bosses during an event, I doubt any of the changes mentioned above will be easy to do.

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> @"Jagblade.4627" said:

> Honestly, unarmed fighting for would be pretty tight. Barring that? Actual spears, glaives, or other polearms that aren't just a staff skin.

>

> > @"lokh.2695" said:

> > Adding new weapon types wouldn't so much for the game outside of generating new issues with balancing. I'd rather have ANet spend thier resources on something else.

>

> I have not seen a single suggestion thread in which this nonsense doesn't rear its head multiple times. If we constantly tell them to spend their resources elsewhere, they'll never use them on anything. I also never see anyone suggest what they should spend their time on instead.

 

Imagine Anet add a brand new cool weapon but is unusable to your favorite profession because game balance, fun fun fun!

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Although a dagger I'd like Katars. Also Claws - both could be a skin of the other though..

It goes without saying that fist weapons are a kind of must have.

A nice addition would be a whip just because there's no existing weapon that could deal whip-like attacks, all weapons we have are stiff.

 

I have bad feelings for glaives, halberds or any other polearm due to the staff likeness. (But then again... we have long and short bows...)

 

As for implementation: Do it like they did it with mount skins: Leave all that came before as it was.

All future content will include the new weapons.

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> @"Rankomonaut.4708" said:

> Although a dagger I'd like Katars. Also Claws - both could be a skin of the other though..

> It goes without saying that fist weapons are a kind of must have.

> A nice addition would be a whip just because there's no existing weapon that could deal whip-like attacks, all weapons we have are stiff.

>

> I have bad feelings for glaives, halberds or any other polearm due to the staff likeness. (But then again... we have long and short bows...)

>

> As for implementation: Do it like they did it with mount skins: Leave all that came before as it was.

> All future content will include the new weapons.

 

Female human mesmer, dominatrix armor, with a whip and high heel boots. I'd make one.

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> @"Parasite.5389" said:

> > @"Yggranya.5201" said:

> > Weapons? Why not bare-handed?

>

> new Global Elite spec: Monk

>

> (yes, it's a terrible idea)

 

Guild War's Cantha was NOT based on racist stereotypes so I'm going to hope they give that a hard pass.

 

In fact Guild Wars 1 was, before Eye of the North, completely lacking in ANY stereotypes and had richly detailed original cultures for all three 'base games'.

 

Eye of the North then added Norn and Asura and made them both cheap parody stereotypes - with Norn even a stereotype of a real world people (they were, and still are, basically comedic drunken Vikings. Every stereotype you could thrown at a Nordic person other than being modular furniture salesmen...)

 

 

 

That said, Monk IS a core Guild Wars class that didn't appear in GW2.

We had skill lines for healing prayers, smiting prayers, and protection prayers. Weapons were things like rods and staffs, and a focus in off hand with rod.

 

In other words, Monk is a caster for the Healer role - not something from lazy racist ethnic stereotypes, but a religious character.

 

 

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Guild Wars 2 is still lacking these classes:

 

Monk

Paragon

Dervish

Assassin

Ritualist

 

- Each of which has the ability to appear in GW2 as an elite specialization, and two of them could offer up new weapons:

 

Scythe and Javalin (spear).

 

If I remember right, Ritualist and Assassin used weapons already existing in GW2. Staff and Daggers.

 

I would think something like this:

 

Monk - this one is really hard because it was a core class meant to sit alongside the base ideas and had so much lore to it... but maybe Elementalist specialist

Paragon - Revenant specialist

Dervish - Guardian specialist

Assassin - thief specialist

Ritualist - Necromancer specialist

 

 

In truth I think Monk should be a new class - lore wise the end of Balthazar could be used as a justification for Monks to get 'out in the world' again and stop hiding in Divinity's Reach (we already have them in game, but they're all NPCs).

 

Devotee of Abaddon (spelling?) would be the elite spec, if the skill lines were healing, smiting, protecting...

 

The skill lines I see on my old Monks (I had 2 of them at max level, the second of which was made solely to try to get to end game with a total damage done of 0 - ie pure healer) were:

 

Healing Prayers

Smiting Prayers

Protection Prayers

Divine Favor

 

 

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While they likely wont add another set of different weapons due to how the game is set up. I've just thought of a compromise. Remember how everyone kept wondering what kind of Mastery could be added to the third expansion, and the only obvious answers were "fishing and housing" ? And how weird of a fit it would be ?

 

What about this : Weapon Mastery. You gain the ability to select a bundle weapon to carry around and pull out at will. Selecting from the aforemented weapons proposed. Brawlers gloves (Fist combat), Javelin (short range spear), Crossbow (Long range), etc ? Selectable like you'd select a mount, meaning not in combat. Common to all classes. Easier to balance that way (which solves one of the biggest hurdle about that proposal).

 

I dunno, I feel like that might be more thematically appropriate, it could be carried into previous maps, just like mount and glider, would definitely add an extra element of gameplay (especially to some classes which are lacking in the weapon department) and they're recently started to explore a bit with bundles of sort with the Portable waystations.

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> @"Naxos.2503" said:

> ...Easier to balance that way (which solves one of the biggest hurdle about that proposal).

 

But is it? If these new bundle weapons are stronger than what's available now, won't they make the current choices the weaker options? Thus just becoming the new meta? And if "warrior with javelin" trumps them all due to trait synergy, won't that even be worse? And if the bundle weapons are weaker, akin to racial skills, won't the effort to create them be a waste?

 

I'm all for new weapons, and new specializations, heck even new professions. But it's gotta work.

 

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