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Guild Wars 2

Guild Wars 2 

General Discussion  » GW2 is great ......but.....

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81 posts found
  User Deleted
 
6/11/12 2:22:54 AM#1

I really liked the pace of leveling, the combat is fun and the innovative features it has going for it does the game great justice...........................but:  After this BWE I have a feeling it just wont last for me.

 

I dunno maybe I am growing to old for MMO's.  Saturday Night I even logged off and played DayZ for 4 hours before going back to theorytest a new build.  Right how the only thing holding me back from full and total enjoyment is theres not a class I truely feel like I was born to play.  Theres no true Hybrid Melee/Magic that screams "play me".

 

I really dislike how the weapon system is done in the game, its not to say its not good because it sure is but from a purely aesthetic standpoint, it lacks because you are forced to play with weapons that arent as aesthetically pleasing as you would like.  Things like Focus, Torch's and Horns.  The other thing is of the classes that I want to play like the Thief, Warrior and Ranger I am forced to use things I dislike greatly such as ground targetted AOE's or have pets.  Soemtimes I jsut want to play a Warrior with a greatsword but  Idont need things like a clunky charge where I have to point in the direction I want to go or play a theif where my 5 key is pointless or my on my Ranger having no snare on long bow.  I truely enjoy MMO's more that offer you more freedom of choice in the skills I use.  Now the utility, heal and elite skill are great cause I have choices but I truely believe being pigenholed into weapons skills I dislike greatly detracts from my enjoyment.

 

I tried other classes besides those 3, but even though a DW Dagger Elementalist and a Axe/Dagger Necro or a Greatsword Mesmer all use those melee weapons they are still at its core caster classes and it feels more like I am wielding caster weapons then melee weapons.  All in all ive spent 2 BWE's playing every class except for an engineer and I greatly dislike elements of all of them.  I want a good old fashion Melee/caster hybrid with big hulking 2H weapons with spells that augment my damage with debuffs/debuffs and none of the GW2 classes plays remotely similar to my WoW DK, DAoC Champion or Thane. 

  korat102

Apprentice Member

Joined: 5/21/09
Posts: 316

Newt: We'd better get back, 'cause it'll be dark soon, and they mostly come at night... mostly.

6/11/12 2:51:48 AM#2

Took me till a few hours into the last day before I finally decided on my favourite class. When the game is released I'll be playing an engineer as a main character. It's not perfect by any means but I found it fun to play, for me it proved more interesting than the others. I can't play melee properly to save my life and squishy characters stand no chance on a dynamic event unless there are other players around. The engineer's turrets are surprisingly good at collecting aggro and can be dropped instantly - a great little escape mechanism if it's not on cooldown.

Anyway, it's obviously not for everyone but I really enjoyed the weekend. Keeping fingers crossed for a release in the not too distant future.

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5637

Confident, cocky, lazy, dead.

6/11/12 2:58:08 AM#3

I think you are on to something Zylaxx and it might not be so personal afterall. The way a class pigeonholes you into a quite short list of weapon related skills is something which kind of detracts from really feeling "invested" in your character.

I mentioned this after the 1st beta but weapon swapping is only a partial remedy because every weapon set needs its own base viability skills which make up most of its 5 skills. Apart from the elite skills that doesn't leave a lot open for customization and limits the amount of situational abilities available to you at any given time.

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

 

 

  Meowhead

Advanced Member

Joined: 1/31/09
Posts: 3384

6/11/12 3:03:39 AM#4
Originally posted by DarkPony

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

 

 

... isn't that what traits are for? D:

Not to mention gear and runes.  The deeper customization goes on in traits, gear and runes.  Like there's a huge difference between a shortbow that has a chance to freeze enemies, and a shortbow that does extended bleeds, and a shortbow that gives you an extra dodge when you switch to it. D:

  Vonatar

Elite Member

Joined: 7/18/10
Posts: 324

6/11/12 3:05:48 AM#5

Shame you feel like that, but I find the best way to enjoy GW2 is just to let go of all of your preconceptions from other games.

I played a thief a lot this weekend and initially it was pissing me off that double dagger was getting me killed a lot, particularly because I had imagined myself as an assassin-type of character. But, when I realised what was pissing me off was because I wanted to play an assassin, and thief is not just a stealth-and-stab class, I started to get a lot more pleasure out of it. Realising the flexibility of switching between daggers and pistols, swapping to my shortbow for a poison cloud, suddenly made me feel like I understood how the class is meant to played. It's hectic, but fun and very strong when played right.

I had the same experience on my warrior. I wanted to be a dual sword warrior, but sometimes that doesn't work. I made a Norn warrior and some of the story elements around lv 10 were pretty tough (Ormi anyone?). Switching to bow and kiting until I could heal myself and then back into mace and shield made the encounter possible for me. My friend had a similar experience thinking that a ranger was all about using as longbow until he realised how great a melee ranger can be sometimes.

I guess what I'm saying is that it's best to forget about weapons and aesthetics, or preconceived ideas of your character and remember that it's not about the weapons you're using - it's about the skills you're using.

  Maelzrael

Hard Core Member

Joined: 5/15/12
Posts: 92

Educate yourself before you speak.

6/11/12 3:07:12 AM#6
Originally posted by Vonatar

Shame you feel like that, but I find the best way to enjoy GW2 is just to let go of all of your preconceptions from other games.

I played a thief a lot this weekend and initially it was pissing me off that double dagger was getting me killed a lot, particularly because I had imagined myself as an assassin-type of character. But, when I realised what was pissing me off was because I wanted to play an assassin, and thief is not just a stealth-and-stab class, I started to get a lot more pleasure out of it. Realising the flexibility of switching between daggers and pistols, swapping to my shortbow for a poison cloud, suddenly made me feel like I understood how the class is meant to played. It's hectic, but fun and very strong when played right.

I had the same experience on my warrior. I wanted to be a dual sword warrior, but sometimes that doesn't work. I made a Norn warrior and some of the story elements around lv 10 were pretty tough (Ormi anyone?). Switching to bow and kiting until I could heal myself and then back into mace and shield made the encounter possible for me. My friend had a similar experience thinking that a ranger was all about using as longbow until he realised how great a melee ranger can be sometimes.

I guess what I'm saying is that it's best to forget about weapons and aesthetics, or preconceived ideas of your character and remember that it's not about the weapons you're using - it's about the skills you're using.

This.

  User Deleted
 
6/11/12 3:19:34 AM#7
Originally posted by Meowhead
Originally posted by DarkPony

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

 

 

... isn't that what traits are for? D:

Not to mention gear and runes.  The deeper customization goes on in traits, gear and runes.  Like there's a huge difference between a shortbow that has a chance to freeze enemies, and a shortbow that does extended bleeds, and a shortbow that gives you an extra dodge when you switch to it. D:

The problem IMO is there isnt enough of those type of traits though.  Alot of traits are mediocre at best and serve no use and others are, I dont knwo the word for it, but lacking.  Another thing is I truely believe if they are going to go with this setup of set skills per weapon then every SINGLE weapon needs multiple traits.  IMO there should be at least 24 traits per line, currently there is only 12 and often times say I want to play a Longbow Warrior (to get away from the pet issues I dislike, see above in my original post for specific reasons) There is no, ZERO, ZILCH traits to increase passive damage or lower activation times (rifle has reduce activation).

 

Warrior Warrior

[edit] Ranger Ranger

For Rifles:
 

[edit] Engineer Engineer

 
 
 
IMO every single weapon should have at least X traits:
  • Recharge Faster
  • Increase Damage
  • add random condition on non-1 slot
  • increase range
  • Increase Crit
  • Chance to proc Regeneration or life steal
  • Improve Prowess
  • Increase Speed by 10% while wielding

 

Those are jsut some of the things off the top of me head that would go along way to adding flavor and freedom to weapon choice.

  •  
  colddog04

Elite Member

Joined: 9/19/06
Posts: 4715

6/11/12 3:23:23 AM#8
Originally posted by DarkPony

I think you are on to something Zylaxx and it might not be so personal afterall. The way a class pigeonholes you into a quite short list of weapon related skills is something which kind of detracts from really feeling "invested" in your character.

I mentioned this after the 1st beta but weapon swapping is only a partial remedy because every weapon set needs its own base viability skills which make up most of its 5 skills. Apart from the elite skills that doesn't leave a lot open for customization and limits the amount of situational abilities available to you at any given time.

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

I know you've played the game and probably experiemnted a bit, but I would say that one of the primary differences between GW2 and your typical MMORPg is how MUCH customization there is within the system. It's really strange to see you complain about something like this. Actually, I suppose I've noticed that you are just complaining about every single feature in the game at this point. It honestly seems forced at this point.

 

Traits -This is specifically important for your point since this contains passive buffs to your character.

 

Sigils/Runes - This is an extremely important part of customization as well that contribute to passive specialization.

 

Customized gear stats - Crafting gear or trying to find a drop with the correct allocation of stats is another way to passively customize your character.

 

~25 utility skills to choose from to be placed in 3 slots.

 

~3 elite skills to choose from to be placed in 1 slot.

 

~3 heal skills to choose from to be placed in 1 slot.

 

Weapon combos - Basically, choose up to 10 active skills from, depending on class, a LOT of skills. 

 

Customized appearance through gear - Nice for that "RP" you mentioned, but not important for passive customization.

 

 

You can get very specific with builds. It's one of the games strengths. To act like there is very little passive customization in this game is pretty clueless. Perhaps part of your problem is that you didn't do enough experimenting. I'm not sure. Here is a video that I keep linking to help show and example of someone customizing their build for a specific purpose.

http://www.youtube.com/watch?v=83hvsuTd_No

SWTOR is the greatest mmo ever!

  User Deleted
 
6/11/12 3:24:39 AM#9
Originally posted by Vonatar

Shame you feel like that, but I find the best way to enjoy GW2 is just to let go of all of your preconceptions from other games.

I played a thief a lot this weekend and initially it was pissing me off that double dagger was getting me killed a lot, particularly because I had imagined myself as an assassin-type of character. But, when I realised what was pissing me off was because I wanted to play an assassin, and thief is not just a stealth-and-stab class, I started to get a lot more pleasure out of it. Realising the flexibility of switching between daggers and pistols, swapping to my shortbow for a poison cloud, suddenly made me feel like I understood how the class is meant to played. It's hectic, but fun and very strong when played right.

I had the same experience on my warrior. I wanted to be a dual sword warrior, but sometimes that doesn't work. I made a Norn warrior and some of the story elements around lv 10 were pretty tough (Ormi anyone?). Switching to bow and kiting until I could heal myself and then back into mace and shield made the encounter possible for me. My friend had a similar experience thinking that a ranger was all about using as longbow until he realised how great a melee ranger can be sometimes.

I guess what I'm saying is that it's best to forget about weapons and aesthetics, or preconceived ideas of your character and remember that it's not about the weapons you're using - it's about the skills you're using.

The thing is Aesthetics is pleasing to me.  I went as far as makign this post because of it, IMO if I want to play a Dual Wield Sword warrior I should, but because it might not have the best skills I am forced to play something like Sword and Axe which was really good, but didnt make sense to me.  IMO the Devs should of been just as much invested in freedom of weapon choice as they are with traits or skills..  GW2 IMO would be a thousand times better "for me" if we not only picked our Utility skills from a pool of choices but also the weapon skills.  This would be great for further innovation and freedom.

  Vonatar

Elite Member

Joined: 7/18/10
Posts: 324

6/11/12 3:28:26 AM#10

Agree about traits - I made a crit/ condition damage heavy thief and therefore my playstyle was never to stay in melee range for more than 1-2 attacks because I had sacrificed survivability for dps. If I had put my trait points into vitality and toughness then I could have gone toe-to-toe a lot more. I felt that offered a lot of passive customisation.

  User Deleted
 
6/11/12 3:28:40 AM#11
Originally posted by colddog04
Originally posted by DarkPony

I think you are on to something Zylaxx and it might not be so personal afterall. The way a class pigeonholes you into a quite short list of weapon related skills is something which kind of detracts from really feeling "invested" in your character.

I mentioned this after the 1st beta but weapon swapping is only a partial remedy because every weapon set needs its own base viability skills which make up most of its 5 skills. Apart from the elite skills that doesn't leave a lot open for customization and limits the amount of situational abilities available to you at any given time.

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

I know you've played the game and probably experiemnted a bit, but I would say that one of the primary differences between GW2 and your typical MMORPg is how MUCH customization there is within the system.

And yet when it comes to how MUCH customization there is within the system the total and complete lack of choice when it comes to YOUR most important defining combat implement "Your Weapon", is lacking.

  aesperus

Elite Member

Joined: 1/04/05
Posts: 3781

6/11/12 3:29:15 AM#12

You want a melee - mage type character, yes?

Have you tried the guardian?

Or, as a mesmer I found that DW Swords actually works really well. It feels like a melee character, but you also get some very nice spells to support yourself with. For one the #2 on sword does some pretty nice damage, and makes you invulnerable for a few seconds. Not too shabby.

Not sure what you're beef w/ the greatsword warrior is tbh. That weapon is amazing the way it is currently. You have 2 charges, one has to be aimed, the other just needs a target (#5 automatically goes to whomever you have selected), the #3 has to be targetted because it's basically like a charge / aoe attack, and aiming it where you want can lead to some really nice / strategic play. For example, sometimes I'll aim that skill perpendicular to what i'm attacking, instead of parallel, and if I do it right it turns the skill into more of a whirlwind attack, hitting the opponent multiple times. On elite mobs, a lot of times i'll use the #4 (throws your sword through a line of enemies like a boomerang, and wait for it to come back, then use the #3 to whirlwind into them, doing a ton of dmg and avoiding getting hit. Then I turn around and use #2 (100 blades) to unleash a devestating attack (currently hits for a total of around 1600 dmg). Not sure exactly what you are looking for, but that weapon is just so satisfying. I've found that the warrior in general has pretty satisfying weapons. Moreso than the other classes.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4715

6/11/12 3:30:10 AM#13
Originally posted by Zylaxx
Originally posted by colddog04
Originally posted by DarkPony

I think you are on to something Zylaxx and it might not be so personal afterall. The way a class pigeonholes you into a quite short list of weapon related skills is something which kind of detracts from really feeling "invested" in your character.

I mentioned this after the 1st beta but weapon swapping is only a partial remedy because every weapon set needs its own base viability skills which make up most of its 5 skills. Apart from the elite skills that doesn't leave a lot open for customization and limits the amount of situational abilities available to you at any given time.

Apart from combat being a little pre-defined, thinking of this now I realize that it could also have to do with a lack of passive skill choices to make that give you a sense of choice and control over character development. ("+5% ranged damage / "+5% crit with all bows", etc) You can't really specialize into specific viable directions apart from picking a set of elite skills. That "easy to swap builds" concept is as much of a strength as it is a weakness in my opinion. Gameplay-wise a strength, RP and "being immersed in your character"-wise a weakness.

I know you've played the game and probably experiemnted a bit, but I would say that one of the primary differences between GW2 and your typical MMORPg is how MUCH customization there is within the system.

And yet when it comes to how MUCH customization there is within the system the total and complete lack of choice when it comes to YOUR most important defining combat implement "Your Weapon", is lacking.

I understand your complaint about not being able to use the weapon skin style of your choice. You prefer to be able to use whatever weapon you want. That makes sense to me.

SWTOR is the greatest mmo ever!

  fiontar

Elite Member

Joined: 4/07/04
Posts: 3558

6/11/12 3:31:52 AM#14

The different professions each have their own feel and most people should be able to find at least one profession that matches their playstyle. It may not be the profession you may have pre-supposed and your top 3 for personal aesthetic may not match your top 3 choices based an the play experience. (Gw2 is not the first MMO where I've encountered this. Both Tera and SWTOR surprised me with the classes I finally found a personal match with. In both cases, I had to try three times to finally find a great fit).

The limited betas put more pressure on people to make evluations on what just is not enough time. I've now played 81 hours total since BWE1 and I only feel like I have a good enough handle on two professions so far to really form a solid take on how they match up with my playstyle and how they perform with in the game. Once the game goes live, people will have more time to settle into a profession and if their first launch day choice just doesn't feel right by level 20, they can always go onto the next choice.

As far as the weapon system, it didn't take too long before I let go of the whole "weapon=aesthetics" MMO expectation. When I had a couple favorite weapon sets for a character, I would sometimes chose my default based on looks, but I'm really starting to adjust my mindset to "weapon=tools", with weapon choice being what's right for the job at hand.

Profession choice does matter. My two highest professions are Elementalist (Level 28) and Mesmer (Level 20). I personally love Elementalist, but I really didn't enjoy Mesmer nearly as much. I wanted to give it a real shot, so I pushed through to level 20, but my enjoyment of the actual game was nocked down a small notch because the profession I was playing just wasn't a good match for my playstyle. (Mesmer isn't a bad profession, I know some people love it, but it just didn't feel right for me personally).

On the plus side, there is tons of content to level 20, so people can afford a mismatch or two with out having to worry that each try will have to be a rehash.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  User Deleted
 
6/11/12 3:34:06 AM#15
Originally posted by aesperus

You want a melee - mage type character, yes?

Have you tried the guardian?

Or, as a mesmer I found that DW Swords actually works really well. It feels like a melee character, but you also get some very nice spells to support yourself with. For one the #2 on sword does some pretty nice damage, and makes you invulnerable for a few seconds. Not too shabby.

Not sure what you're beef w/ the greatsword warrior is tbh. That weapon is amazing the way it is currently. You have 2 charges, one has to be aimed, the other just needs a target (#5 automatically goes to whomever you have selected), the #3 has to be targetted because it's basically like a charge / aoe attack, and aiming it where you want can lead to some really nice / strategic play. For example, sometimes I'll aim that skill perpendicular to what i'm attacking, instead of parallel, and if I do it right it turns the skill into more of a whirlwind attack, hitting the opponent multiple times. On elite mobs, a lot of times i'll use the #4 (throws your sword through a line of enemies like a boomerang, and wait for it to come back, then use the #3 to whirlwind into them, doing a ton of dmg and avoiding getting hit. Then I turn around and use #2 (100 blades) to unleash a devestating attack (currently hits for a total of around 1600 dmg). Not sure exactly what you are looking for, but that weapon is just so satisfying. I've found that the warrior in general has pretty satisfying weapons. Moreso than the other classes.

My Beef with Greatsword on Warrior is I have a clunky charge, which makes no sense because we already have a traditional charge on the 5 key.  That slot would of gone better use for soemthing like a snare or a Vulnerability attack.  And lets not kid ourselves into thinking that Hundred Blades wont get nerfed into the ground.

 

In fact its not limited to any specific weapon, its all weapons in general.  I found numerous instances of skills I dont like or didnt make sense "for me".  Which is detracting me from the game after only the second BWE.

 

 

 

  seridan

Novice Member

Joined: 5/26/12
Posts: 1211

6/11/12 3:34:09 AM#16
Originally posted by Zylaxx

 
 
IMO every single weapon should have at least X traits:
  • Recharge Faster
  • Increase Damage
  • add random condition on non-1 slot
  • increase range
  • Increase Crit
  • Chance to proc Regeneration or life steal
  • Improve Prowess
  • Increase Speed by 10% while wielding

No no and no. That would make all weapons have the same "traits". People who want to actually use different builds, depending on the situation, will be forced to use a very specific build. I was playing a Guardian and I had 4 weapon sets on my inventory, switching between them to suit my needs. That's the main strength of the weapon system. You can't make an awesome "Greatsword wielding Warrior" but you can make an "Awesome Warrior". There is a huge difference between the two and the way encounters are made they allow people to use many builds instead of one.

Specialiazation in one weapon is not needed and will ruin the whole "balanced" weapon system. It will also FORCE players to use only one weapon that will be a huge leap backwards compared to the system we have now.

I remember someone posted on this forums that he wants to play a "Greatsword - wielding Warrior" and how it will get boring because his skills won't change. The point here is not to limit your character to a specific weapon but instead adapt to the encounter.

A good player is a master of all weapons offered by his profession

Versatility + Choice > Specialization (wasn't there a conversation that there is not enough variety in the game? Now we want to ruin the variety we already have?)

Block the trolls, don't answer them, so we can remove the garbage from these forums

  Meowhead

Advanced Member

Joined: 1/31/09
Posts: 3384

6/11/12 3:35:24 AM#17
Originally posted by Zylaxx
 
 
IMO every single weapon should have at least X traits:
  • Recharge Faster
  • Increase Damage
  • add random condition on non-1 slot
  • increase range
  • Increase Crit
  • Chance to proc Regeneration or life steal
  • Improve Prowess
  • Increase Speed by 10% while wielding

 

Those are jsut some of the things off the top of me head that would go along way to adding flavor and freedom to weapon choice.

  •  

Take a look at the sigils you can slap on weapons.  On any given weapon, you could add...

... increase damage.

Add specific conditions off crits.

Increase crit chance

Chance to do things like regen or life steal

Add boons like haste or might or whatever.

... and other assorted things.

That's why it's a combination of traits and gear.

http://wiki.guildwars2.com/wiki/Sigils

Check it out.  Proper gearing is a big part of your character customization, AND a goodly part of extending out the lifespan of the game (Trying to get the exact right sigils and gear stuff for your ultimate weapon/armor)

  User Deleted
 
6/11/12 3:39:46 AM#18
Originally posted by Meowhead
Originally posted by Zylaxx
 
 
IMO every single weapon should have at least X traits:
  • Recharge Faster
  • Increase Damage
  • add random condition on non-1 slot
  • increase range
  • Increase Crit
  • Chance to proc Regeneration or life steal
  • Improve Prowess
  • Increase Speed by 10% while wielding

 

Those are jsut some of the things off the top of me head that would go along way to adding flavor and freedom to weapon choice.

  •  

Take a look at the sigils you can slap on weapons.  On any given weapon, you could add...

... increase damage.

Add specific conditions off crits.

Increase crit chance

Chance to do things like regen or life steal

Add boons like haste or might or whatever.

... and other assorted things.

That's why it's a combination of traits and gear.

http://wiki.guildwars2.com/wiki/Sigils

Check it out.  Proper gearing is a big part of your character customization, AND a goodly part of extending out the lifespan of the game (Trying to get the exact right sigils and gear stuff for your ultimate weapon/armor)

Yup I realize this already but my issue is in most instances of weapons of the classes I played I didnt like some of the skills.  Again I ask if GW2 is offering us so much freedom in choice in sigils and traits why do they do the exact opposite with weapon skills?  makes no sense from a design standpoint to me. 

 

Again I no many like it but I dont and again after only 2nd BWE I have become not as hyped as I was.  For me this system with predefined skills per weapon is borderline a deal breaker and knowing my history of MMO's I see this as the only issue that would have me leave the game.

  aesperus

Elite Member

Joined: 1/04/05
Posts: 3781

6/11/12 3:43:24 AM#19
Originally posted by Zylaxx

And yet when it comes to how MUCH customization there is within the system the total and complete lack of choice when it comes to YOUR most important defining combat implement "Your Weapon", is lacking.

Huh?

There's a ton of customization within the system. Hell, this is one of the only MMOs I've played, where i can literally change between a support, dps, burst, control role at will. Hell, even on a warrior, which is defaulted towards more of an armored damage dealer type, I can switch to a party buffer (warhorn / banners), or I can play more of a control role (mace / shield, mace / sword, or mace / mace, or hammer). I can be more of a dps build (sword / sword, axe/axe, or sword/axe, or axe/sword), or a more burst heavy build (greatsword, hammer). I can also modify these with the utilities. Hell just with one skill "I Will Avenge You!" I can use that to either buff myself (regen, damage, protection, speed), or I can use it to rally my allies (killing an enemy while that skill is active revives every ally in the area), or I can do both. I can go for more of a signet heavy build, making me passively stronger, or go for a more skill heavy build, making me more actively stronger at the cost of a longer cooldown. There's a ton of flexibility.

Now, once you start choosing to strip away that flexibility, of course it gets constricting. However, that's not the system limiting your options, that is YOU limiting your options. Even comparing it to the original GWs, which I think few would argue against it being one of the most flexible / customization heavy RPGs ever made; GW2 actually does give you more customization and more flexibility. I didn't think so at first, because on the surface it does look simplified & dumbed down. However, when you actually dive into how the system works, how weapons play off each other (that alone gives you more flexibility than GW1 ever did), you can setup each class to do a number of different things. Some still need to be tweaked (mesmer / engineer), but they are all pretty flexibile. Even the theif can do more than just burst damage if you set him up correctly.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4715

6/11/12 3:46:58 AM#20
Originally posted by Zylaxx
Originally posted by Meowhead
Originally posted by Zylaxx
 
 
IMO every single weapon should have at least X traits:
  • Recharge Faster
  • Increase Damage
  • add random condition on non-1 slot
  • increase range
  • Increase Crit
  • Chance to proc Regeneration or life steal
  • Improve Prowess
  • Increase Speed by 10% while wielding

 

Those are jsut some of the things off the top of me head that would go along way to adding flavor and freedom to weapon choice.

  •  

Take a look at the sigils you can slap on weapons.  On any given weapon, you could add...

... increase damage.

Add specific conditions off crits.

Increase crit chance

Chance to do things like regen or life steal

Add boons like haste or might or whatever.

... and other assorted things.

That's why it's a combination of traits and gear.

http://wiki.guildwars2.com/wiki/Sigils

Check it out.  Proper gearing is a big part of your character customization, AND a goodly part of extending out the lifespan of the game (Trying to get the exact right sigils and gear stuff for your ultimate weapon/armor)

Yup I realize this already but my issue is in most instances of weapons of the classes I played I didnt like some of the skills.  Again I ask if GW2 is offering us so much freedom in choice in sigils and traits why do they do the exact opposite with weapon skills?  makes no sense from a design standpoint to me. 

 

Again I no many like it but I dont and again after only 2nd BWE I have become not as hyped as I was.  For me this system with predefined skills per weapon is borderline a deal breaker and knowing my history of MMO's I see this as the only issue that would have me leave the game.

It's strange because to me, I felt like it was an added layer of customization that allowed me to experiment with many different playstyles.

 

To you, it felt like it was limiting you to specific weapons so that you could play your own prefered playstyle. You had to choose their weapons to play your playstyle.

SWTOR is the greatest mmo ever!

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