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EverQuest Next

EverQuest Next 

General Discussion  » POLL: Do you want Weapon's Skills in EQN?

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32 posts found
  winter

Advanced Member

Joined: 8/08/03
Posts: 2236

7/20/13 4:35:26 PM#21
Originally posted by Gholos

Do you want weapon's skills like GW2?

I think that weapon's skills could be a cool idea in order to make combat system more interesting, but i think that in GW2 have too much influence on how you play your class.

So i would to see weapon's skills in EQN but with  less impact on gameplay, i think that classes's skills have to be more in number than weapon's skill and more important than in GW2.

 

For those that havent played GW2, the weapon's skills system works in this way:

everytime you use a weapon you receive 5 combat skills for a 2h, 3 combat skills for 1h, 2 combat skills for an off hand...so in every case you will have 5 weapon skills and 5 class skills.

Every weapon give weapon skills based on class, so a 2h sword used by Warrior will have 5 weapon skills different from the weapon skills of the same weapon used for example by a Guardian.

 

I vote: YES

 Sadly it doesn't matter what we want, its very unlikely their will be weapon skills in EQN.  SOE has been following a trend for some time now of making their games more casual, and dumbing them down. The NGW in SWG, and Removal of all stats in  EQ2 except health and power. I don't expect SOE is gonna do a 360 at this time especially on a game being developed on the cheap, with minimal development time (They did a total restart according to them some year and a half ago)

   I'll b e happy to be proven wrong, but all one really has to do and look at SOE's past and what they have done with their games to see where their heading in the future. Did Players want a NGE in SWG? No Smed did. Did players ask for stats in EQ2 be reduced to only health and power? No but we got it anyway. Yeah I'm pessimistic about SOE delivering on all the hype, guess well see whats really up in August

  Aceshighhhh

Novice Member

Joined: 3/20/11
Posts: 187

7/20/13 4:39:03 PM#22
Maybe not exactly like Guild Wars 2, but similar. Your weapon SHOULD determine your fighting style. If you're a warrior and you equip a dagger, your fighting style/skills shouldn't be the same if you were to equip a two-handed axe. I think there should be more beyond than just traditional EQ1 skill points.
  TheJoda

Novice Member

Joined: 8/12/10
Posts: 492

"Yes...... that's a Duck Staff of D00M!!!"

7/20/13 4:46:03 PM#23
no to the gw2 weapon/skill system.

....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7191

7/20/13 5:07:03 PM#24

Within my 1st 3 weeks of GW2, right after launch, I made a post suggesting that the weapon skill system being like the utility skill system. It may have been the first type post on this forum.

 

Anet wasn't wrong in the thinking, just way to limited. In Wushu, I guess you could say each weapon has 8-40 skills. 40 in the case of swords. It's not a slot skill type thing the though. Skills are tied to sets that use certain weapons. The Wushu system is far open than GW2's in it's current state. GW2's system has as much if not more potential freedom though.

 

So if EQN was able to make a greatly expanded system like GW2's I'd be all for it. I voted no though because I would hate to see it implemented in EQN in it's current state.

 

 

When I eat chocolate chip pie it just doesn't feel like chocolate chip cookies. The texture, the consistency, it's just not the same and this is disappointing.

  Gholos

Novice Member

Joined: 6/29/13
Posts: 209

 
OP  7/20/13 5:08:46 PM#25
Originally posted by Aceshighhhh
Maybe not exactly like Guild Wars 2, but similar. Your weapon SHOULD determine your fighting style. If you're a warrior and you equip a dagger, your fighting style/skills shouldn't be the same if you were to equip a two-handed axe. I think there should be more beyond than just traditional EQ1 skill points.

Yes similar but absolutely not the same....for example assuming that a char. will have a total of 10 skills on bar, 9 should be class skills and only 1 specific to the weapon, so you will have your auto attack based on the weapon stats (more dmg for 2h, faster for 1h) as usual, plus 1 specific skill...a 1h mace for example should give you a stun attack, 2h sword a slow massive dmg attack, a bow a cripple attack etc.

The only weapon i would to see with more impact on gameplay is the shield, that should be fondamental in order to tanking (greatly raise your AC,  dmg resistance and obviously give a block skill that i prefer automatic and based on your char. class spec and not on player's reflexes)


"Brute force not work? It because you not use enought of it"
-Karg, Ogryn Bone'ead.

  Karble

Hard Core Member

Joined: 6/13/09
Posts: 670

I play therefor I am

7/20/13 5:09:48 PM#26
Originally posted by Gholos

Do you want weapon's skills like GW2?

I think that weapon's skills could be a cool idea in order to make combat system more interesting, but i think that in GW2 have too much influence on how you play your class.

So i would to see weapon's skills in EQN but with  less impact on gameplay, i think that classes's skills have to be more in number than weapon's skill and more important than in GW2.

 

For those that havent played GW2, the weapon's skills system works in this way:

everytime you use a weapon you receive 5 combat skills for a 2h, 3 combat skills for 1h, 2 combat skills for an off hand...so in every case you will have 5 weapon skills and 5 class skills.

Every weapon give weapon skills based on class, so a 2h sword used by Warrior will have 5 weapon skills different from the weapon skills of the same weapon used for example by a Guardian.

 

I vote: YES

Guildwars 2 was fine for what they were trying to do.

However I would suggest another type of gameplay wrapped around weapons that should be more promising overall.

Ultima Online did weapons correctly. smaller weapons you could dual wield and swing very fast making any other speed bonuses and poisons applied become quite deadly.

Club weapons when striking dropped stamina in a player. Without stamina it was impossible to run.

Some weapons had charges while others had procs. (charges you click on for desired effect) Proc goes off with hits on target based on several factors.

There were also long delay weapons that hit for huge damage. Players would often joust with these going in and out of combat as the swings were about to make impact.

You could expand on this sort of play by introducing even more weapon dynamics such as, when using a shield you can active block attacks with depleting stamina, and also if close to someone tap shield button for a bash and if they are not blocking they get knocked on the ground or if a big mob they get stunned.

Leave all the extra abilities to class based skills and spells.

This would be the perfect scenario in my opinion.

  ElRenmazuo

Elite Member

Joined: 10/28/06
Posts: 4100

7/20/13 5:13:48 PM#27
Originally posted by Fangrim
No,I am hoping it isn't 'action' combat at all.

Having weapon skills doesnt mean action combat.  Final Fantasy 11 have weapons skills.  It means each type of weapon has its own set of skills and style for gameplay.

  User Deleted
7/20/13 6:16:27 PM#28
Originally posted by Storm_Cloud

Weaponskills in the form of "EQ1" style.

That is, if you haven't used a sword before and you find this awesome sword, then well, you gotta start using it to train up the skill.

That style of weaponskills I will say yes to.

Definently this way, have it determine accuracy/speed/fumble kind of stuff or whatever.

The guild wars 2 method basically shoves a build/play style down your throat based on whatever weapons they decide to let you use, taking away half of your characters customization potential. I don't like the idea of being stuck with the same 5 skills the entire game either.

  ElRenmazuo

Elite Member

Joined: 10/28/06
Posts: 4100

7/20/13 6:19:54 PM#29
Originally posted by Wolfenpride
Originally posted by Storm_Cloud

Weaponskills in the form of "EQ1" style.

That is, if you haven't used a sword before and you find this awesome sword, then well, you gotta start using it to train up the skill.

That style of weaponskills I will say yes to.

Definently this way, have it determine accuracy/speed/fumble kind of stuff or whatever.

The guild wars 2 method basically shoves a build/play style down your throat based on whatever weapons they decide to let you use, taking away half of your characters customization potential. I don't like the idea of being stuck with the same 5 skills the entire game either.

Your not stuck, you can change your weapons on the fly to use other skills and on top of that you have plenty of utility skills.

  User Deleted
7/20/13 7:11:42 PM#30
Originally posted by tkreep
Originally posted by Wolfenpride
Originally posted by Storm_Cloud

Weaponskills in the form of "EQ1" style.

That is, if you haven't used a sword before and you find this awesome sword, then well, you gotta start using it to train up the skill.

That style of weaponskills I will say yes to.

Definently this way, have it determine accuracy/speed/fumble kind of stuff or whatever.

The guild wars 2 method basically shoves a build/play style down your throat based on whatever weapons they decide to let you use, taking away half of your characters customization potential. I don't like the idea of being stuck with the same 5 skills the entire game either.

Your not stuck, you can change your weapons on the fly to use other skills and on top of that you have plenty of utility skills.

The weapon you choose basically determines how you fight/traited in GW2. It decided half your build/skill bar for you and "plenty of utility skills" was only a choice of three and the one half decent elite for your class.

I did not find this a fun/interesting way to customize your character. If they had done similar to GW1 and given each weapon a pool of skills to choose from, that might have been nice in giving each weapon variety in playstyles, but for whatever reason they decided to bottleneck everyone into the same 5 attacks. Coupled with the usual FOTM nerfing/buffing, it felt like a very limited system.

I'd gladly take EQ/EQ2's AA system over this, as you are completely free to experiment/pick and choose what you do and don't want in your build/rotation without being limited by gear choice/prefered cosmetics.

  onlinenow25

Advanced Member

Joined: 6/26/07
Posts: 279

7/20/13 7:35:21 PM#31
Originally posted by Piiritus
I don't want to see nothing from GW2 in EQN. Please.

So you want to see stuff from GW2 in EQN?

  tbrocato

Novice Member

Joined: 5/02/04
Posts: 10

7/20/13 7:47:28 PM#32
Yep...def. should have weapons skills.
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