ArenaNet talk:Guild Wars 2 suggestions/Add weapon properties

Because durability is a terrible mechanic, I'm glad anet haven't implemented it into guild wars. This gives wooden weapons an equal standing! This idea utilises how ANet have practiced the hornbow and sythe. Check out the guild tab suggestion and look for the weapons crafter for more info. Thanks for reading!(Terra Xin 09:13, 18 June 2008 (UTC))
 * Interesting idea, and I think you did a fair job on the 'cons' as well as the 'pros.' Seems cool to me since rangers can choose different types of bows for different effect, but all swords are identical in GW1.  As long as they make it so the item tells you what it does when you mouse over, would be awesome (it is complicated and confusing that all the bows just say 15-28 damage, trying to explain that some shoot faster or further is weird to new players like my dad because it doesn't say they are different anywhere)! - Elder Angelus 16:17, 19 June 2008 (UTC)

I've never played DnD, what are their weapon mechanics like? (Terra Xin 00:03, 7 July 2008 (UTC))
 * Well, to start with, there are like... 30 different types of weapons (and this is all experience from electronic D&D, like NWN, Baldur's Gate series, etc., never played paper & pencil), and there are a bunch of rules about them. There are two-handed (double sword, greatsword, greataxe, staff, other big-ass ones) and one-handed weapons (longsword, battle axe, dagger, etc.).  You can dual-wield one-handed, but you get a terrible penalty for it... unless the off-hand is "light," which is apparently a sub-category of one-handed weapons, including the very little ones like daggers, kukri, and some others.  Then, of course, there are a dozen "feats" (basically, special abilities, whether passive or activated) that give you bonuses when fighting-two handed, as well as one that lets you dual-wield two-handed weapons, which aside from looking really stupid, is also stupidly overpowered... anyway, the list really goes on, I could spend a good long while explaining it all, but it's really not worth the time.  Suffice to say they made the nuances unnecessarily complicated.  --Jette 10:23, 7 July 2008 (UTC)
 * Dang that 'is' confusing. But how is it more complicated than this suggestion? The idea contains three new divisions for weapon making, with gradients within each one. The idea doesn't suggest over-powered feats that go with it, and it considers balance between using a small but heavily crafted weapon (like a steel dagger) against a large but lightly crafted weapon (like a large wooden bat). The current system restrics special abilities to a select amount of weapons (scythes having the ability to hit up to 3 people, or a hornbow's natural armor penetration.)(Terra Xin 12:37, 7 July 2008 (UTC))