ArenaNet:Guild Wars 2 suggestions/make weapons distinct
Guild Wars 2 Suggestions |
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(Discussion)
In GW1, max weapons are practically thrown at you (bonus mission pack). This makes anything other than a max weapon complete crap. I think that there should be a max damage for weapons in GW2 (which should be INCREASED as new expansions come out) but there should also be weapons, particularly green weapons, that provide unique and varied bonuses (such as an optional skill that is only available when that one unique weapon is equipped or even features such as an extra skill slot. By the way, these are just examples, I know that might seem overpowered, but it COULD be implemented) This would make these max weapons equal, but different in their own ways, and you could NOTICE the differences in them, unlike the ridiculously subtle and mostly pointless mods present on GW1 weapons ("reduces bleeding duration on you by 20%" ...oh yay). In addition, these weapons should be a lot more difficult to acquire than current max weapons in GW1, and should come mostly from very challenging dungeons, in order to provide some actual incentive for PvE.
NEW 1-7-09 I believe that Green weapons should not be able to be cloned or created or modified. There should be Speed, Damage and Durability Modifiers on other weapons. Weapons should have a certain max amount of Weapon Points per weapon based on their rarity and the level of the character using them that can be redistributed towards each specific Modifier by a Weaponsmith. Say for instance, if I found a level ultra rare Bow, it might have 25 total weapon points + my current character level say 20 (OR) + attribute points that I decide to put into a Weaponry modifier for my character. Shields would have Block%, Speed & Durability. So if a Sword is faster than the shield speed, it has a hit% increase.
Examples: White-5wp Red-10wp Blue-15wp Purple-20wp Gold-25wp Green-28wp Black-30wp
I could put 20 to max damage, 12 to speed and 13 to durability. Then I may still inscribe or imbue the weapon through quests rather than drops. That way, you have to work for your mods and they don't lose their value. That way all weapons have a MAX Damage and the Minimum would be set by a critical modifier or just be preset per rarity. Then it wouldn't create balancing issues when you fight someone within your level.
Also just a thought, if you gained 1 attribute point per character level it would make much more sense with being able to have weaponry as a attribute modifier. Then you can decide to have a skillful fighter, a spellbound caster or someone who just deals damage but lacks finesse. But if you had an attribute modifier on every thing ie... (Focus, Shield, Armor, Skills, Accessories, Mounts/Companions)depending on what would be a fair gain of attribute points per character level increase. This would create a very easy balance that would be very flexible, scalable and customizable for each player. Then your point distribution would be just as important as your weapons, armor and skill choices. It would make possible for a level 20 with the right distribution template to defeat a level 30 with a bad template. I mean at level 25, all level 25's would have the same points to distribute across all their gear and skills so depending on where you put them makes a big difference. -Xeridian Darkmoon
- Why this is a good idea
- this would make your weapon seem more useful, rather than just be something you need in order to use attacks
- yay XD more than 20% blood time reduce =P seriously, this system is something that'll help GW alot. Though everyone around the world will probably go around with these weapons (should make these dungeons REALLY challenging ;))
- I don't believe Durability is a time sink, it is more a reason for commerce. Not only that, it keeps you questing for new gear and causes the value of the item to sustain itself.
- Questing for certain Inscriptions or Weapon mods would retain the customization needs and purposes furthering the weapon point system while giving new reason to quest rather than farm. Which salvaging could still be an option.
- When a weapon broke, you could reforge/repair it using certain materials adding to quest/reward/drop/salvage values.
- Why it may not work out
- these unique weapons would have to be balanced, just like skills are in GW1, so that none become too overpowered.76.118.75.113 21:21, 29 August 2008 (UTC)
- Would fill the game with grind.
- Would make said grind pointless when the next expansion comes and the old weapons become weaker than the new ones.
- Would enforce "time > skill" instead of the "skill > time" Arena Net is trying to use
- Would ruin PvE balance
- Would make players discriminate among themselves; there would be no point in grouping with someone with a worse weapon if you can just get someone with a better weapon instead.
- Weapon durability is just a time sink, and those are pointless in games without monthly fees like GW1 and GW2
- Implies that vampiric/sundering/elemental/zealous weapons and weapon swapping in general is unimportant in GW1, which is false