ArenaNet talk:Guild Wars 2 suggestions/Adjusting Combat Style for Different Ranges

From Guild Wars Wiki
Jump to navigationJump to search

Well theoretically, rangers have to find a prime position in the battle field to minimise/slow down that rate at which you vs people at melee range. However, i dont think GW1 gave us the chance to do that effectively as battelfields were usually one 'platform'. In some cases u were able to gain hight advantage on an opposing team in GvG by attacking from one of the walls at your hall and elsewhere it was rare, but majority of the time in GvG u stay at Flag stand (once again terrain was pretty simple so u were pretty much on the battlefield open to an attack).

Now that we are able to 'jump' in GW2, hopefully the terrain will be more sophisticated (more bridges, cliffsides, etc around the world) for us to be able to find ways to get off the main battlefield making it that bit more difficult for enemies to get to you quick enough before they gain attack speed advantage against you lol. But this wont give rangers too much of an advantage against casters :P --122.107.149.30 05:14, 2 August 2008 (UTC)


Just like mentioned, it's said that in GW2 good bit of skills will behave differently in different situations. So why not making normal attacks change their behavior in variating circumstances?.. Like, say, what if we make a caster sword shoot elemental projectiles when attacking from distance (wand with a sword skin, teehee) and act like a usual sword at melee range? (also this is all neat to handle caster-made martial equipment...) As for staves - ... Pretty clear. Gothic 3 kinda Staff Fighting anyone? ^^ Bows: currently we have an awesome Bladed Bow skin, why not make those blades practical? When enemy gets too close, just slice him up (since you most likely wont be able to let off an arrow while battered in close range). Of course, damage must be balanced up to range>melee rates. Oh, yes, that will redefine bow types - each, apart of known stats, will also get melee damage which scales around with different types. Like, say, a longbow would defenitely do more damage when used directly as designed, while something like "battlebow" (Really Bladed Bow) will have those whatsaround equal. Yes, they will be less used in teams, but it's known that there will be alot of possiblity to solo things, where such feat is unreplaceable. Same may apply to wands, staves, spears or whatever ranged weaponry we might have. Sure, a traditional wand would have more acrane power for ranged attack than a sword, but on close range slashing is handier than swinging a stick. And yeah, caster swords should be considered both melee and "caster ranged" weapons, tho skills from Swordsmanship won't work with them; this of course comes with some ranged damage reduction, compared to usual wands. As for skills: say, if you use Poisoned Shot on enemy who is in melee range of you, you'll just stab him with the poisoned arrow instead of trying to shoot it. Damage then would be only that is added by the skill itself. Well, you're ranger after all, it's not your job to melee all those mobs ^^ So get your penalties. Of course this entire idea has it's weak points, but does it hurt to discuss over them and fix?.. I hope this Awfully Long Text (tm) depicts my additions to the main idea wholly... Ratys 21:33, 23 August 2008 (UTC)
I deeply support this suggestion. It'd really be a nice feature for solo players.User Ereanor sig.jpgreanor 12:41, 27 October 2008 (UTC)