Feedback talk:User/Arghore/Generic Weaponskills on non-profession weapons

From Guild Wars Wiki
Jump to navigationJump to search

Treat any non-class weapon as an environmental weapon.[edit]

I agree. Actually, when the developpers were starting to explain environmental weapons and class restrictions... I wondered why there was an opposition here, and the impression stayed since.

To my opinion, any untrained weapon (by profession definition) could be enjoyed as an environmental weapon when equipped. Precedents are already in the game with conjured weapons from the elementalist or some hammer found here and there in the game world.

No problem here, and GW2 does not have the weapon customization feature of his ancestor, and that most importantly everybody gets his own private reward/loot table. On top of that, only armor suffer from potential damage upon use (see death penalty and incurred repair cost).

So weapons should be indeed free to use generically. Only in the main hand? Ambidextry is already difficult enough when you are trained, logically it should be deemed an expert-only figthing mode, but heh why not.


From a player's viewstand, lets take the Hall of Monuments rewards as a fitting example of something you would want to be able to use with any of your character(s). From a character's point of view, being able to shoot arrows from a shortbow but not a longbow (or the opposite) is kinda distressful, anti-heroic and immersion-breaking. While being bad at it far more suitable and... desired. o.O

For instance, a Warrior and a Necromancer using that hard-earned Seathunder Pistol would gain the same three basic skills, none of its inherent benefits (bonus to attributes, conditions for item set) yet the full use of their attack power, range. While that same weapon in the hand of a Thief would provide its full potential and the adequate set of skills. As a footnote, transmutation wouldn't change the disabled properties, since it is limited to same-class items (a sword with a sword).


The important thing is that the player should be totally be aware and informed that his/her character is at a disadvantage using such untrained weaponry : both with a status effect when equipped (near the armor icon), a warning message upon equip (and login) and in the hovering inventory tooltip (with clearly viewable disabled properties).


So... why should we bother? Same as why npcs voicely chatter in the game world : Immersion. ;)

On top of that, it may very well help define character's personalities and roleplay opportunities. A must-have I say, since it is not game-breaking in any way (not even trading, I would say psychologically the opposite) and the definite number of skillsets to add to the game is rather small (in total 15 main-hand weapons, 4 off-hand only, since no weapon is universal and it would stay likewise).

On top of those reasons and for the achievers around here (ahem, GW enthousiasts are not the kind, right? right?) it would allow them to get the account-wide gw2:Weapon Master (achievement)s without forcefully developping multiple characters (six minimum at the moment for every achievement of this line). Those achievements require to horde killing strikes with each weapon (off-hand included). -- User Leonim Sig.jpg Leonim [talk·contribs] 20:24, 10 April 2012 (UTC)