Feedback talk:User/Knighthonor/No Weapon Specific Skills for Melee Classes

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Sounds like a WoW clone to me...--Neil2250 , Render Lord User Neil2250 sig icon5.jpg 10:04, 11 March 2010 (UTC)

I can't seem to find where it says that spells will be linked to specific weapon types. They seem to have avoided such an idea quite easily in GW, and I don't know why they would bother to introduce it in GW2. Toss me a link showing otherwise, though! G R E E N E R 10:32, 11 March 2010 (UTC)
we dont know if there will be or not, since we dont know the mechanics--Knighthonor 10:46, 11 March 2010 (UTC)
I totally understand where you're coming from, but what if something requires, say, a hammer, and your character is wielding (for sake of example) a tiny dagger? They are HARDLY the same thing, so it would be a little unusual to have them lead to the exact same outcome. That's why these are often weapon-specific. But, granted GW has done well with this issue, and I trust they'll resolve it for GW2. :D --GreatWallStr 12:43, 11 March 2010 (UTC)
Thats why I said in the restrictions I suggested. 2hander weapon needed, and 1hander weapon needed. Well in this case I believe Daggers are concidered 2hander in GW1, so in this case it would be Greatweapons and short weapons (melee that is)--Knighthonor 13:08, 11 March 2010 (UTC)
I see nothing wrong with the system as it is now people are playing warriors and liking it just fine, if they want to change their weapons it's not hard to do so. It would be weird to see a assassin using Hammer bash simply because they are both 2 handed. Roflmaomgz 14:01, 18 March 2010 (UTC)
Rather than limiting skills to specific weapons or one-hand vs two-hand it would make more sense to restrict skills to the way a weapon is wielded, how it is intended to inflict harm. Certain swords are design for thrust attacks (with sharp ends) while others are designed for slicing (with sharp edges) and some are designed for chopping (with a single sharp edge, like an axe or katana). Likewise hammers and great swords typically rely on weight and momentum to inflict harm rather than sharp bits. Maces and flails are designed to turn heavy armor into a disadvantage by smashing them into pointy metal cans (with all the points on the inside).

Laric McLeod 04:57, 30 April 2010 (UTC)

If you guys havent noticed even by looking at GW1, Sword: Standard Damage---Axe:Quick adrenaline builing---Hammer:Knockdown Heavy Eclipse143 03:59, 13 August 2010 (UTC)