Feedback talk:User/Sou1Co11ector/Guild Wars 2 Weapon Skills

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To be honest, I agree. I mean, not to the extent that i wont buy the game if they dont change this, but i think i will get bored much quicker than if you get some choice in your weapon skills. But then again, there is the argument that you will have many different weapon sets to choose from (each with differnt skillsets), the fast that you can augment your skills through traits, and the massive amount of variable content (events, personal story etc) to keep you entertained. And if you start getting bored of one character because of this "cookie cutter build" thing then switch characters. Also, now that im thinking about it, i tend to play GW1 using one or 2 builds for the majority of the time, only changing if its nto working, and i think many people are the same. You find a build that you like and stick to it most of the time, this isnt going to be much different. The problem still remains though, that you dont get much choice within what you can bring weapon-wise. Which is a bigger problem if you want to use, for example, dual axes, but the axes you have arent nearly good enough for where you are and so have to use, say, a greatsword because its stats are just better. Anway, rant over. My point is that i see what you are having problems with, but untill i play it myself i cant decide either way wether its an awful system or wether it actually works. --Jimmer123 17:16, 2 September 2010 (UTC)

I have to agree too, just give more choices (customizable by the players) on weapon skills. Doing the same 5 skills, over and over and over would really become repetitive, if you have done it for 1000 times it would become unbearable (for me at least). Yeah, different weapon sets is very nice, but when I find weapons I like, I would play mostly with those, and now with the skill sets set for me, that would be a problem. Changing characters when you are bored because of this 'cookie cutter build' means that the system is flawed, because most people do have a MAIN character they want to enjoy most things on right? Other characters are to enjoy the game in a different way, but your favorite character / class will be the one people want to go back most. As for saying you stick to builds that you like, it is true, but after a while those can also become bothersome if repeated tooooo much, and you end up changing to your other builds. What you said builds that YOU like, meaning something you found / customized to your liking, which the new system does not allow to that extent anymore. Changing racial skills /etc does not prevent me from doing the same weapons skills over and over and over. --ChameleonDevil 09:48, 3 September 2010 (UTC)

I gotta say I agree as well. If the customizable part means that you're exactly the same as the guy next to you then....

Secondary professions are gone for a reason, the mechanics of the professions are so different they wouldn't be able to mesh together. Its just not possible. As for the weapons, yea, more skills would be a nice idea, but until we try out the skills for ourselves we don't know just how good they are yet, nor how well the utility skills, traits, attributes, and charms all change the build's perks. Id rather wait and see what they have first before I go about trying to opinionate on how they can fix it.--Neithan DiniemUser Talk:Neithan Diniem 19:16, 2 October 2010 (UTC)

I personally think people are freaking out over nothing when it comes to the 5 weapon slots. Starting with the fact that you have no idea how the system is even going to work out and what skills/attributes/traits will be available when the game is released, A-net's articles thus-far have shown that they are trying to allow the players nearly complete control over almost every single aspect of this game and how its played. From the personalized storyline, to the events, the loot/gear system, the dye system, the character creation options, karma, personality, 8 distinct professions, 5 completely diversified races, and yet people are willing to whine over the fact that 2 weapon sets only offer you a minimum of different 7 skills assuming you only switch your offhand item in combat? Switch your main hand you get 8, a full set switch/two-handed weapon allows at least 10 at any given time plus utility skills which are totally customizable. I'm pretty sure that even with my math skills that's more than a full skill bar in GW1. Still want to be different from other people? Diversify yourself in the rest of the game's aspects. Failing that, use a different weapon for the day or change your utility skills. If people cared as much about build diversity as you claim is necessary to reformat the entire system, 55 monks and -WAY builds for farming/general gaming wouldn't be so popular, would they? On the topic of Elite Skills, they already said elite skills would be "game-changers" and that they would be much more powerful and extravagant than they were in GW1. Also, the recharge times given are from the demo at PAX, they're probably NOT going to stay the same and even if they do, so what? Are you suggesting everyone to run around owning everything with faster recharge or you want to lose the power of the skill entirely and go back to GW1 where "Cleave" was an elite skill? To answer your final question, I'm afraid I'll be too busy PLAYING THE GAME to notice.-- Anonymous 02:08, 7 October 2010 (UTC)


Agreed about the elite skill. I mean if your stuck on a really hard boss then whats to stop your whole team waiting 10 minutes till their elites are realoaded. This technique takes the fun out of the game!

I doubt elite skills alone will kill any bosses that are otherwise impossible. Tbh, I think this suggestion is pretty stupid, you have a choice of anywhere between 20 and 60 skills with just your first five weapon/offhand skills, and it's being done for the purpose of balancing. The other five are completely open, and to be honest, it doesn't really make it easy for "noobs", or lower the skill requirement. With everyone having the same options, it will make guild wars more about skill. I personally like to make my own builds, so I was a bit upset with the idea of being limited, but then it's ultimately going to come down to how you play, and there won't be any BS 1-2-3 wiki builds. I'd imagine Anet will design those first 5 skills to require some timing, and intelligence.--Gerroh 07:15, 5 December 2010 (UTC)

I kind of agree, but we don't know what Anet is going to do, the 4 utility skills are fully free and about as plentiful as your choices in gw1 were, the elite as well, although the elite system indeed needs a tweak, and then you have 5 (for so far we now know) static weapon skills levelling up, set up to a gw-1 style classic STR-DEX-INT-LUK system and traits; plenty of customisation! On the other hand, we are wielding those skills for quite a long time, so a bit more variation is needed, but then look at gw1, hundreds of skills, but I doubt anyone ever used more than 40/class , of which ~70% offensive - 28 attack skills per class; you lose out on 18 but are sure it's balanced and perfected, fair enough - and we really don't know what Anet is going to do! The earliest moment we know for sure is when I, and countless with me, unbox,install and play the pre-order; even Beta is no guarantee.

Don't Panic![edit]

I personally liked the "buildwars" side of GW more than 1..2..3... spike! However, while at first this static skills system for gw 2 looks pretty bad, I'm starting to like it. Let's break down just exactly how much versatility your character has (skillwise anyways. I think the new attribute system for gw2 blows chunks) compared to gw1

gw1: 7 skills + 1 elite: Total 8 skills

gw2: 5 skills per weapon set (I'm guessing we'll carry four sets, so that's 20), + 5 chosen skills = 25 skills. That's right, you carry over 3 times as many skills with you Consider the premutations of your 5 chosen skills with those 20 other skills. It's phenomal compared to gw1!

There is only one aspect that gets thrown to the wayside, and that's "powerhouse" builds from the old gw1: that is, carefully chosen builds whose every skill synergizes perfectly with each other. E.g., old school MoR mesmers that used their elite to have spammable powerful spells with near infinite energy management. Or the old Rit Lord/ boon of ctreation spammers, or avatar of melandru with self-inflicting conditions. However, while finding these gimmicks are fun and steamrolling everyone in pvp for the first two weeks of every new gw release is satisfying, they are still gimmicks: The individual skills themselves and how you use them do not matter as much, and they remain effective solely from the build itself as it is overpowered. Result: it BECOMES the cookie cutter skillset almost instantly on pvxwiki and subsequently gets the nerfbat.

So in the long run, would I prefer being fluent in my massive 25 skillbar and how to use it with a decent amount of customization that doesn't become too overpowered, or would I prefer my much smaller skillset that is usually identical to everyone else's anyways with the exception of one skill that I find more comfortable to use than everyone else. Yes, I prefer gw2's system. Greep 19:11, 13 June 2011 (UTC)