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Old Feb 15, 2006, 01:18 AM // 01:18   #1
Ascalonian Squire
 
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Default Weapons in Factions..

I know there are going to be many more weapons in GW:Factions, what i am wondering is if they will change damage modifiers/Max Damages, and even weapon modifiers (like sundering).

I just picked up a Perfect Mursaat Hornbow yesterday and i am thinking whether i should sell it now, or just hold onto it, hoping that it will still maintain its current value.

Any thoughts?
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Old Feb 15, 2006, 02:07 AM // 02:07   #2
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Max increase = no
New mods = Yes
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Old Feb 15, 2006, 05:20 AM // 05:20   #3
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I think some mods need some update too.
New mod is defintely welcome.
New weapons = awesome.
Twisting the max/min dmg (for example: 20-24 bow) would be interesting.
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Old Feb 15, 2006, 06:00 AM // 06:00   #4
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New mods, I'd bet ten bucks we'll get. New +damage modifiers (such as +x% damage while suffering from a Condition), I'd also bet on. Damage increases, I'd bet ten bucks will never happen. All the numbers in Guild Wars, from HP and Energy down to the numbers on Vampiric weapons, are designed to achieve an extremely delicate balance - if you'll note, Vampiric weapons are designed to achieve roughly equivalent HP trade at maximum levels between steady attacking and the degen. Vampiric Swords, which get one 3-HP-stealing attack every 1.33 seconds, gain you a lose of 2HP a second. Basically equivalent exchange, which makes Vampiric weapons essentially damage boosters as opposed to healing items. So even adding a point or two to Vampiric values could have a drastic effect on gameplay balance (allows for actual energy-less, cost-less self-healing while simultaneously improving damage dealt to enemies, rendering Vampiric mods hideously expensive and most other mods comparatively useless).

Given that sort of nitpicking level of balance, no, I don't think we'll see damage shifts. We will see new mods though. Count on it :P
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Old Feb 15, 2006, 06:02 AM // 06:02   #5
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There are many ways they could change the max damages without upsetting balance. 16-21 sword, 17-20 sword, 18-19 sword. All of these would deal the same average damage, and actually have a lower critical hit. These variations would be worse, but provide an alternative to what is now normal.
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Old Feb 15, 2006, 06:58 AM // 06:58   #6
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I doubt stats will be changed, but new weapons, definately

http://www.guildwars.com/events/cont...st-winners.php
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Old Feb 15, 2006, 07:06 AM // 07:06   #7
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Maybe low damage faster attack varations of swords, hammers, axes?
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Old Feb 15, 2006, 07:26 AM // 07:26   #8
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Quote:
Originally Posted by Eclair
Maybe low damage faster attack varations of swords, hammers, axes?
No to faster melee weapon. Maybe hammer, but not sword/axe/dagger. I don't know how many skills out there that can take this out of balance with the current game mechanic.
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Old Feb 15, 2006, 08:43 AM // 08:43   #9
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Low-damage, fast-attacking versions of classic melee weapons would throw one monster-sized wrench in the works. Stuff like Illusionary Weaponry, Vampiric mods, Order spells, even Conjures, anything that works for a set duration would become vastly more powerful. Not to mention the Adrenaline concerns. Adrenalin buildup rate is another of the carefully monitored factors Anet uses when balancing skills; having the option available of increasing that buildup rate without paying for it via skill useage would throw things out of whack.

It's a nice concept, having differently-performing versions of melee weapons like they have with bows, but it's really much harder to execute without a Range or Flight Time statistic to play with. Melee weapons have Attack Rate and Damage, with very few permuations thereof. Kinda sucks, but that's the way I believe it has to be.
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Old Feb 16, 2006, 07:17 AM // 07:17   #10
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Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.
if it still gets to be a problem they can always tweak the attack speed on them.
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Old Feb 16, 2006, 08:08 PM // 20:08   #11
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Quote:
Originally Posted by KingBlue
Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.

You know, I can see 2 handed swords & axes in GW: Factions not being a problem. They(the swords & axes) can have the same dmg as the hammer( max dmg 35). It's just that players will be giving up some armor protection, that they would get from a shield. Just as when a player uses a hammer.

Last edited by Dragonblood; Feb 16, 2006 at 08:11 PM // 20:11..
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Old Feb 17, 2006, 08:00 AM // 08:00   #12
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Quote:
Originally Posted by KingBlue
Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.
No no no. You'd never see a one-handed weapon in PVP again. (Except in random arena, wielded by w/mos with mending and gladiator's defense.)

I may be excessively vehement about this, but this was one thing about World of Warcraft that really annoyed me before I left for GW...
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Old Feb 17, 2006, 01:14 PM // 13:14   #13
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Natalie ocf you would still se one handed weapons in pvp and gvg, shilds offers alot of protection and some extra good mods.
With 2 handed weapon one is giving up some perks and protection for more dmg, its a win lose ideal thing, so it will balance it self out very nicely.
it would also give the players more freedom of choice even, if the worst thing happens, that 2 handed does indeed get over powerd there is always a speed tweak for Anet to use, make the 2 handed swords abit slower.

And also you cant compare the weapons in GW vs WoW or any other game from the same 'genre', the game concept is way to much far apart for one to do that.
When i do compare GW to other games i pick DoA (dead or alive), GW is a rock,paper and siccors game, just like DoA.
all you need to figure out is what the enemy is going to use.
you know sometimes i tell my friends that one could play GW as a text based game even
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Old Feb 17, 2006, 01:42 PM // 13:42   #14
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You have already got Enchanting mods ect (max 20% longer). What I would like to see is a Tactics Pommel/Grip ect. that gives 20% longer stances.
Also a disrupting Hilt/haft ect. that grants a small chance to interrupt (max 5% chance on hit maybe).
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Old Feb 18, 2006, 01:19 AM // 01:19   #15
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Let's say axe got attack speed and damage of the hammer with slashing damage and axe skills... who the hell would want to use 1 handed axe? Hammer already do more DPS than axe by just auto-attack, now you give it axe skills.

I certainly would not use 1 handed weapon ever again if that's the case. It is not like hammer warrior get slaughter in PvP, they are pretty much just as tough as any shield wielder in terms of defense.

Maybe if they create a new line of skills that can only be use with 2 handed and properly balancing those skills. We won't be seeing that any time soon.
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Old Feb 18, 2006, 02:57 AM // 02:57   #16
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2 handed sword + hundred blades would hit for well over a hundred...without buffs.

There are ways 2 handed swords could be implemented...but it would more likely be a new line, perhaps even on a new class.
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Old Feb 18, 2006, 04:05 AM // 04:05   #17
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I do hope they dont change the dmg...then those of us with perfect weapons will have to spend another couple 100 g's to get them up to date.
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Old Feb 18, 2006, 07:20 AM // 07:20   #18
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I wonder if they will increase the dmg dealt from weapons (clean ones)....


Cause I dont want to run through countless hordes of 24's again


EDIT: That didnt come out the way I intended...
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Old Feb 18, 2006, 07:51 AM // 07:51   #19
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I'd love to see something like a Highlander class based on two-handed swords. Would be interesting to see how they would do that. Though, I'd want my spear-user class first! XD.
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Old Feb 18, 2006, 07:56 AM // 07:56   #20
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I like that idea.

Would like to see Dual Handed swords, like giving up on defence to gain more dmg.
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