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Old Jan 10, 2009, 11:43 AM // 11:43   #41
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You found a statement that you believe its strong but its not , i mean the "the only 1 handed weap that you can not upgrade" but thats pointless. I can find another pointless one for you .
-Now if the changes are made the caster would have a wand that can upgrade and a focus ( from fact or prop ) that can not upgrade .
See ? it almost make sense right ? .... but nah it doesnt . Proph and Fact are like that , if you change some it would be unfair to the rest so ofc ...

/Notsigned
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Old Jan 10, 2009, 11:49 AM // 11:49   #42
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Originally Posted by Tenebrae View Post
You found a statement that you believe its strong but its not , i mean the "the only 1 handed weap that you can not upgrade" but thats pointless. I can find another pointless one for you .
-Now if the changes are made the caster would have a wand that can upgrade and a focus ( from fact or prop ) that can not upgrade .
See ? it almost make sense right ? .... but nah it doesnt . Proph and Fact are like that , if you change some it would be unfair to the rest so ofc ...

/Notsigned
Hey, in the last posts i have already explained this topic.. As i will repeat again, the wand is a damage dealing weapon that still cannot be modded. It belong to the family of damage dealing weapons, and is the only weapon that still cannot be modded. Now again, if anybody wants to go into modding offhands and shields, feel free, but in a seperate thread please.

I simply stick to my argument that the wand is a damage dealing weapon, which should be able to be modded, thats all.
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Old Jan 10, 2009, 11:56 AM // 11:56   #43
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Originally Posted by Dograzor View Post
My line of reasoning is that the wand, is a damage dealing weapon, and therefore belongs to the family of moddable damage dealing weapons, who can all be modified.
A wand, despite having a damage range, has never been considered a martial weapon, and is unlikely to ever be treated as such. Even with inscriptions you will not be able to recreate certain martial weapon stats for a wand, for instance + 5 energy is not possible on a wand, while +15e -1e regen is not possible on a martial weapon. I understand your frustration, and it may be possible that ANET will introduce different requirements for inscribable wands which are currently impossible to come by in certain skins, however your Canthan wand will not be changable in the future in my honest opinion for the reasons I have previously given.

Last edited by Zamochit; Jan 10, 2009 at 12:02 PM // 12:02..
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Old Jan 10, 2009, 12:07 PM // 12:07   #44
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Originally Posted by Zamochit View Post
A wand, despite having a damage range, has never been considered a martial weapon, and is unlikely to ever be treated as such. Even with inscriptions you will not be able to recreate certain martial weapon stats for a wand, for instance + 5 energy is not possible on a wand, while +15e -1e regen is not possible on a martial weapon. I understand your frustration, and it may be possible that ANET will introduce different requirements for inscribable wands which are currently impossible to come by in certain skins, however your Canthan wand will not be changable in the future in my honest opinion for the reasons I have previously given.
Yes, i do see your point. It not really a big deal to me, but i would still see if this could be changed. =)
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Old Jan 10, 2009, 02:47 PM // 14:47   #45
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Guild Wars is not a game about spending ages to get an item. It's faster, and changes can be made quickly. That's seen in map travel, attribute changes, profession changes, skill bar changes, armor upgrades...

All changes and modifications in builds and most of the equipment can be done swiftly.

Keeping something working otherwise, like having to spend hours to train a pet you have trained before or not being able to upgrade an item it's plain senseless in this game.

Anyone saying otherwise just expect Guild Wars behaving like any of those time-consuming levelers.

Being them non-moddable was a mistake from the start, like when you had to use 'attribute refund points' to change your build after you increase one attribute. In that case, the system was changed for the current attribute allocation system. In the case of wands, with the addition of Nightfall, a new fully moddable equipment system was added.

As this is Guild Wars Original, and not other game. Keeping the old slow and time consuming system in two of the campaigns is as senseless as it would be to bring back the attribute refund system.
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Old Jan 11, 2009, 03:06 AM // 03:06   #46
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/unsigned. I'd like to actually have something worth money if I get a perfect low-req old school weapon.
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Old Jan 11, 2009, 05:03 AM // 05:03   #47
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I'd prefer just frickin making all tyrian and canthan drops inscribable now. Don't edit the old school stuff if you so desire, they'll retain their value, but make it so that drops in Prophecies and Factions don't auto-suck anymore.
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Old Jan 13, 2009, 07:30 AM // 07:30   #48
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I got a wand and I can't make it perrrfect, waaaah! I want all perfect!
... people are spoiled.

Adding too much moddability - a possibility to just make perfect items out of common cheap components was one of the worst changes that happened to GW PvE.

It's just totally wrong!
Having every single random drop to be as good as the best possible one makes the best ones as worthless as them!

With perfection so incredibly common and easy to get as it is now, and at the same time as worthless and unrewarding, the only thing that matters for many of us is... ORIGINALITY!

Despite this catastrophy I still love my Prophecies and Factions where I can get nice ORIGINAL weapons that aren't just 'a skin' and a pile of separate mods, which can be perfect but are still worthless.
Finding an ORIGINAL rare piece of equipment is a completely different and far better feeling than finding a bunch of crappy ones and making a perfect one out of them.


Now back to the OP's idea... Half-moddability?
It wouldn't be so bad if there wasn't already Full-moddability ingame, which ruined all the fun... but still it's wrong, I'll explain.

You are missing the part where moddability is something good and should be used for in the first place:

Moddability done right: Modding is used for adjusting the items to user's preferences, playstyles and to make them work with specific builds. Modding used for those modsifiers where are too many possibilities and combinations so finding one for your purpose would be close to impossible, but while still keeping some variable characterictics of an item that determine its quality [u]not changeable[/b].
Moddability done wrong: Modding used to turn any crap items into easy perfects. Modding to build up item's overall general quality. Having no or not enough unchangable variable items' characteristics differentiating their quality, causing way too many of random drops to be practically inherently perfect. Also known as the Nightfall update.

While the old pre-nf system is pretty poorly designed, the inscription system is far worse, an epic disaster.

I remember I myself suggested Half-moddability for Shields and Focus items long before Nightfall was announced.

WANDS with their selection of possible mods don't need any moddability at all!
And especially THIS suggestion with allowing just Wand Wrappings, and ALL wand wrappings do just one thing - they're the HSR mod, in 2 versions. It would be practically making every tyrian/canthan wand have guaranteed 20%HSR - ensuring perfection - exactly what moddability should NOT be about.

And it would be quite complicated to implement as there are many possibilities... just one example - what if you found a dual mod wand none of which is an HSR mod? Put a wrapping to make it a 3-mod wand or randomly remove one of those mods?

Overall bad bad idea, and...

//Not signed


I'd much rather see updates going another way - to add more cool ORIGINAL drops to the game and improve them.

And if something should be changed about noninscr. wands it's imho this:
(1)-Make new dropped ones have a much smaller chance for having off-attribute modifiers. It's now as high as 50% (based on my record of over 200 identified wands/foci/staffs), and off-attribute almost guarantees useless.
-Add new ones with requirements for attributes they miss (like Healing or Protection) to Prophecies/Factions droptables, so no professions/attributes are disadvantaged.
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Old Jan 13, 2009, 10:38 AM // 10:38   #49
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Originally Posted by Yawgmoth View Post
I got a wand and I can't make it perrrfect, waaaah! I want all perfect!
... people are spoiled.

Adding too much moddability - a possibility to just make perfect items out of common cheap components was one of the worst changes that happened to GW PvE.

It's just totally wrong!
Having every single random drop to be as good as the best possible one makes the best ones as worthless as them!

With perfection so incredibly common and easy to get as it is now, and at the same time as worthless and unrewarding, the only thing that matters for many of us is... ORIGINALITY!

Despite this catastrophy I still love my Prophecies and Factions where I can get nice ORIGINAL weapons that aren't just 'a skin' and a pile of separate mods, which can be perfect but are still worthless.
Finding an ORIGINAL rare piece of equipment is a completely different and far better feeling than finding a bunch of crappy ones and making a perfect one out of them.
Amen to this, let us keep something from the original GWs
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Old Jan 13, 2009, 05:41 PM // 17:41   #50
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Sorry but no.

Quality of a wand it's determined by requirement and name color, like with all weapons.

Prophecies and Factions wands just keep dropping useless most of the time. Who cares if ONE comes fine out of ten thousands, if you can't mod it later nor sell it because the trading system sucks?
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