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Old Jan 05, 2008, 07:12 PM // 19:12   #1
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Default Different customizations for weapons

Well, when you customize a weapon it receives a mod 20% damage mod, which is unconditional aside from the fact that only you can use it.

Well, my monk or my elementalist might not need that extra 20% damage, but something else?

Arenanet, I suggest you put in different kinds of customization such as +5 Energy, Enchantments last 10% Longer (stacking), Hexes last 5-10% Longer, Damage 10-20% In stance, etc etc.

P.S. From my perspective this doesn't look like it'll unbalance things, for two years we've gone with swords/axes/hammers/etc that can possibly do 35% more damage (or in PvE, 55% more with the right suffix mod).
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Old Jan 05, 2008, 08:34 PM // 20:34   #2
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Well I do like your idea and I'll /sign it, but I don't see it happening because we have inscriptions, upgrades, etc. that do this. But I still would like to see it happen.
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Old Jan 05, 2008, 09:26 PM // 21:26   #3
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I'd love for that to happen. There's more caster classes than there are meele classes(+ranger) yet we get nothin that helps us out.

/sign
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Old Jan 06, 2008, 12:17 AM // 00:17   #4
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/Signed

It would be nice to choose what mod you got, and it would actually make it so you could 'customize' your weapon.
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Old Jan 06, 2008, 01:39 AM // 01:39   #5
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/signed

However cant see this coming to gw1.
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Old Jan 06, 2008, 07:47 PM // 19:47   #6
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Yeah, since PvP items come customized and some bonus items come also, they are a little 'deprecated' compared to weapons that gain bonuses, and caster bonuses are simply... wel...

You don't get the +20% in spells, and most of the time a caster is... well... casting.
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Old Jan 06, 2008, 07:49 PM // 19:49   #7
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I'd like a range/accuracy/arrow speed customization option for Rangers. Yeah sure it benefits from physical, but having more accurate Broad Head Arrows and such would be pretty neat.
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Old Jan 06, 2008, 08:07 PM // 20:07   #8
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This would be interesting/useful.

I'll sign it.
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Old Jan 06, 2008, 11:46 PM // 23:46   #9
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Make casters overpowered? Sounds great!

/notsigned

The only thing I can see that is credible in this thread, is the Hex Duration. There should be an Inscription that lengthens Hex Duration.
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Old Jan 07, 2008, 12:44 PM // 12:44   #10
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Quote:
Originally Posted by Kanyatta
Make casters overpowered? Sounds great!

/notsigned

The only thing I can see that is credible in this thread, is the Hex Duration. There should be an Inscription that lengthens Hex Duration.
It's for comments like that that I included the P.S. section in my first post.
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Old Jan 07, 2008, 12:59 PM // 12:59   #11
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Quote:
Originally Posted by jon0592
It's for comments like that that I included the P.S. section in my first post.
Your little P.S. note says nothing about casters, only warriors. It would cause imbalance no matter what you say, so there is really no point in denying it.

Also,

Quote:
Damage 10-20% In stance
Are you thinking through this or just throwing crap out there? Why would anyone choose Damage 10-20% In stance over Damage +20% unconditional?

/notsigned
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Old Jan 07, 2008, 02:21 PM // 14:21   #12
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/signed

But definately more thoughts on what customizations may be variable for characters such as monk and elementalists.
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Old Jan 07, 2008, 02:51 PM // 14:51   #13
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idea is being posted every month ..

Weapons are balanced around customisation.
And 20% extra damage on spirit wanding is good =)

/notsigned
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Old Jan 07, 2008, 06:07 PM // 18:07   #14
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I don't customize wands and staffs. Very little need for it if I'm busy casting. I would customize for more energy, health, armor, longer enchants, etc.

But I'm not holding my breath waiting for this to happen
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Old Jan 07, 2008, 09:46 PM // 21:46   #15
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Quote:
Originally Posted by quickmonty
I don't customize wands and staffs. Very little need for it if I'm busy casting. I would customize for more energy, health, armor, longer enchants, etc.

But I'm not holding my breath waiting for this to happen
Lol, that's what I'm talking about. Casters don't need that 20% because the damage comes from other sources (say SPELLS?!).


Yes, my P.S. has nothing to do with casters because lets see...oh, the only customization benefits MELEE.


And I agree that Damage +10-20% Stance was random. I thought it out a bit more and thought:

Ranger: A possible mod could be to make arrows more accurate, faster, longer range, etc

Paragon: Shouts / Echos / Chants / (I don't know the others) Last longer

Ritualist: Summoned Spirits have more HP (?)

Mesmer / Necromancer (Since they mostly benefit from hexes): Longer hex duration

Monk: Kind of like an extra DF effect

Elementalist: Stuck on this one

So that's 7/10 whereas the other 3 are W, D, and A.
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Old Jan 08, 2008, 01:45 AM // 01:45   #16
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Quote:
Originally Posted by jon0592
I thought it out a bit more and thought:
Let me finish your sentence here. "I thought it out a bit more and thought: Why not rename PvP IMBA-Fest?!"


Rangers: Increase their Arrow Range, and a Flatbow could take out the Bodyguard without hardly aggroing Knights.

Paragons: I don't think anyone wants to see "Incoming!" back.

Ritualists: Isn't this the same as Spawning Power?

Monk: Make it useless to try to pressure out a Monk because they're defense is buffed? The reason Monks are softies is because they have Heals/Prots. If you give them unconditional Armor or protting, you're basically giving them use of 9 skills.
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Old Jan 08, 2008, 03:07 AM // 03:07   #17
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Quote:
Originally Posted by jon0592
Lol, that's what I'm talking about. Casters don't need that 20% because the damage comes from other sources (say SPELLS?!).


Yes, my P.S. has nothing to do with casters because lets see...oh, the only customization benefits MELEE.
I totally agree with you that non-melee professions have been neglected in this small area of gameplay. I mean, even though I have my monk's weapon customised (just to make it feel like mine), I really don't see any other benefits from the process - in the long run, I spend more time healing/prot then sending out little shoots of <20 dmg on monsters.

Same to my necro, ritualist and paragon - what's the point of customising when you are not required to do damage with your weapons?!

The multi-million dollar question is: how should it be changed so that it benefits the non-melee class whilst keeping the balance on all level of gameplay.

I have not played all the profession available, but speaking for myself, I thought a customisation of an increase of 20% radius for skill/spell/chants/echo/etc. effect or activation may be worth considering.

Just my honest opinion.
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Old Jan 08, 2008, 03:11 AM // 03:11   #18
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Quote:
Originally Posted by Cloud_Deven
I'd love for that to happen. There's more caster classes than there are meele classes(+ranger) yet we get nothin that helps us out.
Oh, so being able to do your job from an aggro bubble away or more is entirely useless?

Thanks for the info!
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Old Jan 08, 2008, 03:15 AM // 03:15   #19
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What an interesting idea! Cant believe i never thought of this...

Maybe I can add on to it a little.... Say when you customize, you can choose the type of customization you want. You could add the +20% dmg, or choose +10% enchanting, or +5 energy.

/signed
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Old Jan 08, 2008, 05:25 AM // 05:25   #20
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Quote:
Originally Posted by Faer
Oh, so being able to do your job from an aggro bubble away or more is entirely useless?

Thanks for the info!
I do not think the customisation of weapons are meant to compensate characters/professions dealing melee attacks or having to be within the agroro bubble range, especially when melee class's armors/defence are generally higher.

The customisation of weapons of 20% extra damage given on wands/rods/staves is somewhat useless and the character does not benefit from it as much as those who uses melee weapons.
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