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Old Sep 18, 2006, 12:15 PM // 12:15   #1
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Default Weapons with DII style mods

No im not talking about a sword with 12000-40000 dmg more like:

Sword 15-22 dmg
+15^50%
+30hp

THEN

Holy Strike 1% chance
Fireball 1% chance
Animate Bone Horror 1% chance


Get it? Just little silly things to make the boring "rare" weapons actually rare.

Anyone can get a collector sword with the same mods as a rare weapon, just because the skin and text is different isnt enough for me.

If you feel this way please have your say.
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Old Sep 18, 2006, 12:22 PM // 12:22   #2
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Animate Bone Horror 1% chance

Muwahahaha

I like this one....

Still the idea is sound (and im sure its been suggested before somewhere round here), could use some tweaking, a +% chance should be a trade off for that 15^50 mod
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Old Sep 18, 2006, 12:54 PM // 12:54   #3
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oh yeah I remember those mods, the ones that have a certain percentage to activate some random skill on the hit, those were cool :P
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Old Sep 18, 2006, 12:59 PM // 12:59   #4
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Blade Of The Oracle:

max dmg req 12 though

5% chance to cast inferno while attacking
+7 armour (vs elemental)
and fire dmg


what do you people think??
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Old Sep 18, 2006, 01:01 PM // 13:01   #5
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actually it would be better if they replaced the 11-22 damage property of the weapon with this idea instead and then add in the req that way, by doing this, caster weapons wont be as useless as they are. Of course, they wont do any damage while attacking...
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Old Sep 18, 2006, 01:01 PM // 13:01   #6
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Yeah, and the ones that allowed you to use skills from other classes at will.

Being a Barbarian and suddenly turning into a werewolf was awesome...

Anyway, I really like the idea, but how about cast times and energy costs? Would you just seize what you were doing to start casting Rebirth? It has a huge cast time and I don't feel like spending all my energy on something useless.

Other than that, I'm all for it. I'm sick and tired of Guild Wars being so restricted when it comes to weapon mods... Either you're Zealous, Vampiric or Furious (as a warrior)... There's no real alternative.

I like unique things... UNIQUE. You could even add them to green items to make them more unique.

EDIT: 5% chance of Inferno? That's a pretty large chance I'd say if you're an assassin or something... And what level would Inferno be anyway?

/Signet of Signing
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Old Sep 18, 2006, 01:01 PM // 13:01   #7
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I think this will make anything with more then one attack (barrage, hundred blades, scythe attacks etc.) very powerful even if it's only a 1% chance.
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Old Sep 18, 2006, 01:11 PM // 13:11   #8
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inferno would be a random level lets say 5-12 so just cross your fingers and pray lol
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Old Sep 18, 2006, 02:16 PM // 14:16   #9
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I don't actually think it'll be that big of a problem with anything but the scythe attacks (because the chance to trigger will be tripled) but then let's say they have a chance to trigger on attack, not on hit. That way scythes wouldn't give any advantage.
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Old Sep 18, 2006, 03:13 PM // 15:13   #10
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lash/scheafer effect for me

10% to cast static field ^^ (-25%hp when it)

/signed .. it d bring back "rare" stuff
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Old Sep 18, 2006, 06:53 PM // 18:53   #11
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Quote:
Originally Posted by Terra Xin
oh yeah I remember those mods, the ones that have a certain percentage to activate some random skill on the hit, those were cool :P
Ahhhhh good old Jamella... "Animate Cow king 120%"

They are Adding one more Attribute in addition to Inherit, prefix, Sufix" For NF.
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Old Sep 18, 2006, 06:58 PM // 18:58   #12
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I just want to see mre mods...

well.. some spell/skills might not fit, but I think the overall idea is interesting.

also want to see Dragonsword that does 5% chance of cuase 1 second Burning.... etc
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Old Sep 18, 2006, 10:19 PM // 22:19   #13
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Quote:
They are Adding one more Attribute in addition to Inherit, prefix, Sufix" For NF.
If you read all the info closely it turns out they aren't adding anything. The inscription, (the name for this "new" item,) is just a salvageable inherent mod. And with the extras coming to NF you can salvage weapon mods without having to destroy the weapon and you can choose what mod you get. Pretty 1337 IMO
(The above is true if certain internet sources are to be believed of course.)
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Old Sep 19, 2006, 02:59 AM // 02:59   #14
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/notsigned

If I wanted to play a D2-style game, I'd just play D2.

D2 has an inherent flaw that doesn't work with the philosophy of GW design: items matter more than skill. You would much, *much* rather be a crappy player with ubar 1337 gear than a 1337sauce player with noob gear. Furthermore, those items introduce imbalance in PvP. GW PvP has always been advertised as a (roughly) level playing field. The same items are available to everyone, and you don't have to be lucky, or farm Mephisto/Baal/Pindle/etc. for XXXX hours to collect the gear for PvP.

If you'd rather play in an environment where items imbalance the game, then GW is probably not the game for you.
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Old Sep 19, 2006, 03:37 AM // 03:37   #15
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I still play D2 from time to time and it's still great despite the outdated graphics - but those sort of items really have no place in GW.
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Old Sep 19, 2006, 06:49 AM // 06:49   #16
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totally out of place?

So that means the numbers/stats/effect could never be adjusted to fit within the balance of the game?

Personally, one of the disapointment of Faction (for me atleast) is not really seeing much new weapon mods or runes.
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Old Sep 19, 2006, 06:59 AM // 06:59   #17
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I have always underst0ood why the weapon system works like it does, for PvP. So no one person can have that uber leet weapon and run arpund pwning, unchallenged. I have however wondered on many occasions why they haven't implemented a more detailed weapon/loot system for PvE. I think it would be a great idea to add d2 style loot for PvE. Leave the opther weapons for PvP, where they make perfect sense! Then your PvE characters could have their pwn PvE weapons, and when they went to PvP, it would be back to the base mods. It would increase the replayability ten fold, which is pretty incredible considering this is basically an MMO and the replay value is already unlimited. Do it Anet, DO IT!
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Old Sep 19, 2006, 09:04 AM // 09:04   #18
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Quote:
Originally Posted by Rera
Furthermore, those items introduce imbalance in PvP. GW PvP has always been advertised as a (roughly) level playing field.
How can a 1% chance of a ____ skill do anymore dmg than, say, the extra dmg from a critical hit?
It purely a psychological "extra" to make a rare weapon rare... im not asking for 140000-55560000 million dmg weapons to pwn your 6-28 axe...
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Old Sep 19, 2006, 06:15 PM // 18:15   #19
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signed. i love the idea!
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Old Sep 19, 2006, 07:18 PM // 19:18   #20
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Quote:
Originally Posted by actionjack
totally out of place?

So that means the numbers/stats/effect could never be adjusted to fit within the balance of the game?

Personally, one of the disapointment of Faction (for me atleast) is not really seeing much new weapon mods or runes.
The spirit in GW is that it's not about the items - that's pretty much the opposite of the D2 approach so yes, out of place in GW.

If you think items are super important you're better off playing something like WoW.
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