May 10, 2007, 09:28 PM // 21:28
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#41
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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/signed
Clever.
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May 11, 2007, 02:33 AM // 02:33
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#42
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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/singed
sounds like fun.
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May 11, 2007, 02:37 AM // 02:37
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#43
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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/signed
as long as they are not sellable, cannont be used in pvp and the inscriptions have to be unlocked or something, because every noob who happens to get on good teams and beats GWEN will be getting max weapons with the best stats they dont deserve.
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May 11, 2007, 03:16 AM // 03:16
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#44
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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/signed as long as;- the weapon is customized upon creation
- the weapon can only be made once per character
- the name must feature a part of your character's name (ex. The Curse)
- the mods make sense (no shields with req 9 prot)
With those in mind, the weapons would have no effect of PvP, and very little effect on the price of other weapons.
Skin is problematic. Sure it would be cool to be able to pick any skin you want, but think how hard it would be to program. There are over 10 different skins for each weapon type in each campaign.
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May 11, 2007, 04:32 AM // 04:32
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#45
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Academy Page
Join Date: Mar 2007
Guild: The Space Rangers
Profession: W/
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/signed
although it sounds stupid , but it will be fun to have weapons with our names on
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May 11, 2007, 04:47 AM // 04:47
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#46
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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/signed as long as:
*auto-customized
*one per character
*only possible mods( no 9 Air magic swords, or 9 prot. shields)
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May 11, 2007, 09:01 AM // 09:01
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#47
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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Quote:
Originally Posted by Selket
Energy hasn't been important since the buff to Glyph, AI and Ether Signet.
You also realize that, you know, you can switch weapons, right? Since, you know, energy doesn't do anything for you until you actually spend it whereas additional armor always has a positive effect.
If you can't grasp why armor is better than energy, maybe you should learn the game before you whine about needless additions.
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You do realize thats like saying Armour is no good unless you actually get hit
Quote:
Originally Posted by ShadowsRequiem
ummm I dont think you can understand how good that would be...
Have you noticed how much req 7 tactics shields go for? the reason is because they used them on monks to the get full +16 benefit instead of just 8 defense.
Theres also something called a negative energy set where it is common the monk will use a -5e weapon and a +30/-5 shield which nets you around 25energy.
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Quote:
Originally Posted by Crazyvietguy
@ Sophitia - Lemme ask you, would a shield providing +16AL with a 15/-1 Mod and -5(20%) seem a TID bit overpowered? Cause i defiently think so.
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Energy is very important, thats why people have multiple sets of items for different energy levels. The reason people use Glyph etc. it because energy IS important. You can get Offhand Items with -5(20%) chance already for monks would allowing the ability to wield a shield really make much difference, nope an Extra 16AL really isnt going to make much difference.
A shield providing +16AL with a 15/-1 Mod and -5(20%) wouldnt be overpowered it would be a good defensive item at the cost of energy regen and any Casting bonus's. However i could see a Req Earth +16AL,-5(20%), +1 Earth magic (20%) being overpowered and used for mass farming.
A Req Lightning sword would be able to do the 11-22 damage and it wouldn't be overpowered since without swordsmanship it would have a low critical rate However I could see a Req. Critical Axe wielding assassin being overpowered and so perhaps ill concede that the items would have to be linked, eg. Melee weapons and sheilds req their original requirements, but Caster items should be allowed more leeway. Eg. Making a Req Soul Reaping Staff with Death and Blood Magic mods since this is already in game in normal weapons.
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May 11, 2007, 09:28 AM // 09:28
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#48
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Quote:
Originally Posted by Sophitia Leafblade
How is a r9 prot Shield overpowered? it would add a max of 16 AL onto a monk at the great expense of energy, its no more overpowered than a Henge of Denravi sword.
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People who run shields obviously show that they value armour over energy and it isn't that big of an expense when you have skills such as glyph. Also most people run +10 vs. X on their sheild, not -5 (20%) because that mod is garbage.
And it is much more overpowered than a HoD sword, because a HoD sword isn't overpowered at all.
Would be interesting (someone had a thread similar to this, except it was balanced and the items were somewhat fair), except this universal req crap, that's just stupid.
/notsigned
Last edited by ZenRgy; May 11, 2007 at 09:39 AM // 09:39..
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May 11, 2007, 01:02 PM // 13:02
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#49
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Krytan Explorer
Join Date: Mar 2007
Profession: N/Me
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Expertise Sword, Deathmagic Sword? Protection Prayers Shield? Stupid.
Req 9 should be standard along with the existing item-mechanics so you ensure the balance of crafted items. No matter if they are limited to PvE only. This just proves again how so many PvErs don't care for balance at all. Give them a "red weapon" with 10 000 fixed damage and + 6000 Health and they'll sell their mother.
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May 11, 2007, 01:22 PM // 13:22
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#50
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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I think the best way to implement it is to have an NPC that names any non green weapon while customising it. Then place the NPC at the end of the game.
Then no balance issues, you still need to find the weapon yourself and monks could have real pimp cups .
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May 11, 2007, 01:33 PM // 13:33
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#51
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Frost Gate Guardian
Join Date: Apr 2006
Location: NYC,NY
Guild: Gods Special Forces (GSF)
Profession: R/E
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/signed
I like that idea.....
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May 11, 2007, 03:47 PM // 15:47
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#52
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Wilds Pathfinder
Join Date: Jan 2007
Location: Alberta
Guild: Charter Vanguard [CV]
Profession: Mo/
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/signed, but with limits.
-Choice of req9 normal attribute, or req0 with peppermint/wintergreen damage/defense/energy levels. No martial items with caster requirements or vice versa. I would love a protection prayers shield, but I can see how it would be unbalanced.
-Item name consists of two parts: *(part of) character name*'s *item*. Thus, Sister Saxifrage can wield "Sax's Spear", but not "Your Doodz", or "My Godly Dwarven Axe of Pwning". If someone is dedicated enough to play Ur Moms A Noob all the way to the weapon crafter, they deserve their joke item - all other clowns will be hooped. Sadly, "The Widowmaker" and so forth will never exist, but that's the price you pay to share a game with other people.
-Item name does not include skin name. All swords will be "____'s Sword" and so on. But, you can have ANY SKIN AT ALL. Thus, repeatedly pinging your weapons tab does nothing, but if people join your party and go outside you can show them your new pride and joy. To get a fellblade or whatever named as such, you will still have to visit an entrepreneur.
-Limit of one and customized on creation, no token involved. New code will have to be made for off-hand items.
I really like this idea; I hope it gets implemented.
Last edited by creelie; May 11, 2007 at 03:50 PM // 15:50..
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May 11, 2007, 07:37 PM // 19:37
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#53
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Ascalonian Squire
Join Date: Jul 2006
Guild: Everlasting Sacred Path
Profession: N/
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/signed
Quote:
Originally Posted by Curse You
/signed as long as; - the weapon is customized upon creation
- the weapon can only be made once per character
- the name must feature a part of your character's name (ex. The Curse)
- the mods make sense (no shields with req 9 prot)
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I agree with these points, except with the "only one per character." Many players use a weapon/offhand combo and I'll bet a fair number of us use more than one attribute. Why should Eles only be allowed one staff when they can master 4 elements?
Having a weaponcrafter at the end of the game is the logical option. Much like the current end game crafters, there should be a gold amount as well as materials. This will give you a weapon/offhand that has the basic stats (req 9 Swordsmanship 15-22 damage for a sword, or req9 Divine Favor +20% skill recharge energy +10 11-22 damage for a Monk staff) which you can mod/inscribe to your heart's content. The difference here is that you can give your weapon a name (more on that later) and it is automatically customized for you. You're buying the skin and the name, not the mods/inscriptions. Unlike greens, I think they should be modable and inscribable. I would hate to spend 50-60k on a +15 w/enchanted bow with x and y mods only to later change my build and not use enchantments.
I think all skins should be available, but rarer ones would require rarer materials and cost more (just like 15k armor looks better, but costs more). This way everyone can customize a weapon and everyone can have a rare skin, but if you don't care about the skin, you don't have to spend lots of money. Having a token for beating the game (a tradeable item that can be sold) is a bad idea, as it only raises the price and hurts the market. Straightforward Gold + Materials requirement, just like end game armor, would be balanced for everyone. Don't want a customized weapon? You don't have to fork over the gold for one, there are plenty of collectors, crafters, chests and drops out there.
As far as the name is concerned, I would rather have the option of naming it anything I would like. I understand that this means an increase in the number of "Noobslayer" swords and people wielding "Your Mom's Axe," (or a funny one that came to mind: "Kiss My Axe"), but I think it would be a shame to punish the creativity of the players. I don't care for characters with ridiculous names any more than the next annoyed gamer, but it isn't exactly something I can change (other than avoiding joining a group with them). I think a possible restriction on the names of weapons would be beneficial, as well as a standard filter. No 2 players can have the same name, why not make the same, or a similar restriction, for weapons? This way the person who gets to name his/her sword "Noobslayer" is truly the only one with that sword. *soapbox* I think famous weapon names such as Excalibur, Masamune, and Hrunting, should not be allowed as weapon names. Weapons from literature should be out, but weapons from other games would be fine (like weapon names from Chrono Trigger or the Final Fantasy games, for example). *off soapbox*
Also, I believe this weapon would be fine in PvE or PvP. Why block it from PvP when they can make their own weapons anyway? If they want the prestige of a personalized weapon, they can play through PvE and get one. Those of us in PvE don't have the benefit of opening up a window and making a req 9 15^50 20/20 +30 axe at a whim. We have to go out and acquire those mods (often for lots of money) and make the weapons ourselves.
This would make a great addition to GW:EN, considering the Hall of Monuments. What better way to pass along your favorite staff than to craft an epic weapon and place it in the Halls for your future character? The addition of an epic quest in GW2 would be a great way to do the same in that game for your GW2 character.
There's my 2 cents.
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May 11, 2007, 09:48 PM // 21:48
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#54
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Forge Runner
Join Date: Nov 2006
Location: Arizona, USA
Guild: [OOP] Order of the Phoenix I
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Definately /signed
This is something I have nearly suggested a few times on these forums, but I thought somebody already had
Though I have a few idea's;
Why should they be Green? Why not make a new set with a unique color (Red weapons anyone?)
When you customize a weapon at the weapons crafter, make it so that it becomes your weapon, and then perhaps the endgame crafter can actually allow you to change the name or offer other improvements.
For example, My dervish, Countess Reapera, has a scythe I have been working on since I first started her. I bought a max damage req. 10 Elegant scythe from a fellow player after a few days of shopping around on guru, gwiki, and Kamadan becuase the design, I thought, looked the best; at least for my character. Then I got a good damage inscription, a +29 hp mod (to be changed with a +30 as soon as possible) and a 20/19 (to be changed to a 20/20 as soon as possible as well). In my case, I had it customized by the weapons crafter in LA for 25g for the +20% damage. For another 1k, it would be nice if it changed the weapons name to "Countess Reapera's Sundering Elegant Scythe of Fortitude" And just tacked the characters name on to the front of the standard weapons name. Then the endgame crafter, for another 10k or so, could customize the full name and something like "Countess Reapera's (insert neat name here, can't think of anything)"
There's my two cent's as well.
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May 12, 2007, 01:36 AM // 01:36
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#55
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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/signed
make it like the pvp weapon crafting system. In diablo 2 near end of game you would get to personalize a weapon of your choosing. I would love to see
Nighteyes Daggers of (anything)
I dont agree with the one time only thing because there are other proffs to 2nd and you want to master those as well. I dont know about the prot based shields and such though. I think only things that can be made normally would be more fair. Maybe a Foci that adds to defence.
~the rat~
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May 12, 2007, 01:40 AM // 01:40
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#56
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Ascalonian Squire
Join Date: Oct 2006
Location: Pretty close to A-Net headquarters
Profession: W/Rt
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/not signed
how much do you want to bet every single warrior will make a 15^50 20% sundering 9 swordsmanship sword for 100k +10 ectos? Or Ranger, or Ele, or Derv...
It would ruin the economy
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May 12, 2007, 01:56 AM // 01:56
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#57
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Ascalonian Squire
Join Date: Mar 2007
Profession: W/Mo
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signed a great i dea Ryo's mega pwnage sword
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May 12, 2007, 03:31 AM // 03:31
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#58
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Ascalonian Squire
Join Date: Jul 2006
Guild: Everlasting Sacred Path
Profession: N/
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Quote:
Originally Posted by Karzinon Zealot
/not signed
how much do you want to bet every single warrior will make a 15^50 20% sundering 9 swordsmanship sword for 100k +10 ectos? Or Ranger, or Ele, or Derv...
It would ruin the economy
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This is why everyone is discussing having the item immediately customized to your character, so that you can't sell it to other players. So what if everyone makes a req 9 15^50 20/20 +30 weapon. It'll be customized to their character so that only they and their heroes can use it.
Besides, if everyone made "perfect" weapons like the one described above, the price would go down, not up. Flood the market with anything and the value for that item goes down. Think "Totem Axe"
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May 12, 2007, 03:37 AM // 03:37
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#59
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Wilds Pathfinder
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/Notsigned
My opinion is basically the same with everyone else who did not sign.
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May 12, 2007, 03:52 AM // 03:52
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#60
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Forge Runner
Join Date: Dec 2005
Location: America. How about you, commie?
Guild: Fellows of Mythgar [FOM]
Profession: R/Mo
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/signed
But ONLY if they are instantly customized to yourself. Sick of people selling off endgame greens as if they're, well, not-endgame greens.
How about we name them?
Eldin The Lurker: I'm wielding an Eldin The Lurker. ^_^
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