Nov 04, 2007, 11:41 AM // 11:41
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#21
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Desert Nomad
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/signed You should get a choice of either +20% damage or +5 energy. +5 Energy is reasonable enough since 5 energy skills would do probably what 20% more damage would do with recharges and casts times and all that equated in. Maybe even a +10 energy increase. I'm sure Anet has the data to see what would be balanced in the way of skills vs the 20% damage, but, I'm thinking really no higher than +5 energy, though +10 would be nice or even some wierd numbers like +7 or +8 or +9 inbetween.
Thinking about it they could also add or replace it with attack speed or run speed % increases. This would really open up all kinds of weapon and customizing them for specific situations. I've always wanted more choices when it comes to weapons and damage output. Energy or speed enhancing % attack or run would be nice.
Last edited by Red Sonya; Nov 04, 2007 at 11:44 AM // 11:44..
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Nov 04, 2007, 02:32 PM // 14:32
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#22
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Desert Nomad
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Weapons should have simple different choices of benefits.
regardless of whhhc weapon you wear.
The player should have the choice bettween:
- +20% more Damage
- +5 Energy
- +10 Energy when Enchanted/Hexed
- -25% Energy Costs of Skills from the Weapon's Attribute
- Enemies killed by this Weapon will give you ever 50 Exp(Bosses not included)
- Enemies killed by this Weapon will drop double/tripple Gold (Money), tripple when killed with a critical Hit
- + 5 Defense
- + 10 Defense vs. a special Sort of Damage
- + 15 Defense when Echanted/Hexed
- + 15% Chance to Block Attacks (parry)
- + 25% quicker ASPD
...
and so on
there are tons of different benefits, that yould be given to a weapon, when customized to a character, then only +20% Damage ...
this would be an slight improvement of the Weapon System in GW, making also weapons more individual to characters, which weild them
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Nov 04, 2007, 02:50 PM // 14:50
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#23
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Desert Nomad
Join Date: Aug 2005
Location: In Baltar's head
Guild: Bring Out Your Dead [BOYD], former officer [LBS]
Profession: Mo/
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Hmm.
/notsigned
There's balancing effects on the game when you start introducing a number of these ideas, especially the huge list of effects listed by Phoenix Tears. I just dont think that's a good idea, even the +5 energy. I have weapon sets to cover different energy and hp needs and I am not sure the +5 energy on customization is good for power creep.
That said, all my caster items for my monk are customized. Fear her wands.
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Nov 05, 2007, 01:54 AM // 01:54
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#24
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Forge Runner
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You actually dont need a bigger energy pool unless you are a warrior using elementalist skill (in that case using a focus will do).
You need manage your energy better.
Having 50 energy instead of 45 wont make you stop needing energy. Managing well your 45 energy so you dont run out will.
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Nov 05, 2007, 01:57 AM // 01:57
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#25
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Site Contributor
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Quote:
Originally Posted by deluxe
Maybe just stop thinking like a bad PvE player then..
Decent players customize, bad players dont, end of story.
(i've seen a recruit melee char taking uncustomized weapons into gvg, instakick.)
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i honestly lol'd at this
__________________
Chaos Kurupter is a nubcake
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Nov 05, 2007, 02:06 AM // 02:06
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#26
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Emo Goth Italics
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Quote:
Originally Posted by Phoenix Tears
- +10 Energy when Enchanted/Hexed
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errrrr...look at all the casters already.energy management=no problem with a decent build
Quote:
- -25% Energy Costs of Skills from the Weapon's Attribute
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whoa,25% more energy management than anyone'll need
Quote:
- Enemies killed by this Weapon will give you ever 50 Exp(Bosses not included)
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*cough* LDoA *cough*
Quote:
- Enemies killed by this Weapon will drop double/tripple Gold (Money), tripple when killed with a critical Hit
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2 words:Solo Farm
Quote:
- + 15% Chance to Block Attacks (parry)
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not even 1%.
its called IAS,and that'll be even more overpowered than the paragon skill,aggressive refrain
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Nov 05, 2007, 02:09 AM // 02:09
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#27
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Krytan Explorer
Join Date: Aug 2005
Location: New Zealand
Guild: Retired :)
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I seriously hope you don't stand around twiddling your thumbs inbetween casting, wand some shit.... 4 casters wanding inbetween vs not wanding is a lot more extra dmg than you might think.
+20% weapon dmg makes sense, +2-3 energy because you cannot manage your own pool doesn't.
/notsigned
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Nov 05, 2007, 02:21 AM // 02:21
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#28
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Wilds Pathfinder
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i dont agree with the 20% added onto all spells...thats just asking for problems.
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Nov 05, 2007, 03:02 AM // 03:02
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#29
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Ascalonian Squire
Join Date: Nov 2006
Location: That place.
Guild: [BamF]
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/notsigned
Refine it to something not so overpowered and i'll look again ^.^
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Nov 05, 2007, 03:06 AM // 03:06
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#30
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Krytan Explorer
Join Date: Sep 2007
Profession: Rt/
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The balance is good as it is, so I don't see the need to mess with it at all.
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Nov 05, 2007, 09:42 AM // 09:42
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#31
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Krytan Explorer
Join Date: Oct 2006
Profession: W/
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Not signed, 20% hardly does anything on martial weapons either.
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Nov 05, 2007, 09:54 AM // 09:54
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#32
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Shakkara
Not signed, 20% hardly does anything on martial weapons either.
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lol wut? +20% damage is huge.
more on topic, +energy does jack and shit, except give you one or two more spells before you'd be out of energy anyway.
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Nov 05, 2007, 12:24 PM // 12:24
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#33
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Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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Quote:
Originally Posted by Thom Bangalter
lol wut? +20% damage is huge.
more on topic, +energy does jack and shit, except give you one or two more spells before you'd be out of energy anyway.
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It's 20% to weapon damage, it doesn't make your attack skills more powerful. If you didn't know.
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Nov 05, 2007, 12:39 PM // 12:39
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#34
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Pre-Searing Cadet
Join Date: Oct 2005
Profession: A/W
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remove auto regen from caster leg armor (leg and boots have a permanent +1 energy regeneration, without armor, you'd have 2) and put this on your staves/wand eh? req. 9 divine, estorage or whatever so it won't be imba on warriors regening up ;o
..just thinking out loud..
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Nov 05, 2007, 03:49 PM // 15:49
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#35
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Quote:
Originally Posted by Robin Stonecrusher
remove auto regen from caster leg armor (leg and boots have a permanent +1 energy regeneration, without armor, you'd have 2) and put this on your staves/wand eh? req. 9 divine, estorage or whatever so it won't be imba on warriors regening up ;o
..just thinking out loud..
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It would be overpowered since warriors would be able to equip them and get the regen bonus (even if they don't meet the req).
And furthermore, what's the point of giving weapons mods if you remove it from the leggings and just return things to the status quo. All this does is make all existing weapons worthless.
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Nov 05, 2007, 05:10 PM // 17:10
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#36
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by Targuil
It's 20% to weapon damage, it doesn't make your attack skills more powerful. If you didn't know.
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And? 20% is still 20%, +4.4 damage on a max sword hit, and +7.8 on a max hammer hit. Thats not huge?
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Nov 05, 2007, 06:08 PM // 18:08
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#38
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Ascalonian Squire
Join Date: Nov 2006
Location: That place.
Guild: [BamF]
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Quote:
Originally Posted by deank81
The balance is good as it is, so I don't see the need to mess with it at all.
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I guess your right actually, i wasn't understanding it right.
My bad.
I guess as a little thing i'd /sign, but it really doesn't have that noticeable of an effect to me.
I guess i just don't think its really important enough to consider taking the time to change.
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Nov 05, 2007, 06:11 PM // 18:11
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#39
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by Red Sonya
It's only huge IF it HITS. Too many people think melee weapons and staves hit ALL the time. Well they don't, there's blocks in this game in case you forgot, so other mods that give like +5 energy would allow a player to have a skill on his bar that would get through and with armor penetration at times also I might add like a lightning skill that costs 5 energy. I also /sign Phoenix's list of modifications. As far as balance goes hahaha this game has been so out of balance since day 1 and is still out of balance and will never be balanced so that is no reason nor excuse not to implement these ideas /signed /signed /signed.
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Lets all run hamstorm then, that hits, doesnt it?
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Nov 05, 2007, 06:25 PM // 18:25
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#40
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by Red Sonya
It's only huge IF it HITS. Too many people think melee weapons and staves hit ALL the time. Well they don't, there's blocks in this game in case you forgot, so other mods that give like +5 energy would allow a player to have a skill on his bar that would get through and with armor penetration at times also I might add like a lightning skill that costs 5 energy. I also /sign Phoenix's list of modifications. As far as balance goes hahaha this game has been so out of balance since day 1 and is still out of balance and will never be balanced so that is no reason nor excuse not to implement these ideas /signed /signed /signed.
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Faulty logic. " It's already broke so why not break it some more?" come on. Either option would be imba. Blocks are part of the game mechanics. You can't say 20% is worthless because of blocking. Those blocks would occur regardless of whether or not you had the 20% damage on. Realistically you get the same number of hits with or without the 20% damage mod so absolutely it makes a difference.
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