Jun 25, 2007, 07:59 PM // 19:59
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#1
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Jungle Guide
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Increase amount of weapon sets
Currently, you can only have 4 active weapon sets. I think this amount should be increased to something like 6, as this will allow someone to have them all preset and ease weapon switching instead of having to go into their inventory in the heat of battle. Obviously, this is mainly for PvP purposes. Of course, you can always turn off however many weapon sets you don't want to use. The only downside I can see to this is the nubs who spam all their green weapons and think they're cool, but that can't be helped...
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Jun 25, 2007, 09:02 PM // 21:02
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#2
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/signed
I'd love this. Finally, my warrior can have his elemental set, his vamp set, his zealous set, his while hexed vamp set, his while hexed elemental set, and while under 50% set on quick keys.
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Jun 26, 2007, 04:48 PM // 16:48
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#3
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There are 5 types of bow, and many professions have 5 attributes.
5 would be fine with me. I'd use the extra one for sure.
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Jun 27, 2007, 04:33 AM // 04:33
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#4
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Well, it is especially possible considering the F5 and F6 keys are both assigned to open the invintory. There are buttons that could be used for this.
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Jun 27, 2007, 05:21 AM // 05:21
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#5
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Show me a possible situation, no matter how improbable, where you could benefit from having more than 4 weapon sets (ignoring time used to change your setup in town), and I'll support as many weapon sets as that situation requires.
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Jun 27, 2007, 06:02 PM // 18:02
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#6
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Hall Hero
Join Date: Aug 2005
Profession: E/
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A GvG. That's when that many weapon sets could come in handy.
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Jun 28, 2007, 02:58 AM // 02:58
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#7
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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/not signed
no I dont think someone should be able to pack a 15>50, 15<50, vamp, sundering, furious, 2 elementals, zealous etc.
4 slots is fine, the less that gameplay has to do with your items, the better.
Quote:
That's when that many weapon sets could come in handy.
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Its better if you have to choose, not have everything available. you have to choose your skills dont you.
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Jun 28, 2007, 03:25 AM // 03:25
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#8
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Alright, I'll get more specific. As a warrior, you should have a elemental weapon (for while your idle or while attacking warriors for 20% armor penetration) and a vampiric weapon (while attacking everything but a warrior). You should have a while in a stance and a -5/20 +30 shield. That's 4 combos. Against a hex heavy team, a 20% while hexed and 60/-3 shield set (each with a ele and vamp weapon version) is useful. That's a legitamate reason to have 6 weapons.
And @ Master of Puppets, its not like somebody couldn't equip those sorts of weapons anyway with the current system. This just makes it easier.
Casters often have a caster sword and sheild set, a +5 sword and regular offhand set, and a -1 regen energy set for emergency casts, as well as a negative energy set to deal with e-denial tactics. They should also have an enchanting set (for casting aegis chains, etc).
All these things are already done already, this would just make it easier for everybody and prevent the people who can micromanage by opening their invintory and changing out their 4 weapon sets (for example, remove their while hexed set if they end up not facing a hex using set) mid fight from getting a slight advantage over those who don't. It doesn't imbalance the game.
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Jun 28, 2007, 04:52 AM // 04:52
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#9
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Well, that puts me up to supporting 6 sets. But I was actually hoping for someone to describe a highly improbable situation to get the number up much higher.
As for keys conflicting, just move them around. Maybe have the 5th and 6th weapon sets default to using the 9 and 0 keys, but players can and will redefine them if they use em.
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Jun 28, 2007, 11:06 AM // 11:06
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#10
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Frost Gate Guardian
Join Date: Mar 2007
Location: In the darkest depths of your mind.
Guild: Guilds are for yuppies.
Profession: A/
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/signed
My sin has builds for daggers, scythes, hammers, and swords.
The total number of weapons i use on a regular basis makes 5. if i ever get around to making an axe build ill use 6. i say, the more weapon slots, the better!!1!one!!
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Jun 28, 2007, 04:02 PM // 16:02
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#11
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Academy Page
Join Date: Jun 2007
Profession: Rt/R
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/not signed
4 slots are fine
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Jun 28, 2007, 04:33 PM // 16:33
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#12
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Krytan Explorer
Join Date: Aug 2005
Profession: N/E
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/not signed
But not because it's not needed, perse.
I imagine this won't occur until GW2, but the weapon set system really needs to be reevaluated. There's no reason people should have to switch weapon sets in combat as much as they do. Rangers especially have it bad.
Personally, I would think to see something that's less equipment-based and more gameplay-based. That is, instead of crafting new weapons for zealous, vamp, etc, and needing to find the heads / hilts, etc, you would have the option of detaching the piece and attaching another one during combat, like how people use preparations now.
Rather than hitting F2, F3, F4, F5 to switch to a variety of weapons you may or may not have, you only need one weapon, and everyone only needs to purchase a single attachment, like people currently only need to buy one bag or belt. Press F1 to cycle through zealous, vamp, or the various elementals, press F1 again to equip. Or something of that nature.
Same for offhands and wands. Don't have so many modifiers, but make weapons balanced. Press F2 to cycle between +15, -1 or +5, etc., hit F2 again to equip.
The way equipment switching works right now plays too large a role in gameplay, imo. Especially in GvG. Armor switching was disabled for a reason.
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Jun 29, 2007, 05:01 PM // 17:01
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#13
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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/signed
Anet already has the code for this, and will be much easier to implement than other suggested changes. Though it's not needed in PvE, it would make things a little more convenient. It would make a huge difference in upper tier PvP though, as it allows for much more energy set/weapon type switching.
Conclusion: not as useful for casual gamers who don't use the game system to be max but greatly helpful to the more serious PvE'ers and PvP'ers with a lot of weapon sets.
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Jun 29, 2007, 06:02 PM // 18:02
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#14
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Jungle Guide
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More weapon sets are needed for PvP. As for the people that say you shouldn't need more weapon sets so don't implement this, it's not like you can't currently switch out weapons from your inventory in mid-battle; this just makes it easier. Also, as for keys conflicting, I never use the keys to switch weapon sets, I just click it o.o
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Jun 30, 2007, 01:06 AM // 01:06
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#15
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Academy Page
Join Date: Sep 2005
Guild: Team Flamingo [FFs]
Profession: E/Mo
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/notsigned
Micromanagement is good for the game.
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Jun 30, 2007, 01:24 AM // 01:24
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#16
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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/signed
A simple option to select more weapon sets would make things a lot easier for my way of playing.
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