Jun 02, 2006, 07:54 PM // 19:54
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#1
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Permanent 9th Skill
This is fairly unecessary, but I think it'd be cool if characters had a 9th skill slot, but a certain skill goes there automatically based on your class.
You could choose between either having the skill of your primary proffession there, the skill of your secondary, or the Res Signet.
Here are some examples of the skills each class might get that they have the choice of placing there:
Monk Class: Ressurect
Ranger Class: Charm Animal
Assassin Class: Return (An evade shadow stepping skill)
I'm only really suggesting this idea because I hate sacrificing a skill slot for absolutely mandatory skills that often disregard your build. Like Res Sig.
So... /sign or whatever if you like it, or criticize it if you hate it. No flaming though.
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Jun 02, 2006, 08:04 PM // 20:04
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#2
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Frost Gate Guardian
Join Date: Jun 2005
Location: US, FL!!
Guild: Survivors of Rhydin (SoR) 8 Guild Alliance
Profession: N/Me
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/signed
I like the idea, but maybe it would just give you an automatic rez sig instead of those other skills. That would be more helpful.
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Jun 02, 2006, 10:17 PM // 22:17
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#3
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Academy Page
Join Date: Jul 2005
Location: Washington St.
Guild: Final Fear (FeaR)
Profession: R/E
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why not a 10th and an 11th skill slot? Heck, why not be like WoW and have 8,000 skills at once!
/not signed - there is a reason there are currently only 8 slots, makes you become creative with your builds.
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Jun 02, 2006, 10:20 PM // 22:20
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#4
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Wilds Pathfinder
Join Date: Feb 2006
Location: USA
Profession: Mo/
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/notsigned
No point. 8 skills is more than enough. Skills like charm animal are SUPPOSED to take up room on your skill bar. Otherwise you could just bring a pet and have room for a more attacks. Haveing a 9th skill slot you could place charm animal on would defeat the point of the skill completly. Also ressurect skills are also ment to take up space on your skill bar. Haveing an extra skill slot just sounds like another way to make the game to easy....
Brother Gilburt
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Jun 02, 2006, 11:03 PM // 23:03
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#5
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Jungle Guide
Join Date: Apr 2005
Location: Netherlands
Profession: Mo/W
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I think it would be good to have a 9th slot where you can only put resurrection spells/signets. The 8 slots we have now are perfectly in balance for most classes untill you use 1 for a res skill/signet; the 7 slots left often lack balance.
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Jun 02, 2006, 11:19 PM // 23:19
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#6
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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9 or 10 would be awesome.
/signed.
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Jun 02, 2006, 11:39 PM // 23:39
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#7
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Jungle Guide
Join Date: Apr 2006
Guild: R O M E[Rome]
Profession: W/E
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/signed
only for those skills like charm animal, where you don't really use it but to have that animal there.
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Jun 02, 2006, 11:53 PM // 23:53
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#8
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Pre-Searing Cadet
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/not signed
When I play my War, I expect to be the first person to die as I'm grabbing aggro so everyone else can get away, so I don't usually carry a res (and yes, i relay that message to everyone)
anyhow, maybe there should be scrolls of resurrection, that you would find once in a while that can be used like the exp scrolls
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Jun 03, 2006, 12:05 AM // 00:05
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#9
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Quote:
Originally Posted by Hung Wei Lo
/not signed
When I play my War, I expect to be the first person to die as I'm grabbing aggro so everyone else can get away, so I don't usually carry a res (and yes, i relay that message to everyone)
anyhow, maybe there should be scrolls of resurrection, that you would find once in a while that can be used like the exp scrolls
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During the very 1st one or two betas for Guild Wars enemies were able to drop crystals, and when you used them it would give you a skill from another class in a tiny extra slot untill you entered an outpost or town. If I remember right, the crystals were a different color depending on the class, and it was random which skill it gave you.
Not that that has anything to do with this, but it's almost just like what you described, so I doubt they'll re-add something they scrapped from beta.
-Edit- Ugh... nevermind. What you suggested isn't like that, I read it wrong.
Last edited by Rikimaru; Jun 03, 2006 at 12:08 AM // 00:08..
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Jun 03, 2006, 12:15 AM // 00:15
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#10
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Ascalonian Squire
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It would be cool for a quick launch slot for scrolls CCs and other one off items but a 9the "skill" slot would be sily.
/not signed
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Jun 03, 2006, 12:32 AM // 00:32
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#11
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Ascalonian Squire
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/not signed
There are so many requests in this forum that are good ideas and have a lot of use. What isn't considered is the balance of the game, this would hurt the balance of the game and you know why.
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Jun 03, 2006, 12:34 AM // 00:34
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#12
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I understand that the game, or the skills, are balanced around 8 skills, but if everyone had 9 or 10 skills then they would all increase in power. They would certainly have to rebalance alot of builds so they would not become overpowered with additional available skills, increased combination options would change the way the game is played, but I feel it would be for the better.
Alot of builds require several energy management skills, self sustaining skills, and other simple neccessities to opperate, this leaves alot of classes like ritualist and Elementist with little room to bring other skills, and often with nothing to cast if they have long recharge times. (And believe me, Ritualist steals the record for recast wait times). On top of that, many good builds stress the need to bring rez and perhaps other team supporting skills, but how are we to do that when half your skills are being used up justs so your other 4 skills can function?
The current chapters of the game already work around 8 skills, including the arenas, and enemies, there is no need to change previous chapters of the game to allow 9, or as I perfer, 10 skills to be used. They can just make certain, or future chapters with the opening to use 10 skills. The previous chapters can remain the same, HoH, Factions, UW and Fissure can all retain their 8 skill limit.
Unlike additional levels or attribute points, skill slots can simply be made inopperable in certain areas, they don't have to reduce your level or attribute points to reduce your capabilities if you return to previous chapters. This can work the same way as having dual elites after a capture, as soon as you enter a town or chapter which doesn't allow 9 or 10 skills, it will just remove or close those skill slots so they cannot be used. In this way none of the previous material has to be rebalanced or considered, they only have to balance the future enemies and situations to work under these constraints.
Having an additional 1 or 2 skill slots will allow for alot more players to bring condition and hex removal, ressurection sigs, pet abilities, more than 4 attack spells, and skills like weak gliphs, which would never otherwise be considered in your build because of the limiting constraints of 8 skills. It would allow people to bring a balanced of offensive and defensive skills for every class, or a full line up of attack skills, enough spirits to have another option wile the other 4 are recharging for 1 minute. Yes it would play different, and many people would enjoy it.
Anet has promised a different experience in every chapter, they have to add something new, and should try to appeal to another audience of interest every time, being able to play with 10 skills has a wide market of interest, it may not appeal to some, but to some it does, and those people should have a chapter that they would enjoy.
The other idea they could use for an additional 1 or 2 skills are mobility skills which are seperate from other useable skills. I have long been interested in the addition of climbing, and swimming into the game, and for these activities they can make skills which can improve their capabilities or allow them to use special capabilities wile climbing and swimming. But since these activities are situational, dependant on whether or not there is water to swim through, or cliffs or objects to climb on or over, it would be very difficult to trade the use of one of your already limited skills for something that only works, or only works well in limited situations.
Thus, for such instances they could allow 2 new skill slots, one which can only be equipted with a climbing skill, and one which can only be equipted with a swimming skill. This would allow players to prepare for swimming and climbing situations with several alternate skills (based on different classes), without comprimising the current assortment of skills they use to function naturally.
These kinds of activities would greatly enrich the gameplay in GW, being able to play a scenario where the only way to break into the enemy fortress is to climb over the wall, or the only way to your destination is to swim through a moving river. These things would create a great new way to experience the game, and amazing new tactics to use in battle situations.
There are alot of interesting ways in which new skill slots could be made very enjoyable, and they don't have to effect previous chapters at all. It would please me greatly if they made future chapters, or every other chapter with a set limit of 10 skills, or allowed the use of a new climbing and swimming skill slot with or without opportunities to use them in previous chapters.
Last edited by BahamutKaiser; Jun 03, 2006 at 12:52 AM // 00:52..
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Jun 03, 2006, 12:55 AM // 00:55
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#13
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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/not signed
Would ruin the whole idea of the game. You need to be creative and work out builds. Having more skills just makes the game even easier
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Jun 03, 2006, 12:59 AM // 00:59
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#14
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Wilds Pathfinder
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a 9th skill slot would create major imbalance issues even if it is even something like charm animal.
However, I could see this working if the 9th skill was a permanent, unremovable rez sig.
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Jun 03, 2006, 01:28 AM // 01:28
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#15
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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Quote:
Originally Posted by TadaceAce
a 9th skill slot would create major imbalance issues even if it is even something like charm animal.
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It does not imbalance the game if everyone has use of it.
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Jun 03, 2006, 01:47 AM // 01:47
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#16
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Raged Out
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/unsigned
it would ruin the game, guild wars was based on 8 slots from the beginning and it will be that way through remaining chapters. It is indeed a sacrifice for every skill you use, so choose wisely. You dont need a pet or res sig, remember that.
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Jun 03, 2006, 02:59 AM // 02:59
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#17
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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I think I speak for all serious players when I say
/notsigned
I have seen some other people suggest changing or increasing the skill bar. The whole point of the skillbar is to be as good as you can be with a set number (8) of skills. Lay off it. The skill bar is good as it is, no changes are needed. I dont think Anet will increase the skillbar and I really hope they dont because I would honestly quit GW if they do.
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Jun 03, 2006, 03:05 AM // 03:05
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#18
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Lion's Arch Merchant
Join Date: Feb 2006
Profession: R/
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/not signed
My reasons have already been explained in previous posts
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Jun 03, 2006, 12:49 PM // 12:49
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#19
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Lion's Arch Merchant
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/not signed for above reasons
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Jun 03, 2006, 12:50 PM // 12:50
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#20
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Characters used to have a ninth skill slot for a signet. They did away with it because it was too restrictive or unbalanced (imagine a monk nowadays with a res sig as skill 9).
/not signed
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