Jun 20, 2006, 04:35 PM // 16:35
|
#2
|
Jungle Guide
Join Date: May 2005
Location: Finland
|
Current chapters would never have more than 8 skill slots because they have designed that way. Maybe in the future chapters we might see an increase like a new profession which can hold more skills.
|
|
|
Jun 20, 2006, 05:24 PM // 17:24
|
#3
|
Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
|
8 is for balance, its good in that, it makes you think about each skill.
|
|
|
Jun 20, 2006, 06:20 PM // 18:20
|
#4
|
Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
|
Personnally, I like D2s way. You have access to every skill, but you can only hotkey upto 12. Granted, I also like to have potions that give you a healing boost or energy boost quickly.
|
|
|
Jun 20, 2006, 06:23 PM // 18:23
|
#5
|
Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
|
No - 8 is fine.
Makes you really analyze your skills and decide upon your character builds.
|
|
|
Jun 20, 2006, 07:14 PM // 19:14
|
#6
|
Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
|
^^^Agreed, having 8 slots makes you really think about each skill you decide to bring. That's the basis of GW, changing it would be rediculous.
|
|
|
Jun 20, 2006, 09:13 PM // 21:13
|
#7
|
Jungle Guide
Join Date: Apr 2006
Profession: R/W
|
Yeah 8 is just about perfect. Not to many so you have to think about what skills you bring and just enough so its balanced. No need to change it!
|
|
|
Jun 20, 2006, 09:48 PM // 21:48
|
#8
|
Forge Runner
|
8 is the number that the game's balance is basically designed around. Don't mess with it.
|
|
|
Jun 21, 2006, 12:17 AM // 00:17
|
#9
|
Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
|
I think it is THE defining feature of guild wars.
|
|
|
Jun 21, 2006, 12:19 AM // 00:19
|
#10
|
(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
|
Quote:
Originally Posted by Pick Me
Personnally, I like D2s way. You have access to every skill, but you can only hotkey upto 12. Granted, I also like to have potions that give you a healing boost or energy boost quickly.
|
What...?
Stick to 8.
|
|
|
Jun 21, 2006, 12:26 AM // 00:26
|
#11
|
Krytan Explorer
Join Date: Mar 2006
Guild: Team Legacy
Profession: N/
|
Quote:
Originally Posted by wankey
I'm wondering the good/bad points of have 10 skill slots compared to 8. I was looking over at WoW, and they have about 30 or so skill slots. I think the game needs some new aspects of gameplay and having 10 will seirously increase the variety of builds etc.
|
I don't know if you know this ... but Guild Wars isn't World of Warcraft and the two should never be compared.
Guild Wars is a Competitive Online RPG (CORPG) whereas WoW is a Massive Multiplayer Online RPG (MMORPG). The difference? One is pvp based and one is rpg based. Thats why you will NEVER see fundamental changes to the way the battle system in guild wars works in the way of level caps, attribute point amounts, health/mana amounts, number of skills in the bar, etc.
|
|
|
Jun 21, 2006, 02:51 PM // 14:51
|
#12
|
Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
|
Quote:
Originally Posted by LightningHell
What...?
Stick to 8.
|
I assume you don't play Diablo II. 8 abilities is fine. As mentioned, more thinking, but then we should have permanent attribute allocation too, just for the same reason. I know they changed it from the original (used to be set, but in city you can change it upt to I think 2 or 3 times).
|
|
|
Jun 21, 2006, 03:02 PM // 15:02
|
#13
|
Forge Runner
|
Quote:
Originally Posted by Pick Me
I assume you don't play Diablo II. 8 abilities is fine. As mentioned, more thinking, but then we should have permanent attribute allocation too, just for the same reason. I know they changed it from the original (used to be set, but in city you can change it upt to I think 2 or 3 times).
|
That would destroy the entire game for PvEers and high-level PvPers. IT use to be that for each certain amount of xp you got (500 IIRC) you would get a reallocation point or the like to refund your points. The entire point of GW is that you can be flexible, if you're in certain places, you can do certain things, you can mix and match skills and attributes to meet the reqs of whatever you do.
|
|
|
Jun 21, 2006, 03:34 PM // 15:34
|
#14
|
Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
|
Quote:
Originally Posted by TheOneMephisto
That would destroy the entire game for PvEers and high-level PvPers. IT use to be that for each certain amount of xp you got (500 IIRC) you would get a reallocation point or the like to refund your points. The entire point of GW is that you can be flexible, if you're in certain places, you can do certain things, you can mix and match skills and attributes to meet the reqs of whatever you do.
|
Lol, that a good point. But if flexibility is what GW is striving for, then why not allow people to have more skills listed as hotkeys instead? It makes you think about what skills you take, which determines what attributes you choose. I mean for PvE it should have been permanent, but for PvP and GvG, yes absolutely, allow people to change attributes in outposts.
Honestly, if you look at D2, attributes are not refundable, so you must choose very carefully on what you want. So you strive for your end game build, which means you have already planned out your strategy from the very beginning.
But regardless, 8 slots is the bare minimum for flexibility (any less and it wouldn't be easy to fight with - because we don't get powerful weapons like the computer does) and anymore, people's builds may only require 8, so extra slots would be wasted. That and the Doppleganger will have more skills to use against you.
|
|
|
Jun 21, 2006, 03:40 PM // 15:40
|
#15
|
Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
|
changing 8 to 10 skill slots changes the ENTIRE GAME... some professions would be too overpowered!... lets keep it at 8...
|
|
|
Jun 22, 2006, 03:39 AM // 03:39
|
#16
|
Wilds Pathfinder
|
If a complete stand-alone game were made with completely different skills, I could see a stronger arguement towards 10 skills. However, all of the current skills have been balanced with only 8 slots in mind. And like many others have said, keeping the limit to 8 increases thinking.
|
|
|
Jun 22, 2006, 04:44 AM // 04:44
|
#17
|
(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
|
Quote:
Originally Posted by Pick Me
I assume you don't play Diablo II. 8 abilities is fine. As mentioned, more thinking, but then we should have permanent attribute allocation too, just for the same reason. I know they changed it from the original (used to be set, but in city you can change it upt to I think 2 or 3 times).
|
For your information, I do. I used to run a Trapassin, if you are so interested.
And a Blade-fury assassin.
ANet kept it at eight for a reason. Keep it that way.
They made the attributes refundable for some reason.
Also, they made you not be able to carry all the skills for a reason. -_- 150 skills each for each character in PvP?
Last edited by LightningHell; Jun 22, 2006 at 04:47 AM // 04:47..
|
|
|
Jun 22, 2006, 12:17 PM // 12:17
|
#18
|
Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
|
Quote:
Originally Posted by LightningHell
For your information, I do. I used to run a Trapassin, if you are so interested.
And a Blade-fury assassin.
ANet kept it at eight for a reason. Keep it that way.
They made the attributes refundable for some reason.
Also, they made you not be able to carry all the skills for a reason. -_- 150 skills each for each character in PvP?
|
I too have a trapsin. But I like my kick Assassin better.
I know that ANet has everything setup for a reason, reasons that I know I may never know.
In PvP or GvG, if they did allow you to have every skill (I'm not an advocate of this at all), no one would complain about Touch Rangers, overpowering Mesmers (okay I made this one up ), etc.
I think it was stated before, refundable attributes were made refundable not because too many complained, but to add flexibility, which is one of the cornerstones of GW.
|
|
|
Jun 22, 2006, 01:41 PM // 13:41
|
#19
|
(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
|
Quote:
Originally Posted by Pick Me
In PvP or GvG, if they did allow you to have every skill (I'm not an advocate of this at all), no one would complain about Touch Rangers, overpowering Mesmers (okay I made this one up ), etc.
I think it was stated before, refundable attributes were made refundable not because too many complained, but to add flexibility, which is one of the cornerstones of GW.
|
I forgot the sarcasm tags...
And if you were allowed to have every skill in the game...*shivers*
|
|
|
Jun 22, 2006, 02:06 PM // 14:06
|
#20
|
Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
|
Quote:
Originally Posted by LightningHell
I forgot the sarcasm tags...
And if you were allowed to have every skill in the game...*shivers*
|
Lol, glad it was sarcasm.
Every skill? Yeah, *shivers*, including "spinal shivers" (but not the necro curse)
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 01:04 PM // 13:04.
|