Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Jun 20, 2006, 04:30 PM // 16:30   #1
Academy Page
 
Join Date: Jun 2005
Advertisement

Disable Ads
Default 10 skill slots a good idea?

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.
wankey is offline   Reply With Quote
Old Jun 20, 2006, 04:35 PM // 16:35   #2
Jungle Guide
 
Zakarr's Avatar
 
Join Date: May 2005
Location: Finland
Default

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.
Zakarr is offline   Reply With Quote
Old Jun 20, 2006, 05:24 PM // 17:24   #3
Wilds Pathfinder
 
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
Default

8 is for balance, its good in that, it makes you think about each skill.
jummeth is offline   Reply With Quote
Old 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
Default

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.
Pick Me is offline   Reply With Quote
Old Jun 20, 2006, 06:23 PM // 18:23   #5
Forge Runner
 
Dougal Kronik's Avatar
 
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
Default

No - 8 is fine.

Makes you really analyze your skills and decide upon your character builds.
Dougal Kronik is offline   Reply With Quote
Old Jun 20, 2006, 07:14 PM // 19:14   #6
sno
Look into the Eye.
 
sno's Avatar
 
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
Default

^^^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.
sno is offline   Reply With Quote
Old Jun 20, 2006, 09:13 PM // 21:13   #7
Jungle Guide
 
Isileth's Avatar
 
Join Date: Apr 2006
Profession: R/W
Default

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!
Isileth is offline   Reply With Quote
Old Jun 20, 2006, 09:48 PM // 21:48   #8
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

8 is the number that the game's balance is basically designed around. Don't mess with it.
TheOneMephisto is offline   Reply With Quote
Old Jun 21, 2006, 12:17 AM // 00:17   #9
Wilds Pathfinder
 
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
Default

I think it is THE defining feature of guild wars.
jummeth is offline   Reply With Quote
Old Jun 21, 2006, 12:19 AM // 00:19   #10
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

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.
LightningHell is offline   Reply With Quote
Old Jun 21, 2006, 12:26 AM // 00:26   #11
Krytan Explorer
 
Join Date: Mar 2006
Guild: Team Legacy
Profession: N/
Default

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.
CHUIU is offline   Reply With Quote
Old 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
Default

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).
Pick Me is offline   Reply With Quote
Old Jun 21, 2006, 03:02 PM // 15:02   #13
Forge Runner
 
TheOneMephisto's Avatar
 
Join Date: Nov 2005
Default

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.
TheOneMephisto is offline   Reply With Quote
Old 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
Default

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.
Pick Me is offline   Reply With Quote
Old Jun 21, 2006, 03:40 PM // 15:40   #15
Desert Nomad
 
llsektorll's Avatar
 
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
Default

changing 8 to 10 skill slots changes the ENTIRE GAME... some professions would be too overpowered!... lets keep it at 8...
llsektorll is offline   Reply With Quote
Old Jun 22, 2006, 03:39 AM // 03:39   #16
aB-
Wilds Pathfinder
 
aB-'s Avatar
 
Join Date: Jun 2005
Default

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.
aB- is offline   Reply With Quote
Old Jun 22, 2006, 04:44 AM // 04:44   #17
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

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..
LightningHell is offline   Reply With Quote
Old 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
Default

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.
Pick Me is offline   Reply With Quote
Old Jun 22, 2006, 01:41 PM // 13:41   #19
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

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*
LightningHell is offline   Reply With Quote
Old 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
Default

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)
Pick Me is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:04 PM // 13:04.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("