Shiro's weapons need a change

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

I have seen people talk about this, and there have even been topics posted here about it. However, I have an idea that I think would work, and although posted it in the other threads, don't want it to be overlooked.

Please feel free to make changes to my idea, as it was a spur of the moment concept, but one I thought about long after it hit me.

Currently, Shiro's Blades, and Shiro's Sword are both require 13 weapons. However, the stats for these 2 items have duplicates in other green weapons. Chkkr's Pincers, Faveo's Daggers, and Stygian Daggers are all identical to Shiro's Blades (except damage type and requirement). Victo's Blade and Wahli's Blade are identical to Shiro's Sword in all but requirement.

Since there are identical items with require 9 stats, why does Shiro's items get hit with require 13? Since they have a higher requirement, they should offer something the require 9 counterparts don't offer. However, it should not be a game breaking, imbalanced difference. Make Shiro's weapons unique in both skin and stats. My concept for the stats would be:

7-17 Slashing Damage (req 13 Dagger Mastery)
+15% Damage
3/-1 Vampiric
+30 Health

15-22 Slashing Damage (req 13 Swordsmanship)
+15% Damage
3/-1 Vampiric
+30 Health

If you didn't notice the difference, its in the damage mod. Currently they are 15^50, my ideais to make them unconditional. The damage would be the same as someone using Victo's Blade or Chkkr's Pincers, as long as the second person had +50% health. But since Shiro's requires a higher attribute investment, they should be slightly better.

My only other though was to make them have a new mod, but not allow that mod to appear anywhere else. Staffs, shields, and focus items can have a +45 health while enchanted or stanced mod. So change the +30 health(Fortitude) mod on Shiro's weapons to a +45 health. I can easily see the Sword working well with 45^stance, and the daggers with 45^enchanted.

But that would be a new mod type, and I'm not sure that would be a good idea.

So, would this make people who care more about stats than skin use the Shiro weapons? Would it give people who already use Shiro's weapons an unfair advantage?

Constructive criticism please.

benmanhaha

benmanhaha

Krytan Explorer

Join Date: Aug 2005

nowhere!!!

N/Mo

These weapons are all about showing off. They were at one point req. 15, but they were downgraded to req. 13 because people complained.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

FFS... not this again... not to mention the recent two topics on it, this is a year old debate

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Quote:
Originally Posted by Lonesamurai
FFS... not this again... not to mention the recent two topics on it, this is a year old debate
Did you actually read what I wrote? I mentioned the fact that there were 2 topics on this already(current) and that I had posted in them. I also am not suggesting a drop in the requirement. I made this topic because 'this is a year old debate' that is still going on. I have not seen anyone make the suggestion I have, but if they did, I am sorry.

Next time, when you post, read what has already been posted in the topic, and respond to the topic. If you do not like my idea for the change, tell us, and why. If you do like the idea, tell us, and why.

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by MagmaRed
Since there are identical items with require 9 stats, why does Shiro's items get hit with require 13? Since they have a higher requirement, they should offer something the require 9 counterparts don't offer. However, it should not be a game breaking, imbalanced difference.
Because Anet only wants primaries to wield those items.

If you want to kill balance for upgrading an item that just has a high req (meeting the req = same damage. You won't be dealing more damage with a req9 than with a req13 if you have 14 in its weapon mastery. Period.
Its unique skin has a drawback, that is all. There's no need to break the balance, most Warriors already have 14-16 in their weapon mastery, Assassins would be the only ones 'in trouble'. Most of my builds have 11-12 Dagger Mastery, I'm prepared to equip one of my spare gloves (with a major rune) in case I want to show off my daggers. Would only do this in RA and AB's though...

EDIT: maybe a minor analogy would support my preference of not doing this change.
Shiro's Blades are vanity items.
Vabbian, Ancient, and all 15k armor sets are vanity as well.

IF you want to give Shiro's Blades these inscription change, then I demand that all PvE vanity armors get bonusses that PvP armors cannot have (unless you unlock them through AT Reward Points).
It would only be 'fair', since the armours costed more than the cheaper stuff.

Aera

Aera

Forge Runner

Join Date: Dec 2005

Galactic President Superstar Mc [awsm]

E/

Woooooo I'll be seeing lots of Warriors with Shiro's weapons on observer if that happens.

Why? Because in PvP it does matter. Just because it has a higher requirement, it needs a buff? Do you play with 9 swordmanship/daggermastery? Nah, didn't think so. A high requirement greenie makes it special, doesn't need a buff.

Voltar

Voltar

Krytan Explorer

Join Date: May 2006

My dog let's me crash at her place.

POB

R/

i see where you're coming from but the issue of balance would come from people that don't actually own factions (and therefor no access to conditionless 15% damage). as posted before, the req is to make them purely primary-only (and to make me wonder why i'm doing crap damage...oh, i have shiro's daggers equipped and i have 12 in daggers...yes, i actually did that once). it seems like anet kinda threw those in there and didn't really get the effect they were hoping for (otherwise we'd be seeing more primary-only skins).

Andrew Almond

Andrew Almond

Ascalonian Squire

Join Date: Jun 2007

Alaska

Legal Licensed Contract Killers

D/A

i think they should drop the req to 9. although more primary-only skin green weapons would make me happy and then maybe just some new daggers that looked somewhat similar to Shiros.. i just like using dagger mastery.. and yes with a 12 in the attribute.. and all the other skins pretty much are lame looking.. maybe with my daggers I dont put out as much damage as some of you 16 dagger mastery assassins.. but that is fine with me.. my mystic dervish skills will make up for the lack in damage.

Master Sword Keeper

Master Sword Keeper

Krytan Explorer

Join Date: Sep 2006

Dead Isle

Farmers Of Woe [FoW]

W/

yea they should drop it to req-9 because of later campaigns such as nightfall and EoTN will most likely have the same end game weapons.

As most of you have already seen... Nightfall End-game weapons are req-9.

But in essence back in the day. Having a sword with 15req denoted strong attacking damage without skills. But anyway...it is tough trying to use a weapon with 15attr's. let alone 13. So i'm with everyone on changin it to req-9 to equal the end-game weapons of Nightfall.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

I think 13 is just fine. Like Saphatoreal said, it's only for the primary class.

Andrew Almond

Andrew Almond

Ascalonian Squire

Join Date: Jun 2007

Alaska

Legal Licensed Contract Killers

D/A

so much for balance then eh? wheres all the unique cool lookin weapons that are only for all the other primary classes? Ya kno.. I defeated Shiro too.. i earned my Amulet of the Mists.. that should earn me the right to weild these weapons too, with at least some sort of efficiency better than that of a starter weapon.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

They are green weapons, they should just be more PvP-like.

Req 9 and end of story.

Puebert

Puebert

Desert Nomad

Join Date: Oct 2005

Mo/

/signed for Req 9

Kakumei

Kakumei

Forge Runner

Join Date: Jul 2005

Grind is subjective

learn this please

None of you have any appreciation for flavor and it makes me sad.

I'm definitely not supporting the OP, though.

kazjun

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

/not signed

Just cause Shiro wanted to show how high his weapon attrib was is no reason to stick unbalanced mods into the game. And what about golds? You know how many craptastic req13+ golds I've pulled out of buried treasures? More than I'd have ever wanted. Does this mean I should be able to stick +45 while stanced, or +60 hexed onto my weapons? Sorry, it's unfortunate since they are nice skins, but unbalancing equipment for two exceptions is no way to go.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

It doesn't even take using the search function to find something like this...there was like 3 posts on this in the first few pages of this forum.

FelixCarter

FelixCarter

Wilds Pathfinder

Join Date: Jul 2006

Mo/Me

Quote:
Originally Posted by Aera
Woooooo I'll be seeing lots of Warriors with Shiro's weapons on observer if that happens.

Why? Because in PvP it does matter. Just because it has a higher requirement, it needs a buff? Do you play with 9 swordmanship/daggermastery? Nah, didn't think so. A high requirement greenie makes it special, doesn't need a buff.
I play with 9 Dagger Mastery.

Now I am so sad.

As for the blades, keep them that way. I remember a thread a started a while ago for "red" weapons that also required 13 in an attribute. They weren't overpowered... Just... Erm... Different.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by MagmaRed
Did you actually read what I wrote? I mentioned the fact that there were 2 topics on this already(current) and that I had posted in them. I also am not suggesting a drop in the requirement. I made this topic because 'this is a year old debate' that is still going on. I have not seen anyone make the suggestion I have, but if they did, I am sorry.

Next time, when you post, read what has already been posted in the topic, and respond to the topic. If you do not like my idea for the change, tell us, and why. If you do like the idea, tell us, and why.
No, I didn't read it, its about the damn shiro blades again, so I had no reason to read it, just as I have no reason to read it now...

they've been there over a year now, as you said, so why in gods name should they be changed now

more importantly, why the hell has it taken you guys a year to start whining and bitching about this?

Quote:
Originally Posted by Master Sword Keeper
But in essence back in the day. Having a sword with 15req denoted strong attacking damage without skills. But anyway...it is tough trying to use a weapon with 15attr's. let alone 13. So i'm with everyone on changin it to req-9 to equal the end-game weapons of Nightfall.
What? tough trying to use a weapon with 15attr's. your crazy, anyone seriously running their weapon set should be running 12 + Sup Rune in that requirement anyway, and funnily enough, that equals 15

OI-812

Lion's Arch Merchant

Join Date: Apr 2006

Somewhere between GW and Fchan on the nets

None

R/D

Make them do CHAOS damage!! :P