Off-hand weapons?

Absolute Destiny

Absolute Destiny

Wilds Pathfinder

Join Date: Sep 2006

Oklahoma City

Forgotten Realms [FR]

W/

I was wondering about this the other day.

Speaking strictly for warriors:
Making offhand weapons gives more potential for strategizing (sacrifice the shield's armor bonus for additional attack damage) as well as greater potential for enchantment bonuses (inscriptions, upgrades, etc).

Also, an added bonus could be doubling the attack rate (two axes moving faster than one).
Weapon skills would employ the primary hand weapon when used.

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Because, you know... warrior damage isn't already strong enough?

/notsigned

Onarik Amrak

Onarik Amrak

Forge Runner

Join Date: Mar 2007

Astral Revenants

P/W

Balance be damned.

/notsigned

thedeadlyassassin

Krytan Explorer

Join Date: Oct 2007

Tualatin OR

N/A

A/W

try an assassin instead

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

/notsigned

Shields can be considered weapons. Ever been hit in the face with a large flat piece of metal? Yea, it hurts.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

signed...

this game needs more fight styles...and dual wielded fight style belogns to it...

who says that anet can't balance this, when they implement a dual wielding fight style to GW ....but oh..

i forgot...Anet is working on GW2 and those, which are at GW..care only for Bugs and eventually Skill Balancing every x months....

with this mentality will GW1 be doomed some months after GW2 's release for sure...

GW1 has lots of points, that can be still improved in kind of gameplay mechanics, content and so on...

and people act here..as if Anet couldn't handle it..to implement dual weapon style..without balancing this change....

Naet gave us Assasins..sure..and whats the price for weilding 2 Daggers and not just 1 ? right..is low weapon damage for the improve frequency of attacking...

who says..ths can't be so too for fighting with 2 Swords or 2 Axes ?
that when you weild 2 of them..that the basic weapon damage gets then slightly reduced...

Swords for example then from 15-22 to 12-18 and Axes from 6-28 to 4-24

got ..people don't be direct..ever so small minded...get FANTASY !!!
there are lots of ways to implement this and letting it not end into an unbalanced disaster as u might think it would end up "instantly" oO

CyberMesh0

CyberMesh0

Jungle Guide

Join Date: Jul 2005

Charter Vanguard [CV]

N/Me

What about daggers?

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

daggers don't count imo..because they get handled like 2H items ..
you don't even have the possibility to equip 2 different daggers...you have to wear ever a set of 2 same looking ones, cause daggers get handled in GW like 2H weapons, where you need only to eqip 1 thing to your character...that counts then automatically to both hands....

and why made this Anet ? simple..because anet was too lazy to program it correctly and to give by this way the game a proper working dual wield system for all kinds of melee weapons, which are 1H based


when games like Lineage 2 can have a dual wield system for weapons..than can GW have this too...and now don't tell me, that GW1 hasn't the engine for a dual weapon fight style .... that would be just a bad lie

Onarik Amrak

Onarik Amrak

Forge Runner

Join Date: Mar 2007

Astral Revenants

P/W

Quote:
Originally Posted by Curse You
/notsigned

Shields can be considered weapons. Ever been hit in the face with a large flat piece of metal? Yea, it hurts.
Someone needs to post a screen of Turai vs Joko.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Anet cant balance the game properly as it is, but we dont need warriors with 80 armor dealing more damage then sins while at the same time not requiring any skill of combining their attacks.

LoL!!! Im wielding two swords and killing everything easilly now with frenzy and power attack while I have mending and healing hands on me! Now this game is balanced cos my wammo works!

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Phoenix Tears

when games like Lineage 2 can have a dual wield system for weapons..than can GW have this too...and now don't tell me, that GW1 hasn't the engine for a dual weapon fight style .... that would be just a bad lie
U mean the game in which ranger can oneshot anything? Now, that's what I call balance.

TaCktiX

TaCktiX

Krytan Explorer

Join Date: Oct 2006

The Order of Chaos Reborn [ToC]

Dual-wield weapons are a GW2 suggestion, GW1 will never be able to balance them with the current system.

Legacy Virus

Academy Page

Join Date: Feb 2006

I hear so many suggestions that just sound like people wanting to make this look like wow.

The daggers a 2 handed weapon for a simple reason, daggers generally come in pairs and besides could you imagine a sin wielding 2 vamp daggers or 1 vamp and 1 energy dagger....they would be near unstoppable.

It wasnt lazyness that made daggers 2 handed it was pure common sense and balance.

Shadowmere

Shadowmere

Wilds Pathfinder

Join Date: Jan 2007

The Grim Squeakers [REAP]

N/

while i don't think true "dual wielding" could be balanced in Gw I think a gimped version of it might. the offhand weapons would have to be severly limited from their main hand counterparts. for example an offhand sword would be a "short sword" it would have lower damage than a regular sword as well as only 1 (if any) upgrade slot.

another weapon idea I think would be interesting would be to have claymores and great axes, two handed swords & axes that have greater damage, but slower attack and lacking the bonuses a shield offers.

so all in all, I think this cold work and be fun but I am perfectly happy with the current system

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

Well.. there is another way of balancing this - make the off-hand weapons "lighter" versions of their primary-hand couterparts, and treat dual wielding as a sort of auto IAS - thus the off hand item would do less damage than the main hand, and there'd be some downside to dual wielding like needing and even higher rating in its skill and perhaps a movement penalty.

So, a primary sword might do 15-22 damage, 9 req, and an off-hand sword might say "+5 req" and do 8-11 damage. Thus, you'd need a 14 rating in swordsmanship, and there'd be some other drawback...

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Biostem
Thus, you'd need a 14 rating in swordsmanship, and there'd be some other drawback...
14 Swordsmanship is not a drawback.

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by Biostem
Well.. there is another way of balancing this - make the off-hand weapons "lighter" versions of their primary-hand couterparts, and treat dual wielding as a sort of auto IAS - thus the off hand item would do less damage than the main hand, and there'd be some downside to dual wielding like needing and even higher rating in its skill and perhaps a movement penalty.

So, a primary sword might do 15-22 damage, 9 req, and an off-hand sword might say "+5 req" and do 8-11 damage. Thus, you'd need a 14 rating in swordsmanship, and there'd be some other drawback...
any damage bonus will unbalance the game, there arent much way around.

if you tell me you will lose the shield or extra energy there is a thing called weapon switch.

Hammer and other 2 hand weapon will be left out etc etc etc.

The only way to make it work would be make a new attribute line called "dual weld weapon" and make completly new skills for it

sky sliverwolf

sky sliverwolf

Ascalonian Squire

Join Date: Apr 2007

R/

lol ya i can see it now, wars with 2 weapons, hey why not casters 2 lol

/notsigned

JeniM

Desert Nomad

Join Date: May 2007

W/E

Quote:
Originally Posted by lishi
The only way to make it work would be make a new attribute line called "dual weld weapon" and make completly new skills for it
YEY can that line replace "Strength"
Great skills in that line but as a primary its a terrible bonus unless your using the skills

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

/notsigned
PS Phoenix Tears. The lack of duel wielding isn't an "engine" thing. It's a "balance" thing.

Catrion-Leyt

Catrion-Leyt

Frost Gate Guardian

Join Date: Sep 2007

In this remote place called hell.

Archons Ascendant [Arch]

R/E

I wouldn't want dual wielding in Guild Wars, at least right now. In my opinion, it just doesn't fit. We have dagger-wielding assassins, that's enough for right now.