Hi!
Do you think, there will be any changes to the max dmg of weapons?
For example bows with 18-31.
I hope they won't change anything, all the perfect weapons were useless and nobody would pay anything for them.
greets
(and sorry for my bad english ^^)
Max Dmg @ Chapter 2
Der Zweifler
Epinephrine
No, I believe everything will stay the same, but new damage type may be possible (analagous to dark, holy and chaos) and possibly we'll see armours and such with reductions to these damages. Possibly there will even be new forms of armour with Mantra-like reductions of damage rather than AL, so that you have two forms of armour available; you can have AL60 robes or AL40 robes with 25% reduction of elemental and magical damage for example, leaving you vulnerable to physical but providing some protection against armour ignoring spikes; that kind of thing.
If they follow MtG there will likely be specialised forms of damage and such with each expansion; they're on the right track with the cross-attribute skills, this is similar to the "kicker" costs and such used in some MtG cards; I could see analogues of "phasing", "shadow" and such as being possible, as well as specialised dual class skills, or skills that benefit greatly from a combination of effects (warrior attacks that do more damage if you hit a foe with a mesmer hex on them, ranger shot that deals more damage if you have a necromancer enchantment on you, Fire spells that work better if you use a ritualist spirit, earth-armours that get a synergy with protection magic and so on).
I suspect that the balance issues that MtG faced are pretty much similar to those that face GW; how do you introduce new stuff, make it fun and desirable, yet not give too much of an edge to those with the greater number of skills and such; you make the damage ranges all similar, but you open up new mechanics that aren't advantageous per se.
If they follow MtG there will likely be specialised forms of damage and such with each expansion; they're on the right track with the cross-attribute skills, this is similar to the "kicker" costs and such used in some MtG cards; I could see analogues of "phasing", "shadow" and such as being possible, as well as specialised dual class skills, or skills that benefit greatly from a combination of effects (warrior attacks that do more damage if you hit a foe with a mesmer hex on them, ranger shot that deals more damage if you have a necromancer enchantment on you, Fire spells that work better if you use a ritualist spirit, earth-armours that get a synergy with protection magic and so on).
I suspect that the balance issues that MtG faced are pretty much similar to those that face GW; how do you introduce new stuff, make it fun and desirable, yet not give too much of an edge to those with the greater number of skills and such; you make the damage ranges all similar, but you open up new mechanics that aren't advantageous per se.
Pevil Lihatuh
Gonna agree with Epinephrine. Now its being marketed as a standalone game, it wouldn't be very fair to those people who have 1 & 2 going back into a 1 area and doing more damage than all those people who only have chapter 1. I think there'll be different weapons (Daggers for the assassin we know about) and those will obviously have to have their own max damages made.
Maxiemonster
ANet said the people who bought Chapter 2 wouldn't have a very big advantage compared to the ones that only have Chapter 1, and I think a higer maximum damage would definitly be a big advantage.
Raxxman
same goes for armour.
I'm more happier about this, I feel it would be cheating the chap 1 players if they got worse gear than the chap 2 players who have not played chap 1.
I'm more happier about this, I feel it would be cheating the chap 1 players if they got worse gear than the chap 2 players who have not played chap 1.
Dave83
I think it would be very unfair to people who have spent alot of time gathering perfect, low req rare weapons. I hope they do not change weapons max damage amounts. New mods would be great though
Farin
My guess is that it'll stay the same. I also think daggers will be a low max damage and a high max damage to avoid the critical hits abuse, something like 14-18. I could be wrong.
Two April Mornings
i hope and believe that weapons will be the same damage, after all, well share tombs
Tyrent Frath
i think daggers will be low damage, high speed
Robster Lobster
I wouldn't mind seeing a more powerful bow that has a much slower fire rate, or even the axe equivalent of a bow, a large damage gap. Could be fun.
LifeInfusion
If they do, they will balance it and put it in Chapter one. I doubt they would increase max damage though.