Weapons in Factions..

JoeLax

Ascalonian Squire

Join Date: Jan 2006

I know there are going to be many more weapons in GW:Factions, what i am wondering is if they will change damage modifiers/Max Damages, and even weapon modifiers (like sundering).

I just picked up a Perfect Mursaat Hornbow yesterday and i am thinking whether i should sell it now, or just hold onto it, hoping that it will still maintain its current value.

Any thoughts?

FireFox

FireFox

Krytan Explorer

Join Date: Jun 2005

Texas

We Wear Sombreros [文文文], Ugly Ducklings [ugly]

Max increase = no
New mods = Yes

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

I think some mods need some update too.
New mod is defintely welcome.
New weapons = awesome.
Twisting the max/min dmg (for example: 20-24 bow) would be interesting.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

New mods, I'd bet ten bucks we'll get. New +damage modifiers (such as +x% damage while suffering from a Condition), I'd also bet on. Damage increases, I'd bet ten bucks will never happen. All the numbers in Guild Wars, from HP and Energy down to the numbers on Vampiric weapons, are designed to achieve an extremely delicate balance - if you'll note, Vampiric weapons are designed to achieve roughly equivalent HP trade at maximum levels between steady attacking and the degen. Vampiric Swords, which get one 3-HP-stealing attack every 1.33 seconds, gain you a lose of 2HP a second. Basically equivalent exchange, which makes Vampiric weapons essentially damage boosters as opposed to healing items. So even adding a point or two to Vampiric values could have a drastic effect on gameplay balance (allows for actual energy-less, cost-less self-healing while simultaneously improving damage dealt to enemies, rendering Vampiric mods hideously expensive and most other mods comparatively useless).

Given that sort of nitpicking level of balance, no, I don't think we'll see damage shifts. We will see new mods though. Count on it :P

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

There are many ways they could change the max damages without upsetting balance. 16-21 sword, 17-20 sword, 18-19 sword. All of these would deal the same average damage, and actually have a lower critical hit. These variations would be worse, but provide an alternative to what is now normal.

dargon

Furnace Stoker

Join Date: May 2005

The Seraphim Knights [TSK]

R/

I doubt stats will be changed, but new weapons, definately

http://www.guildwars.com/events/cont...st-winners.php

Eclair

Desert Nomad

Join Date: Apr 2005

Maybe low damage faster attack varations of swords, hammers, axes?

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

Quote:
Originally Posted by Eclair
Maybe low damage faster attack varations of swords, hammers, axes?
No to faster melee weapon. Maybe hammer, but not sword/axe/dagger. I don't know how many skills out there that can take this out of balance with the current game mechanic.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Low-damage, fast-attacking versions of classic melee weapons would throw one monster-sized wrench in the works. Stuff like Illusionary Weaponry, Vampiric mods, Order spells, even Conjures, anything that works for a set duration would become vastly more powerful. Not to mention the Adrenaline concerns. Adrenalin buildup rate is another of the carefully monitored factors Anet uses when balancing skills; having the option available of increasing that buildup rate without paying for it via skill useage would throw things out of whack.

It's a nice concept, having differently-performing versions of melee weapons like they have with bows, but it's really much harder to execute without a Range or Flight Time statistic to play with. Melee weapons have Attack Rate and Damage, with very few permuations thereof. Kinda sucks, but that's the way I believe it has to be.

KingBlue

Ascalonian Squire

Join Date: Feb 2006

Mo/

Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.
if it still gets to be a problem they can always tweak the attack speed on them.

Dragonblood

Dragonblood

Academy Page

Join Date: Aug 2005

Followers of Master Jack [FOMJ]

N/Rt

Quote:
Originally Posted by KingBlue
Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.

You know, I can see 2 handed swords & axes in GW: Factions not being a problem. They(the swords & axes) can have the same dmg as the hammer( max dmg 35). It's just that players will be giving up some armor protection, that they would get from a shield. Just as when a player uses a hammer.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by KingBlue
Well there is a way to add up more dmg to swords without over powering it, its really simple just put in 2 handed swords in the game with a bigger dmg and problem sloved, same goes for axes.
No no no. You'd never see a one-handed weapon in PVP again. (Except in random arena, wielded by w/mos with mending and gladiator's defense.)

I may be excessively vehement about this, but this was one thing about World of Warcraft that really annoyed me before I left for GW...

KingBlue

Ascalonian Squire

Join Date: Feb 2006

Mo/

Natalie ocf you would still se one handed weapons in pvp and gvg, shilds offers alot of protection and some extra good mods.
With 2 handed weapon one is giving up some perks and protection for more dmg, its a win lose ideal thing, so it will balance it self out very nicely.
it would also give the players more freedom of choice even, if the worst thing happens, that 2 handed does indeed get over powerd there is always a speed tweak for Anet to use, make the 2 handed swords abit slower.

And also you cant compare the weapons in GW vs WoW or any other game from the same 'genre', the game concept is way to much far apart for one to do that.
When i do compare GW to other games i pick DoA (dead or alive), GW is a rock,paper and siccors game, just like DoA.
all you need to figure out is what the enemy is going to use.
you know sometimes i tell my friends that one could play GW as a text based game even

Doctor Death

Doctor Death

Frost Gate Guardian

Join Date: Nov 2005

Manchester, UK

Currently Guildless

W/N

You have already got Enchanting mods ect (max 20% longer). What I would like to see is a Tactics Pommel/Grip ect. that gives 20% longer stances.
Also a disrupting Hilt/haft ect. that grants a small chance to interrupt (max 5% chance on hit maybe).

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

Let's say axe got attack speed and damage of the hammer with slashing damage and axe skills... who the hell would want to use 1 handed axe? Hammer already do more DPS than axe by just auto-attack, now you give it axe skills.

I certainly would not use 1 handed weapon ever again if that's the case. It is not like hammer warrior get slaughter in PvP, they are pretty much just as tough as any shield wielder in terms of defense.

Maybe if they create a new line of skills that can only be use with 2 handed and properly balancing those skills. We won't be seeing that any time soon.

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

2 handed sword + hundred blades would hit for well over a hundred...without buffs.

There are ways 2 handed swords could be implemented...but it would more likely be a new line, perhaps even on a new class.

thor hammerbane

thor hammerbane

Forge Runner

Join Date: Jun 2005

Dark Side of the Moon

Fat Kids Are Hard To Kid[nap]

I do hope they dont change the dmg...then those of us with perfect weapons will have to spend another couple 100 g's to get them up to date.

DABhand

Frost Gate Guardian

Join Date: Dec 2005

W/R

I wonder if they will increase the dmg dealt from weapons (clean ones)....


Cause I dont want to run through countless hordes of 24's again


EDIT: That didnt come out the way I intended...

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

I'd love to see something like a Highlander class based on two-handed swords. Would be interesting to see how they would do that. Though, I'd want my spear-user class first! XD.

DABhand

Frost Gate Guardian

Join Date: Dec 2005

W/R

I like that idea.

Would like to see Dual Handed swords, like giving up on defence to gain more dmg.

drowningfish999

drowningfish999

Krytan Explorer

Join Date: May 2005

Awakened Tempest [aT]

Mods is probably a guarantee, but they can NOT put in a higher modifier because everyone that didn't buy Factions would be at a major disadvantage.

Retribution X

Retribution X

Desert Nomad

Join Date: Nov 2005

Check behind you again.

N/

i'm betting on dual wielding.
i'd put 5k on that.

Xiph0s

Frost Gate Guardian

Join Date: Jun 2005

Arizona

AHS

W/Mo

If they increase the max dmg or 15% above 50% crap, imma be SOOO pissed off.

romeo_longsword

romeo_longsword

Krytan Explorer

Join Date: Jan 2006

United Kingdom - London, China - Hong Kong

R/

I want crossbows.

Agrestis

Pre-Searing Cadet

Join Date: Dec 2005

The Blue Allience

R/Mo

Yes there are DEFINATELY going to be new weopon types. It says so here on the guild wars web site.
http://www.guildwars.com/events/cont...test-rules.php

it then goes further to hint at one of the weopons
"The next release of Guild Wars will feature new weapon types, but for now you should design around the traditional Guild Wars items:

* Axe
* Bow
* Focus Item
* Hammer
* One-handed Swords
* Shield
* Staff
* Wand"

i think this is saying that they will make 2 handed swords this time round. Ofcourse they might have just been wanting no 2 handed swords as they cant be used

CKaz

Jungle Guide

Join Date: Feb 2005

Really the new weapon types are daggers and the ritualist items
I don't think you'll see anything beyond them

However if you watched the trailer, I think you can have 'long daggers'
Which will probably be insanely popular the longer the blade
Which will be pretty close to at least the look of dual-wielded swords

squan

squan

Banned

Join Date: Feb 2006

Rotterdam (The Netherlands)

Rotterdam Pride

Mo/

Well, we got blue, purple, gold, green weapons.

i think Factions will get other collor, maybe red.

DJvirusz

Ascalonian Squire

Join Date: Jan 2006

The Hierarchy

W/Mo

I would like that they add 2 handed swords too. But if they do so they will have to increase it's max dmg a little more like 20-30 or maybe more. will be nice if they make new 1 handed swords (same dmg as guildwars 1) but different mods and 2 handed sword ( with mroe dmg and better mods) like hammers or better

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Did Factions ever say anything about new skill attributes for the current professions?..

Cough cough, Blunt Mastery for Warriors, PLEASE... Maces.. One handed hammers.. drool.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Blunt is still connected to Hammer though since a hammer is a blunt object.

CKaz

Jungle Guide

Join Date: Feb 2005

no you wont see new lines for any class, sorry...
they're only giving each class 25 skills - and 10 or 15 of those are elite