Duel Wield

Worldx

Worldx

Ascalonian Squire

Join Date: Mar 2005

can any melee class duel wield weapons?

worthless

worthless

Lion's Arch Merchant

Join Date: Mar 2005

TX

no duel wielding

Worldx

Worldx

Ascalonian Squire

Join Date: Mar 2005

damn :'(
any clues to a chance in a update / expansion

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

nope. no dual (not duel as in "i challenge you to a duel!") wielding weapons in GW. perhaps in a later expansion. but it would be unbalanced for all of the current classes.

Mss Drizzt

Mss Drizzt

Lion's Arch Merchant

Join Date: Mar 2005

communist state of NJ

Balance Balance Balance. We warriors have 2 hands so we should carry 2 swords. Scimitars would be nice.

ThePaper

Banned

Join Date: Mar 2005

I live in an atom bomb in Japan

Quote:
Originally Posted by Weezer_Blue
nope. no dual (not duel as in "i challenge you to a duel!") wielding weapons in GW. perhaps in a later expansion. but it would be unbalanced for all of the current classes.
I have to disagree there. Dual weilding would be balanced as letting you do more damage with less defense. sheilds add def, focuses add energy, and a second weapon adds damage. I do think that it should bring less damage per weapon, or maybe less accuracy, or only certain weapons can be in the second hand. Also I don't think it should be added in this chapter, since it would only push the game release back even farther, but it would be a good add for maybe an assasin-like class, or pirates, berserkers, etc. though many of those clases are inside the warrior class...

BlackArrow

Banned

Join Date: Feb 2005

Dual wielding would be cool, if it could be balanced.

ThePaper, imagine Dual wielding with IW. That's like using IW + 100 Blades every second. That and the adrenaline gain rate would double for sword warriors. Those are really my only balancing concerns though. Hammers already lose defense for damage.

ThePaper

Banned

Join Date: Mar 2005

I live in an atom bomb in Japan

Yes i agree that it might be hard to balance dual weild for the existing classes, but it would be a great add for new classes. Also it could be made so that skills wont put the added weapon into the calculations, so you would only use the skill with your main weapon, and the other weap would just add damage for regular attacks, or something like that.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Maybe a new profession will have Dual Wielding as an attribute, which would be cool. The higher the attribute, the more damage you do with each weapon. This would make sense since you have an attribute to learn swords, and an attribute to learn axes, etc. Maybe Dual Wielding will introduce a new weapon, like a kind of dagger/katana, a smaller, lighter sword. Would be cool

Maugrim

Ascalonian Squire

Join Date: Mar 2005

If dual wielding were to be added, I think it would go something like this...

+50-75% increased attack rate
80-90% max damage of regular swords
1/2 adrenaline gain on hit

Another thing would be that the 2nd sword could act as a shield, proviving armor...so that also would throw off balance. Same with Live Vicariously, energy drain/life drain on hit swords, Conjure X spells, Strength in Honor, Flurry and Frenzy would all make this unbalanced.

I think I would vote no for dual wielding because it would create too many problems, but if they found a way to make things balanced, I'd say go for it. I would really like dual wielding but not the problems that could come with it.

(edit) Kha could be on to something...Making a whole different attribute for Dual Wielding with the Warrior so he'd have to invest points into Dual Wielding AND Swordsmanship. That attribute could affect a certain penalty to your offhand weapon maybe? Like at level 0, it would do 5% regular damage? So then it could only be raised to a maximum of 60% of the swords regular damage. Then if you decided to put all the runes in and headpiece for 16, you'd have 80% of the swords maximum damage. And then you would factor in the Swordsmanship level to figure out how much damage you actually do. At 12 Swordsmanship, you would deal 100% damage with your primary weapon and with 12 in Dual your secondary weapon would deal the full 60% damage.

Mss Drizzt

Mss Drizzt

Lion's Arch Merchant

Join Date: Mar 2005

communist state of NJ

Yes your right but then true warriors that use 2 swords have to be good because the swords are their sheild and wepon.

And please if I hear Balance one more time I'm going to puke.

Maugrim

Ascalonian Squire

Join Date: Mar 2005

Balance

If they added a Rogue class, the attributes could be like this:

*Primary Only* Stealth or Mind Evasion/Concentration: some kind of evasion for DoTs/Hexes? No passive bonuses, it would just be skills that make opponent's hex spells less effective.
Ranged Attack: more proficient when using- Throwing Daggers, Shuriken, Darts
Dual Wield: More proficient while using- Short Swordx2, Long Sword+Short Sword, Scimitarx2, Daggerx2 (melee) or any combo of 2 weapons.
Charisma (ok, I stepped into Bards a little): Songs/Shouts and stuff that buff/debuff. Songs could be like spells, taking time to cast, but they would act as a shout type skill.

Not the most rounded/balanced class, and would definately need changes but I'm sure A.net could make Dual Wielding work somehow.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

I agree that a new Profession would be the best way to add Duel Wield.
Limiting it to specific weapons adds control to its use.
Two daggers or "blades" that extend bare hand fighting would work well.
The attack speed of swords/axes is reasonable, considering that you have to close range to attack.

This Profession could also be given the ability to throw these weapons. (A magical attack that was a cross between Stone Daggers and Barrage.)

Also the "weaving" of duel weapons could allow a projectile defense like Deflect Arrows or Whirling Defense.

Kiwi

Kiwi

Krytan Explorer

Join Date: Feb 2005

The Holy Land of Kiwis!

The only way to make it balanced would be to have a 25% cut in damage and speed for each weapon.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Kiwi
The only way to make it balanced would be to have a 25% cut in damage and speed for each weapon.
That's if they used the current weapons for dual wielding. If they made a whole new kind of weapon and put dual wielding as an attribute, there would be no need to make that kind of change because they would already be designed for balance. It seems a little too powerful if they would allow for the current weapons to be dual wieldable depending on how they will make it work.

I like the idea of creating a new profession (rogue/assassin/ninja) with a Dual Wield attribute rather than give it to the already established classes (warrior and possibly ranger). That way, say you have a W/A (Warrior/Assassin) and have points in both Axe Mastery and Dual Wielding. You would be able to dual wield axes. Maybe Dual Wielding skills will be for you to use your secondary weapon or using both weapons at one time, while in this case Axe Mastery skills would work for only your primary weapon.

And I like Maugrim's idea of a Rogue class (minus the Charisma.)

ThePaper

Banned

Join Date: Mar 2005

I live in an atom bomb in Japan

OK as for the rouge class, I think it should be like this (borrowing some from maugrim)

Primary Attribute is Stealth- Comes with the ability Stealth, with each added attribute making it harder to be spotted.

Assassination- Gives some backstab abilities, maybe poison that hinders them and such, requires use of a dagger.

Dual Wield- Lets you use a dagger/sword in off hand, and each point adds effectiveness of it. (passive 80%-90% decrease without it) And gives a few skills for use with the 2 weapons. Also using a sword lets you do more damage, and a dagger lets you use assassination moves.

Dirty Fighting- Has no passive bonus, but adds to skills like Shuriken/Throw daggers, a Throw dirt type skill, evasion (passive but uses a skill slot), etc...

Also you would probably add a few skills to other classes that detect the assassin when he is stealthed, so it won't become too unbalanced. I think this would work well for a assassin type, only thing hard will be the stealth, making it fair and keeping it balanced.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by ThePaper
I think this would work well for a assassin type, only thing hard will be the stealth, making it fair and keeping it balanced.
The fact that they never implemented Stealth when it was a Ranger attribute might be a sign that they either don't plan on ever using it, or are coming up with a different look for it so it fits with GW's balance theme.

Maugrim

Ascalonian Squire

Join Date: Mar 2005

Assassination!!! Thats what I was thinking of but I just couldn't name it! Could be full of backstabs and poison coated weaponry (like Poison Arrow but for melee). Only reason I said Charisma as a skill line is because I couldn't name this one lol.

And I like your idea for "dirty fighting". The assassin could be our first unarmed melee fighter with that. Add some kicks punches and some ninjitsu moves to take enemies to the ground.