I think the topic is self explanitory, I'd like to see a nice claymore, or Zweihander or good ol' fashioned great sword.
Nuff' said
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Originally Posted by TheIrishman
I agree - It needs it's own skill set.
Heres some examples of some ideas I've got for 2 handed swords: Behead - You deal +X damage. If target enemy is below 25%, the damage is trippled. (X = 2 Handed Swordsmanship) Adrenaline cost 10. En Guarde - For the next X seconds, or until a non-sword skill is used, you have a 75% chance of blocking melee attacks. (X = 2 Handed Swordsmanship) Adrenaline cost 5. Impale {Elite} - You deal +X damage. Target suffers from Bleeding and Deep Wound. Adrenaline cost 8. Legsweep - If this attack hits, the target is now crippled. 10 Mana Overhanded Swing - You deal +X Damage (Note - X is high in this scenario). Adrenaline cost 6. Torso Chop - If this attack hits, target suffers from Bleeding. Flesh Wound - If this attack hits a Bleeding foe, target now suffers from Deep wound and takes X damage. Bloodrush - If this attack hits a bleeding foe, it deals no damage, and instead interrupts any actions the target is involved in. If this action is a spell, that spell takes an additional 20 seconds to recharge. Rupture Organ - If this attack hits a foe suffering from Deep Wound, that foe is now Poisoned, and takes X damage. (High X) Tell me what you think. |
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Originally Posted by Swarnt Brightstar
It would be cool if you could dual weild weapons at the cost of a focus/sheild...
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Originally Posted by Apophis Jaan
Why must everything be so over-complicated? What's wrong with it being like two handed swords in every other RPG, just like a sword only more damaging. Would give people more options, want to be heavy on the defense go sword & shield want more damage then go two handed sword. You needn't make things more complicated then need be. You dont have to give every single thing it's "niche" thats bad game design, options are good veriety is the spice of life lets leave it at that. All I want is a claymore dammit!
Also when a game requires people to make specific so-called "best builds" to fill niches then you know something is broken and needs fixing. People shouldnt need to be forced into making specific builds to compete. Build A should be just as good as build B to Z, so you dont end up with hammer war/monk number 123457. So I can have my axe wielding W/Mes (or some other not so common build) and still be able to hold my own. |
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Originally Posted by Apophis Jaan
Why must everything be so over-complicated?
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As for 2-handed swords, I think they would be most realistically implemented along with a new profession in an expansion who actually has an attribute for wielding such weapons. Of course, the specifics are for Arenanet to decide.|
Originally Posted by Apophis Jaan
Also when a game requires people to make specific so-called "best builds" to fill niches then you know something is broken and needs fixing. People shouldnt need to be forced into making specific builds to compete. Build A should be just as good as build B to Z, so you dont end up with hammer war/monk number 123457. So I can have my axe wielding W/Mes (or some other not so common build) and still be able to hold my own.
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Originally Posted by Rieselle
I can't believe noone came up with the obvious suggestion - make 2H swords use the sword line of skills, but make them as slow as hammers. However, make them attack all targets in a arc in front of your character. (or if that's too powerful, make it attack your target and two enemies who are adjacent to your target). The 2H sword animation can be broad sweeping horizontal swings.
After all, Phantasy Star Online has 2H swords that work this way, and Polearms in Lineage 2 work this way also. While we're at it, give us big 2H polearm axes, that use axe skills, but are as slow as hammers - but have a longer range, so you can attack people at just outside "adjacent" radius. So you can attack outside the range of skills such as lava font, aftershock etc. One of the things that suck about most MMORPGs is that the whole weapon choice issue usually boils down to attack speed vs. damage. And they both end up being DPS, so it's often a moot point. GW adds a little bit in that different weapon types are required for different skill sets, but I'd still like to see more tactical differences available for weapons. |