Permanent 9th Skill

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

This is fairly unecessary, but I think it'd be cool if characters had a 9th skill slot, but a certain skill goes there automatically based on your class.
You could choose between either having the skill of your primary proffession there, the skill of your secondary, or the Res Signet.
Here are some examples of the skills each class might get that they have the choice of placing there:

Monk Class: Ressurect
Ranger Class: Charm Animal
Assassin Class: Return (An evade shadow stepping skill)

I'm only really suggesting this idea because I hate sacrificing a skill slot for absolutely mandatory skills that often disregard your build. Like Res Sig.

So... /sign or whatever if you like it, or criticize it if you hate it. No flaming though.

ecto bomb

ecto bomb

Frost Gate Guardian

Join Date: Jun 2005

US, FL!!

Survivors of Rhydin (SoR) 8 Guild Alliance

N/Me

/signed

I like the idea, but maybe it would just give you an automatic rez sig instead of those other skills. That would be more helpful.

Adria Soulseeker

Adria Soulseeker

Academy Page

Join Date: Jul 2005

Washington St.

Final Fear (FeaR)

R/E

why not a 10th and an 11th skill slot? Heck, why not be like WoW and have 8,000 skills at once!

/not signed - there is a reason there are currently only 8 slots, makes you become creative with your builds.

BrotherGilburt

BrotherGilburt

Wilds Pathfinder

Join Date: Feb 2006

USA

Mo/

/notsigned

No point. 8 skills is more than enough. Skills like charm animal are SUPPOSED to take up room on your skill bar. Otherwise you could just bring a pet and have room for a more attacks. Haveing a 9th skill slot you could place charm animal on would defeat the point of the skill completly. Also ressurect skills are also ment to take up space on your skill bar. Haveing an extra skill slot just sounds like another way to make the game to easy....

Brother Gilburt

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

I think it would be good to have a 9th slot where you can only put resurrection spells/signets. The 8 slots we have now are perfectly in balance for most classes untill you use 1 for a res skill/signet; the 7 slots left often lack balance.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

9 or 10 would be awesome.

/signed.

Living Legend

Jungle Guide

Join Date: Apr 2006

R O M E[Rome]

W/E

/signed

only for those skills like charm animal, where you don't really use it but to have that animal there.

Hung Wei Lo

Pre-Searing Cadet

Join Date: Jun 2005

/not signed

When I play my War, I expect to be the first person to die as I'm grabbing aggro so everyone else can get away, so I don't usually carry a res (and yes, i relay that message to everyone)

anyhow, maybe there should be scrolls of resurrection, that you would find once in a while that can be used like the exp scrolls

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

Quote:
Originally Posted by Hung Wei Lo
/not signed

When I play my War, I expect to be the first person to die as I'm grabbing aggro so everyone else can get away, so I don't usually carry a res (and yes, i relay that message to everyone)

anyhow, maybe there should be scrolls of resurrection, that you would find once in a while that can be used like the exp scrolls
During the very 1st one or two betas for Guild Wars enemies were able to drop crystals, and when you used them it would give you a skill from another class in a tiny extra slot untill you entered an outpost or town. If I remember right, the crystals were a different color depending on the class, and it was random which skill it gave you.

Not that that has anything to do with this, but it's almost just like what you described, so I doubt they'll re-add something they scrapped from beta.

-Edit- Ugh... nevermind. What you suggested isn't like that, I read it wrong.

sunny dai

Ascalonian Squire

Join Date: Mar 2006

It would be cool for a quick launch slot for scrolls CCs and other one off items but a 9the "skill" slot would be sily.

/not signed

AlyssaMarcia

Ascalonian Squire

Join Date: Apr 2006

/not signed

There are so many requests in this forum that are good ideas and have a lot of use. What isn't considered is the balance of the game, this would hurt the balance of the game and you know why.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I understand that the game, or the skills, are balanced around 8 skills, but if everyone had 9 or 10 skills then they would all increase in power. They would certainly have to rebalance alot of builds so they would not become overpowered with additional available skills, increased combination options would change the way the game is played, but I feel it would be for the better.

Alot of builds require several energy management skills, self sustaining skills, and other simple neccessities to opperate, this leaves alot of classes like ritualist and Elementist with little room to bring other skills, and often with nothing to cast if they have long recharge times. (And believe me, Ritualist steals the record for recast wait times). On top of that, many good builds stress the need to bring rez and perhaps other team supporting skills, but how are we to do that when half your skills are being used up justs so your other 4 skills can function?

The current chapters of the game already work around 8 skills, including the arenas, and enemies, there is no need to change previous chapters of the game to allow 9, or as I perfer, 10 skills to be used. They can just make certain, or future chapters with the opening to use 10 skills. The previous chapters can remain the same, HoH, Factions, UW and Fissure can all retain their 8 skill limit.

Unlike additional levels or attribute points, skill slots can simply be made inopperable in certain areas, they don't have to reduce your level or attribute points to reduce your capabilities if you return to previous chapters. This can work the same way as having dual elites after a capture, as soon as you enter a town or chapter which doesn't allow 9 or 10 skills, it will just remove or close those skill slots so they cannot be used. In this way none of the previous material has to be rebalanced or considered, they only have to balance the future enemies and situations to work under these constraints.

Having an additional 1 or 2 skill slots will allow for alot more players to bring condition and hex removal, ressurection sigs, pet abilities, more than 4 attack spells, and skills like weak gliphs, which would never otherwise be considered in your build because of the limiting constraints of 8 skills. It would allow people to bring a balanced of offensive and defensive skills for every class, or a full line up of attack skills, enough spirits to have another option wile the other 4 are recharging for 1 minute. Yes it would play different, and many people would enjoy it.

Anet has promised a different experience in every chapter, they have to add something new, and should try to appeal to another audience of interest every time, being able to play with 10 skills has a wide market of interest, it may not appeal to some, but to some it does, and those people should have a chapter that they would enjoy.

The other idea they could use for an additional 1 or 2 skills are mobility skills which are seperate from other useable skills. I have long been interested in the addition of climbing, and swimming into the game, and for these activities they can make skills which can improve their capabilities or allow them to use special capabilities wile climbing and swimming. But since these activities are situational, dependant on whether or not there is water to swim through, or cliffs or objects to climb on or over, it would be very difficult to trade the use of one of your already limited skills for something that only works, or only works well in limited situations.

Thus, for such instances they could allow 2 new skill slots, one which can only be equipted with a climbing skill, and one which can only be equipted with a swimming skill. This would allow players to prepare for swimming and climbing situations with several alternate skills (based on different classes), without comprimising the current assortment of skills they use to function naturally.

These kinds of activities would greatly enrich the gameplay in GW, being able to play a scenario where the only way to break into the enemy fortress is to climb over the wall, or the only way to your destination is to swim through a moving river. These things would create a great new way to experience the game, and amazing new tactics to use in battle situations.

There are alot of interesting ways in which new skill slots could be made very enjoyable, and they don't have to effect previous chapters at all. It would please me greatly if they made future chapters, or every other chapter with a set limit of 10 skills, or allowed the use of a new climbing and swimming skill slot with or without opportunities to use them in previous chapters.

Isileth

Isileth

Jungle Guide

Join Date: Apr 2006

R/W

/not signed
Would ruin the whole idea of the game. You need to be creative and work out builds. Having more skills just makes the game even easier

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

a 9th skill slot would create major imbalance issues even if it is even something like charm animal.

However, I could see this working if the 9th skill was a permanent, unremovable rez sig.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

Quote:
Originally Posted by TadaceAce
a 9th skill slot would create major imbalance issues even if it is even something like charm animal.
It does not imbalance the game if everyone has use of it.

MMSDome

MMSDome

Raged Out

Join Date: Sep 2005

/unsigned

it would ruin the game, guild wars was based on 8 slots from the beginning and it will be that way through remaining chapters. It is indeed a sacrifice for every skill you use, so choose wisely. You dont need a pet or res sig, remember that.

master_of_puppets

master_of_puppets

Krytan Explorer

Join Date: Apr 2006

I dont like guilds...

Mo/E

I think I speak for all serious players when I say
/notsigned

I have seen some other people suggest changing or increasing the skill bar. The whole point of the skillbar is to be as good as you can be with a set number (8) of skills. Lay off it. The skill bar is good as it is, no changes are needed. I dont think Anet will increase the skillbar and I really hope they dont because I would honestly quit GW if they do.

Ecklipze

Ecklipze

Lion's Arch Merchant

Join Date: Feb 2006

R/

/not signed

My reasons have already been explained in previous posts

Gizmo Loco

Gizmo Loco

Lion's Arch Merchant

Join Date: Oct 2005

/not signed for above reasons

shardfenix

shardfenix

Banned

Join Date: Dec 2005

Il Power Overwhelming Il [HaX]

Characters used to have a ninth skill slot for a signet. They did away with it because it was too restrictive or unbalanced (imagine a monk nowadays with a res sig as skill 9).

/not signed

Nadine

Frost Gate Guardian

Join Date: Jan 2006

OhNo quitted too active gvg

W/E

only matter which cuold make me sign this is charm+comfort animal. Yeah, ranger really shuold get pet allways with them or charm shuold be res skill also. And infact only monks play with 8 skills in gvg enviroment, others play 7+res signet (sometimes some permanent res skill). But If u are ranger and wanna get pet with u, u play with 5 skills :C

R A C

R A C

Lion's Arch Merchant

Join Date: Sep 2005

In my parent's basement

R/Mo

sorry for being slightly off topic, but I agree with nadine, charm animal should be a res too. not heal, just res. there are other pet skills to heal, comfort is really only needed in emergency heal/res. but that new elite heal as one rocks for healing. Basically I just want to have room for one more skill when I'm using my pet. I don't like seeing charm sit there taking up a slot.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

/no

I was jokin around in RA one day and me and some other guy thought that res signet should automatically be put into the 8th skill slot. Other than that, no.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Maybe like the celestial skills, just not as powerful. A permanent skill based on your primary, and you can only use it once until you kill a boss.

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

It should be a spot for rez sig.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

no thanks. If the permanent 9th skill slot 'had' to be a res sig, then that will stop me from complaining at all the w/mo's who dont even bring res. The fact that they even use it is a different matter.

8 skills is plentiful, and as what Bahamut said, the current builds and builds that are created come with the knack that you only have 8 skills. Creating a 9th will bring about a wider variety of builds, but are otherwise unrequired.

For those of you who like to skim read, the following is the main guts of my post:

/notsigned

M C H A M M E R

M C H A M M E R

Wilds Pathfinder

Join Date: Dec 2005

Drunken Rangers [DR], Sig of Ultimate Doom [SiG]

W/

I don't think Charm animal should take up a skillslot...I agree on that. Rest not for odvious reasons...however...more uses of the celesial signet skill would be cool

zamial

zamial

Site Contributor

Join Date: Apr 2006

Usa

TKC

N/

the obvious reason 55 monks(and i have 1)please give me 1 more slot bwah hahahahahahahaha

shadowfell

shadowfell

hamonite anur ruk

Join Date: Jan 2006

Echovald Forest

[PhD] Teh Academy

Me/A

/signed.

I would like to have 8 skills as well as a hard rez slot, aside from it.

generik

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by shardfenix
Characters used to have a ninth skill slot for a signet. They did away with it because it was too restrictive or unbalanced (imagine a monk nowadays with a res sig as skill 9).

/not signed
And having 7 now is not restrictive?

/signed

Helll is for Heroes

Helll is for Heroes

Lion's Arch Merchant

Join Date: Dec 2005

True Cinema

W/

/not signed.

if you add a 9th slot, you have to rework all the builds. And i cant be bothered.

h4mx0r

Academy Page

Join Date: Apr 2006

Asian Fanatics [AF]

A/Mo

ha... ha... having charm animal as a mandatory skill would mean... constant pet death... which means... 8 second cooldowns...

generik

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Helll is for Heroes
/not signed.

if you add a 9th slot, you have to rework all the builds. And i cant be bothered.
If you are too lazy that's your problem, besides you can feel free to ignore that 9th slot and carry on running your 8 skill builds.

/signed

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Useless idea. If you can add 1 more just because you want more space, why not add a dozen more?

This goes in the same files as raising the level cap. The no_idea file.

/not signed

prism2525

prism2525

Forge Runner

Join Date: Nov 2005

Among dead bodies.

The Republic of Sky Pirates

E/

The idea is tempting but I have to agree with all who are against this. It would throw the whole game into disarray. Anet knew what was doing when it set the skillbar on 8. And as said b4, they did try to make a temporary ninth and decided to remove it. What on earth makes you think that they would make a PERMANENT 9th?

/not signed

Helll is for Heroes

Helll is for Heroes

Lion's Arch Merchant

Join Date: Dec 2005

True Cinema

W/

Quote:
Originally Posted by generik
If you are too lazy that's your problem, besides you can feel free to ignore that 9th slot and carry on running your 8 skill builds.
no, ALL THE BUILDS will need to be heavily reworked to compensate.

No, its not my problem, its everyones problem. you chuck an extra slot in there, you throw all of PvP into disarray.

Anet gave us 8 slots for a reason, because that was enough.

purepwners

Frost Gate Guardian

Join Date: Feb 2006

/notsigned, be creative if we want 9 slots and we get it then we want 10 slots

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by generik
And having 7 now is not restrictive?

/signed
correction, we have 8 skill slots :P

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

Quote:
Originally Posted by zamial
the obvious reason 55 monks(and i have 1)please give me 1 more slot bwah hahahahahahahaha
This thread is about a limited 9th skill, like res. The 55 monk build is a solo build, it wont even use that. But I agree with one of the earlier posters, its enough to have a permanent resurrection signet as a 9th skill. Because resurrection is the only skill that actually sacrifies a usefull slot 'just to be sure' (and how many times it happens that the remaining partymembers are just looking at each other telling they did not bring res? )

BrotherGilburt

BrotherGilburt

Wilds Pathfinder

Join Date: Feb 2006

USA

Mo/

Quote:
Originally Posted by Pandora's box
This thread is about a limited 9th skill, like res. The 55 monk build is a solo build, it wont even use that. But I agree with one of the earlier posters, its enough to have a permanent resurrection signet as a 9th skill. Because resurrection is the only skill that actually sacrifies a usefull slot 'just to be sure' (and how many times it happens that the remaining partymembers are just looking at each other telling they did not bring res? )
Actually, I think a 55hp monk that duals UW with a necromancer would love to bring res.....

Brother Gilburt