Permanent 9th Skill
Rikimaru
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.
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
/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.
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
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.
/not signed - there is a reason there are currently only 8 slots, makes you become creative with your builds.
BrotherGilburt
/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
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
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
9 or 10 would be awesome.
/signed.
/signed.
Living Legend
/signed
only for those skills like charm animal, where you don't really use it but to have that animal there.
only for those skills like charm animal, where you don't really use it but to have that animal there.
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
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
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 |
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
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
/not signed
AlyssaMarcia
/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.
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
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.
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
/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
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
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.
However, I could see this working if the 9th skill was a permanent, unremovable rez sig.
Tarun
Quote:
Originally Posted by TadaceAce
a 9th skill slot would create major imbalance issues even if it is even something like charm animal.
|
MMSDome
/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.
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
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.
/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
/not signed
My reasons have already been explained in previous posts
My reasons have already been explained in previous posts
Gizmo Loco
/not signed for above reasons
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
/not signed
Nadine
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
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
/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.
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
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
It should be a spot for rez sig.
Terra Xin
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
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
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
the obvious reason 55 monks(and i have 1)please give me 1 more slot bwah hahahahahahahaha
shadowfell
/signed.
I would like to have 8 skills as well as a hard rez slot, aside from it.
I would like to have 8 skills as well as a hard rez slot, aside from it.
generik
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 |
/signed
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 add a 9th slot, you have to rework all the builds. And i cant be bothered.
h4mx0r
ha... ha... having charm animal as a mandatory skill would mean... constant pet death... which means... 8 second cooldowns...
generik
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. |
/signed
Avarre
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
This goes in the same files as raising the level cap. The no_idea file.
/not signed
prism2525
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
/not signed
Helll is for Heroes
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, 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
/notsigned, be creative if we want 9 slots and we get it then we want 10 slots
Terra Xin
Quote:
Originally Posted by generik
And having 7 now is not restrictive?
/signed |
Pandora's box
Quote:
Originally Posted by zamial
the obvious reason 55 monks(and i have 1)please give me 1 more slot bwah hahahahahahahaha
|
BrotherGilburt
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? )
|
Brother Gilburt