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View Full Version : A very, very, VERY early thought on this upcomming change.


Cusashorn
06-12-2007, 11:03 PM
<hr /> TEST SERVER ONLY - WEAPON USABILITY <ul><li>In early testing for GU37, weapon usability is being improved by removing the Dual Wield weapon designation. </li><li>All current Dual Wield weapons will become One Handed and gain the damage rating of a comparable one handed. </li><li>You will be able to equip most One Handed weapons in either your main or offhand. </li><li>In order to compensate for the increased damage to dual wielding, offhand delay is slowed by a small amount so that damage over time remains the same. </li><li>Again, this is being released extra-early to TEST SERVER ONLY and will not be going live with GU36</li></ul><hr /><p>Yeah I read the message very clearly, this is just something for LU37 on Test, even though LU36 is now being tested out as well, but does anyone else think back to how Dual wield worked in EQlive by this changes? It feels like that to me, just from what it sounds like.</p><p>Better to put the faster delay weapon in your primary, etc.</p><p>I'm just voicing my 2 cents, thats all. I know whatever changes are made will work out for the best.</p>

Captain_Xpendab
06-12-2007, 11:37 PM
That was my first reaction too initially, but I think this will be an improvement. It will simplify searching for weapons on the players side, and simplify creating and balancing weapons on the developer side. The only big concern I have is for weaponsmiths, are they about to end up with a bunch of redundant one handers?

Rijacki
06-13-2007, 12:15 AM
<cite>Captain_Xpendable wrote:</cite><blockquote>That was my first reaction too initially, but I think this will be an improvement. It will simplify searching for weapons on the players side, and simplify creating and balancing weapons on the developer side. The only big concern I have is for weaponsmiths, are they about to end up with a bunch of redundant one handers? </blockquote>Hopefully more attention will be given to what stats are on those "redundant" weapons making them choices for different classes.

Captain_Xpendab
06-13-2007, 12:40 AM
Heh, I was going to edit that since I went on test and answered my own question. Looking on the broker, most already have different stats from each other and the few that had the same stats had different looks. Kind of silly of me to even bring it up now that I think about it. Nevermind

Cocytus
06-13-2007, 04:26 AM
<p>To be brutally honest... </p><p>Honestly...The achievement changes, aggro changes, weapon changes....</p><p><b><u>This is the single most idiotic and poorly thought update I've seen</u></b>. NO FORESIGHT.</p><p>Aggro is going to be completely @#($ed. Completely. On top of this, all specs that require a certain wield style (not weapon style, as in, you have to use a shield, or you can't use an offhand, etc) will be very much trivialized.</p><p>Basically, what this update does...is severely restrict how much damage you can do to maintain control, but at the same time, majorly increase the amount of damage you can do. That's incredibly stupid, or maybe a better word...counter productive.</p><p>This closes the skill gap severely. Now you won't even need skill to be effective and maximize your dps. Because if you try to, you're going to die unless you're tanking. You'll pretty much be better off raiding with idiots, because they'll be less likely to try maximizing their skills and efficiency and end up dying.</p><p>In a nutshell: Less tank dps. More anybody-but-tank dps. Less aggro control.</p><p>/boggle</p>