Now that weapons cannot be equipped on both slots: Allow 2x weapon skills to be used instead

Devs, the concept is simple:

You removed the ability to equip two of the same weapon in our weapon slots. I agree with this change.

However, there should be an option to equip only ONE weapon and have benefits for it.

How about this:

  • Add a second, 3-box row skill to each weapon’s ability selector. (The screen that comes up when you press K then select your weapon. You see the skill tree and then the 3 boxes on the bottom left to choose where QRF skills go).
  • You equip only one weapon. If 2nd weapon slot is left blank it automatically uses the SECOND row of 3 skills you selected on point above.
  • For player to use the skill on the second set, you just select your secondary weapon…what swaps is the skills not the weapon itself.

At no time are you adding more skill keybinds. Nor more points.

However, it does allow both of us who use a weapon and have more than 3 skills trained, to have a means to access them.

For example, in musket you can have all six skills trained… even if 3 of them are just the skill, no passives upgrade to it.

Say I have :

Row Set #1 : Power Shot, Powder Burn and Stopping Shot all in row #1.
Row Set #2: Trap, Grenade, Shooter’s Stance.

Of all those I would only have the entire sniper tree fully upgraded and mastered with the stopping shot having just 1 upgrade…the traps and grenade have no upgrade.

Thus, whenever I need to use a trap or grenade or shooter’s stance I just switch to my ‘secondary’ weapon which merely switches the QRF I have access to from Row#1 to Row#2.

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I think that is a bit too much, but I do like the idea.

It would be worth it if you could just have an additional ability and 3-4 extra passives.

Once you hit 20 weapon mastery you can “Specialize” the tree and add an addition slot and allocate additional passives that are outlined in gold. When you only have 1 weapon equipped you get those additional points and double attributes of your weapon. If you equip a second weapon you it goes back to normal.

Disagree,

This defeats the purpose of weapon swapping and pairing weapons appropriately. Part of the ceiling of combat is knowing how to swap and manage another weapon. This it’s also addressed in the latest dev blog.

There are also very specific weapons that would benefit way too much from this like Great Axe, Fire staff, and Life staff.

This would be very contradictory to the conception of the current combat system.

How would they benefit too much? They are skills you trained for. You are not gaining any extra skill points. You are also giving up the ability to use a 2nd weapon (and all the attribute points it can bring!).

The stamina or mana cost of abilities limits their usage to prevent them from being spammable (which is obviously the source of your anxt).

Imho this is a good idea, I would like to see this. With just 19 points we are anyway limited.

uhhh definitely not. Imagine lifestaff in heavy armor with every single healing spell.

Hell no. There is a concept behind only selecting 3 skills for your weapon.
Ask for Sandbox Mode if you like playing no limits.

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The point of the 3 skill max, is to make you take critical aspects of the weapon. In most cases, most skills in a weapon are sub-par but for well performing weapons, this means that you would have access to all your weapon skills, making choice irrelevant.

You make the argument that you would have 3 less points for other passive or amplifying talents in the weapon tree, but those talents are not on par with a skill.

So there are people who run musket/bow, especially in WARs, but these are minute situations. Even if you were to do do, what your suggesting, you would be a easy target for more high skill melee players. Having Spear/Rapier as a back-up is huge if you want to deal with pursuing player.

I also see no top-skill players wanting to pick this up. So your asking for a niche implementation for niche use.

I get the whole “let me play, how I want to play” but again, this basically is counter to the current system and the purpose of investing in two different weapons.

Terrible idea

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The point of the 3 skill max, is to make you take critical aspects of the weapon.

It still is 3 skill max. You have to swap the skill set to use them. You can’t make an argument of ‘3 skill max’ when the game literally offers you 6. This is just a case of all 6 coming from one weapon type by not equipping a 2nd weapon.

Furthermore, ‘critical aspects’ does not apply as every weapon skill tree is split into 2 distinct performance trees…usually one focuses on damage/heal output, the other being more utility based but with lower output. Therefore there is no ‘critical’ aspect. You either do damage or do utility…and the fact that other weapons provide similar utility (except for lifestaff) as far as CC is concerned then you really are not ‘choosing’ critically.

You make the argument that you would have 3 less points for other passive or amplifying talents in the weapon tree, but those talents are not on par with a skill.

The argument is the other 3 skills you sacrifice passives for are NOT upgraded with their own passives…and the majority of skills are pretty basic without their passive upgrades. Lifestaff that has trained all single skills but only upgraded the single-target ones to full and left the AOE ones to basic … has a seriously diminished performance when using them. They’re there to assist not to rely on but it allows a healer to HEAL.

That being said, the mana cost or stamina cost would prevent you from spamming them just like you can’t spam 2 melee weapons skills using each’s 3-skill one after the other…you just don’t have the stamina for it.

I get the whole “let me play, how I want to play” but again, this basically is counter to the current system and the purpose of investing in two different weapons.

Its quite obvious by now that the majority of the design aspects of this game are seriously flawed. Forcing the use of 2 weapons is one of them. Not everyone wants or participates in PVP and those that do PVE cannot form groups where everyone has a set role that can do it primarily because they are limited to 3 skills from their preferred role-weapon.

Again, take healer for example. You are castrated in choices to help your team because if you swap out the staff for a melee weapon chances are one in your team will take a bad hit you cannot heal in time because you’re meleeing or doing ranged damage. You can’t be a healer unless you keep life staff on hand. Same goes for ranged DPS… how can a player really do his role properly if he is forced to split his gear perks and attributes between 2 different weapons? Hell, how does a tank …tank properly if he has to switch out of his shield to use axe or hammer to slam damage in? He’s gonna take loads of hits while doing so.

So it is not just ‘let me play how I want’ but more of ‘there is something flawed here and here’s a way to address it’ … and yes, players would be sacrificing a lot more for this capability than if they keep using the flawed system.

Nah, this will make life staff and greataxe even more retarded while doing nothing for weaker weapons

Hmm…

I actually never considered equipin’ 2 fire staves. I use Pillar of Fire, Fireball, Incenterate. I’ve never put points in the others as there’s no way ( I thought ) of accessing the skills.

The result is that my alternate weapon is an ice glove that I only have the totem skill filled up and the switch/use/switch is only sometimes useful at the very beginning of the battle (the switch often leads to a severe hit to me).

I’ve another toon, like many of my starting and deleted toons that uses a bow for distance and then switches to Sword/Shield for melee.

Hmmm… two of the same weapon… They’d be different. Different damage. Etc. having all 6 slots for 1 staff… don’t think so. Think the right answer here is to let player decide what weapon is in “active”/“alternate”, even if it is the same kind. That would allow for more diverse play by situation.

Ehh… My 3 1/2 cents worth.

Your idea is terrible and just sounds like you want some kind of compensation for not being able to coordinate a second set of skills. I bet you only select passive weapon skills.

for players that like to use one weapon type:

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