Mar. 18th, 2017

cashew: close up picture of Minako's transformation pen (SailorMoon // pen is mightier)
Just a quick thought on Caladbolg weapons quest and how if they wanted to reward you with a free/cheap ascended weapon for any potential class, they should've picked very different weapons. My recommendation for the 5 weapons are:

Sword - meta for warriors, mesmers, guardians, revenants, rangers in at least one game mode or more

Dagger - meta for elementalists, necromancers, thieves in at least one game mode or more

Pistol - meta for engineers and thieves in at least one game mode or more

Staff - meta for thieves, elementalists, mesmers, revenants, rangers in at least one game mode or more

Hammer - meta for guardians, engineers, revenants in at least one game mode or more

With this suggestion, only necromancers get shorted in the sense of having only one weapon choice that's meta - until you realize that necromancers literally only have dagger as a meta weapon. Everything else they use is considered not-meta, so... If we're looking at sheer coverage in terms of things the class can use (irrespective of meta), it's as follows:

Sword - warriors, guardians, revenants, mesmers, rangers, thieves

Dagger - rangers, thieves, elementalists, necromancers

Pistol - engineers, thieves, mesmers

Staff - guardians, revenants, rangers, thieves, elementalists, necromancers, mesmers

Hammer - warriors, guardians, revenants, engineers

So the coverage breakdown comes to:
Thieves - 4/5
Guardian - 3/5
Revenant - 3/5
Rangers - 3/5
Mesmers - 3/5
Warrior - 2/5
Engineer - 2/5
Elementalists - 2/5
Necromancer - 2/5

Versus the current breakdown of compatibility, which is: (shield, scepter, dagger, gs, sword)
Guardian - 4/5
Mesmer - 4/5
Warrior - 3/5
Ranger - 3/5
Necromancer - 3/5
Revenant - 2/5
Thief - 2/5
Elementalist - 2/5
Engineer - 1/5 ←And not even meta!

Basically, under my proposal, Necromancer and Guardians get 33% less choice, and Warriors and Mesmers get 25% less choice; but Revenants gets 33% more choice, Thieves 50% more choice, and Engineers actually have a choice. I think that's a pretty fair pay off.

Edit to add: Mockups of what Caladbolg pistol, staff, and hammer could have looked like )
cashew: Sumomo acting like Sumomo (Default)
Previously, I argued that Toolbelt is the reason we don't have weapon swap. With reading continued discussion, I've changed my mind and have to agree with the majority of players who keep arguing for kits being the reason Engineers don't have weapon swap. In fact, Toolbelt is there to compensate for the fact that Engineers use Kits instead of traditional weapons, and must use up a utility slot.

In other words, Engineers' Toolbelt is the Utility and the Utility bar is our weapon swap. And we can choose to reduce the amount of weapons we carry, and get compensated by having two skills with each utility skill we bring as a replacement.

My argument is very simple, Engineers are literally the only class in which the utility skills are not grouped by type. For every other class, the UI lists the utility skills in rows, with each row comprised of a single type of utility skill. Glyphs are all in the same row. Shouts are all in the same row. And every single class has exactly 4 non-elite utilities per type organized in a grid of 5 rows (types) x 4 columns (4 skills per type). The only exception to this rule is the Engineer, who has 5 skills for 4 utility types. The justification for this is because each utility technically is 2 skills in one, that's why there are less types of utilities.

This is the crux of the argument. Engineer utilities are not utilities in the traditional sense. That's why the Toolbelt exist, to provide the actual utilities.

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