Class Weapons vs Multiple Choices?

ChaosSlayer's magical realm..

Poll: Universal Weapons vs Class Specific?

Class Specific Weapons
21
64%
Universal Weapons
6
18%
Don't care - I kill with what I have!
4
12%
Something else
2
6%
Total votes: 33

ChaosSlayer
Posts: 1693

Class Weapons vs Multiple Choices?

Post#1 » Sun Aug 01, 2010 7:30 am

So far, in both tiers of alt-p you have been given multiple choices of weapons for all classes.
Of course some classes, like casters care little for those, but some melee do.

I have seen warrior, paly, sk and zerker going with Spear and with 2hb over classical 2hs, as well DW classes using 1hb and 1hp, over classical dual swords.

The question is, in the future tiers of alt-p, do you stil want to see multiple choices of universal weapons for all classes determined by types (1h, 2hs, 1hb etc), or you do want to see more class attuned specific weapons?

The most significant difference is, that with class specific weapons, there won't be any choices - let say that paladins will get 2hs as their class weapon. It will be more attuned towards the stats and effect they need, rather than generic stats and effects of multiple choice weapons, but on other hand, that will be THE ONLY weapon you will get - no choices, no alternatives (kind of like epic).

what you think?
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User avatar
Zolzimar
Posts: 260

Re: Class Weapons vs Multiple Choices?

Post#2 » Sun Aug 01, 2010 9:38 pm

I voted class specific. It was an easy choice considering I'm playing cleric atm. I did hesitate and think about it a bit though. I will make an sk at some point, and in live, I basically kept the best of each weapon type I could wield in my bag(1hb, 2hb, 1hp, 2hp, 1hs, 2hs, h2h), and maxed all skills. On my ranger, Id keep a couple 2hs handy to mess with also. Cleric, I will be content to wear my handprint in my mace. Sk, I think I will be content to swing one weapon.

ChaosSlayer
Posts: 1693

Re: Class Weapons vs Multiple Choices?

Post#3 » Sun Aug 01, 2010 9:48 pm

that's how i play too - as a player, I like it when i have variety of options to choose from - specially for melee characters, where i can have 1 weapon with one specific bonus, and other weapon with a different bonus, and i swap them, as situation requires.

I tend to have same approach to things when designing weapons - thats how Warrens and SB/GD weapons are made - you have more than 1 choice to go with, when it comes to 1handers, 2handers, weapons that proc DD, Stun, Slow, or DoT.

If we go with class specific weapons, then on one hand, your weapon will be better fit specifically for your class, but this also means there will be no swap choices, and no edges for choosing one over the other.

This is why for SB, I kept weapons universal, but gave players more or less class specific charms.

I am still not sure how I will go with next tier (which planned to be Gunthak/Dulak)
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Titun
Posts: 23

Re: Class Weapons vs Multiple Choices?

Post#4 » Sat Aug 14, 2010 10:31 pm

I hate how epics lock you in to a certain item. Back in the day up through DoDH my epic was always in my hand and I hated it, it got boring so fast. Universal weapons gets my vote. :)

SabastianHawk
Posts: 21

Re: Class Weapons vs Multiple Choices?

Post#5 » Sun Aug 15, 2010 2:41 am

Well I find the question a rather complex one myself. Since, as you can tell by my live character links, that I've never had a true "raiding" character. I've only played for fun not so much for modern raiding. My raiding experience is old school kael and ToV raids (back when that gear was still pretty top notch). So that being said my impression is that the epic 2.0 (or 2.5 in some cases) is supposed to be the best you can get. Well if this is true or least somewhat true, then it would depend on what your preference is once you are done with the Alt-P. In some cases as that with a bard thier 2,0 is a 1hs so the bard would want something that compliments that choice. Another example is that of the warrior class that has many different options as far as what they use for tanking, which could consist of anything, literally. Then there are those that are more restricted in what they can use once they get thier 2.0 such as caster types. Most caster 2.0s are 1hb so something that compliments that and thier casting abilities would be most preferable. Giving them something like a 2hb would be counter productive, expecially for the cleric class whos 2.0 is a shield. So guess it is all a matter of preference. I voted something else for this reason. I'm thinking a choice would be nice but maybe a class specific choice. Just my thoughts on the matter. I've never gotten a 2.0 in live and only one character has his 1.0, that being my bard.

User avatar
teronjonnz
Posts: 1

Re: Class Weapons vs Multiple Choices?

Post#6 » Wed May 28, 2014 3:14 pm

Hello, I would like to have some suggestions about the best options so far for classes and/or weapons who are most suitable to hit a great number of targets.

Entelion
Posts: 28

Re: Class Weapons vs Multiple Choices?

Post#7 » Thu May 29, 2014 12:37 am

I can't give you any advice about hitting anything or playing a best class because I play an Enchanter... :(

If you are curious about the four mobs that are slow-able in t7-9... PM me.

-Entelion

Ydiss
Posts: 1193

Re: Class Weapons vs Multiple Choices?

Post#8 » Thu May 29, 2014 4:27 pm

I think a variation is best. Having a single "best in class" weapon per tier that is the class specific choice works, but having alternatives that aren't quite so ideal adds depth and sub-tier progression. Generally speaking, warriors always end up with 1hs, but occasionally find a pierce or blunt that is an upgrade, meaning they need to keep on top of all weapon skills. I have always liked that.

Even better, allowing for alternative choices that provide scenario specific benefits is desirable, if not so practical on normal THF (such as a 2hs for warriors that gives really good fire resistance, which can be used in a boss fight where the mob casts very high damage fire spells, or a pierce that causes extra fire damage against mobs which have very low fire resistance; where the weapons base damage is not desirable in other, normal scenarios). This is an aspect of role-playing games that EQ never fulfilled.

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