Grim Daddy
07-11-2006, 05:41 AM
At the first tournament, I first started seeing casters use melee weapons instead of wands, particularly on casters doing support. As time has progressed, so had the number of casters using melee weapons instead of wands; even though they weren't using them to attack anyone (in both PvE & PvP at this point). It wasn't until I started to do the math that I started to understand what was going on, which is as follows:
The following is a rather large sample that deals with ways to gain extra defense & health through using three different methods for a caster:
I: Staff:
Dmg.: 11-22.
Maximum Unconditional Energy: 10.
Prefix Component: Ward./Shelt. +7, Def. +5, HP +30, or Energy +5.
Build-in Component: 20/20 to a specific attribute line, or 10/10 to all attribute lines.
Suffix Component: Ward./Shelt. +7, Def. +5, or HP +30.
II: Wand & Icon:
Wand:
Dmg.: 11-22.
Build-in Component: 20/20 to a specific attribute line, or Energy +5 (Conditional) w/ Halves Recharge (20%) to a specific attribute line.
Icon:
Maximum Unconditional Energy: 12.
Build-in Component: 20/20 to a specific attribute line, HP +45 (Conditional) or HP +30 (Unconditional) w/ Def. +5 (Conditional) or Halves Recharge (20%) to a specific attribute line or Halves Recharge (10%) to all attribute lines, Def. +5 (Unconditional) w/ Energy -5 & HP +30 (Unconditional), or Def. +10 vs a specific Dmg. w/ Halves Recharge (20%) to a specific attribute line.
III: Sword/Axe & Icon:
Sword/Axe:
Dmg.: 0 (I could have been nitpicking about it. But for all intents & purposes it's generally going to be zero with the exception of something like the premade Spell Slasher, which is pretty generous on my part.).
Prefix Component: [any/none].
Build-in Component: +15-20% Dmg. (Conditional), or Energy +5
Suffix Component: Ward./Shelt. +7, Def. +5, or HP +30 w/ +1 (20%) to a specific attribute line.
Icon:
Maximum Unconditional Energy: 12.
Build-in Component: 20/20 to a specific attribute line, HP +45 (Conditional) or HP +30 (Unconditional) w/ Def. +5 (Conditional) or Halves Recharge (20%) to a specific attribute line or Halves Recharge (10%) to all attribute lines, Def. +5 w/ Energy -5 & HP +30 (Unconditional), or Def. +10 vs. a specific Dmg. w/ Halves Recharge (20%) to a specific attribute line.
Note that you don't need to have anything into Sword or Axe Mastery to gain the full benefits from both the Build-in & Suffix Components or be a Warrior subclass for that matter. This alone would not be a problem, if it weren't for the fact that stacking an axe or sword with an icon does, in fact, give a greater advantage for energy/health/defense. This creates a rather large rift, where the rarest of the rare items (& NOT a player’s actual skill) play a large role determining in who wins a battle. This in turn means that there could end up being little to no advancement for players, who don’t use casters to farm for gold or rare items.
And for a caster, doing damage with a wand is not much or any of a loss, especially with support characters like certain types of Monks & Ritualists. Even for casters that are renowned for dealing out the hurt, it can often be undesirable to be carrying a ranged weapon, seeing as it can alert the enemy of one's presence before one has gotten the chance to attack. This is typically not a problem with seasoned players as much as it for newbies who might look into this as an alternative. With the loss of damage from a wand being moderate at best, the crime far and exceeds the penalty.
As for what this is doing to the Guild Wars Economy, it's derailing it in a big way. Just look at these price comparisons between staff, melee, & bow components as of 06-09-2006 (Keeping in mind that bows come in all sorts of varieties & that daggers have only been out for a relatively short period of time):
Staff:
Wrapping of Fortitude +30hp...................8-10k|D:M|S:M|
Hale Head +30hp.................................5-8k|D:L|S:M|
Wrapping of Defense +5........................1-3k|D:L|S:M|
Wrapping of Shelter +7.........................2-3k|D:L|S:L|
Wrapping of Warding +7........................2-3k|D:L|S:L|
Insightful +5......................................4-6k|D:L|S:M|
Defense Head +5...................................3k|D:L|S:M|
Hammer:
Fortitude 30hp................................10-25k|D:L|S:L|
Defense +5.......................................2-5k|D:L|S:L|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L||
Daggers:
Fortitude 30hp................................20-40k|D:M|S:L|
Defense +5.......................................2-5k|D:M|S:M|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L|
Bow:
Fortitude 30hp................................20-40k|D:M|S:M|
Defense +5.......................................2-5k|D:M|S:M|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L|
Axe:
Fortitude 30hp...............................20-30k|D:H|S:M|
Defense +5......................................2-5k|D:M|S:M|
Shelter +7.......................................2-5k|D:L|S:L|
Warding +7......................................2-5k|D:L|S:L|
Sword:
Fortitude 30hp................................40-60k|D:H|S:M|
Defense +5.......................................3-5k|D:M|S:M|
Shelter +7........................................3-5k|D:L|S:L|
Warding +7.......................................3-5k|D:L|S:L|
Information gathered at: http://www.guildwarsguru.com/forum/showthread.php?t=44867
I apologize in advance for not being able to get GWOnlines prices for comparison, due to being locked out of there.
As you can see, prices for axe or sword parts are much higher than that for hammer or staff parts, despite the compatibility of staff parts to 62.5% of the professions in Guild Wars. Should the trend of carrying swords or axes with icons continue, we could soon see (if not eventually) 75% of all the avatars for all players chasing after the top end gear for one profession, which would constitute 12.5% total with that one profession. And that's still including things like hammer parts which aren't sought for as much. This even goes further to fail to factor in new casters that could be introduced in the coming chapters. In summary, this creates an unusually (& unnecessary in my opinion) high demand for these items & ultimately creates a waste of resources on top of being impractical.
Honestly, I've got a few extra perfect warrior weapon upgrade components lying around my account (of which I only happened to come across), while I have not a single perfect caster upgrade component for a staff in my account. So, even though such an adjustment would actually hurt me monetarily; I'm still willing to take the hit for the sake of balancing out the weapon modifiers. This also means that I have the means to do this, but lack the willingness to what I see as stooping so low.
In my option, there are only 3 arguments that I can see for refuting my argument that there is an imbalance at work here:
1.) i want casters to pwn
2.) i got tons of uber tank components that i wanna make a phat stacks of plat off of
3.) every1 else is doing it, so why can't i b a clone
As one may be able to tell from my poor grammar & punctuation with the arguments refuting my position, I don't take any of them the least bit seriously.
My proposal to bring balance back is a simple one: If one has no attribute points in a melee weapon whatsoever, then one gets no bonuses from the weapon whatsoever. Of course, +50% to the attribute requirement will get one 50% of the bonuses off the weapon & so on. The reason for purposing a complete penalty as opposed to a partial penalty (as seen with energy received off of icons) is so that there's no incentive to prolong this exploit of these melee weapons any further than it already has to be.
If ArenaNet had intended players to have this great of an advantage with a Sword/Axe & Icon combination, then why weren’t such components that are on melee weapons implemented on wands/staves in the first place? Given the advantage that this combination provides & lack of such provisions on wands/staves, it’s extremely likely that the Sword/Axe & Icon combination was never intended to come into being, & to say that its very presence is good enough justification for such use is misguided considering the advantage it already brings.
The following is a rather large sample that deals with ways to gain extra defense & health through using three different methods for a caster:
I: Staff:
Dmg.: 11-22.
Maximum Unconditional Energy: 10.
Prefix Component: Ward./Shelt. +7, Def. +5, HP +30, or Energy +5.
Build-in Component: 20/20 to a specific attribute line, or 10/10 to all attribute lines.
Suffix Component: Ward./Shelt. +7, Def. +5, or HP +30.
II: Wand & Icon:
Wand:
Dmg.: 11-22.
Build-in Component: 20/20 to a specific attribute line, or Energy +5 (Conditional) w/ Halves Recharge (20%) to a specific attribute line.
Icon:
Maximum Unconditional Energy: 12.
Build-in Component: 20/20 to a specific attribute line, HP +45 (Conditional) or HP +30 (Unconditional) w/ Def. +5 (Conditional) or Halves Recharge (20%) to a specific attribute line or Halves Recharge (10%) to all attribute lines, Def. +5 (Unconditional) w/ Energy -5 & HP +30 (Unconditional), or Def. +10 vs a specific Dmg. w/ Halves Recharge (20%) to a specific attribute line.
III: Sword/Axe & Icon:
Sword/Axe:
Dmg.: 0 (I could have been nitpicking about it. But for all intents & purposes it's generally going to be zero with the exception of something like the premade Spell Slasher, which is pretty generous on my part.).
Prefix Component: [any/none].
Build-in Component: +15-20% Dmg. (Conditional), or Energy +5
Suffix Component: Ward./Shelt. +7, Def. +5, or HP +30 w/ +1 (20%) to a specific attribute line.
Icon:
Maximum Unconditional Energy: 12.
Build-in Component: 20/20 to a specific attribute line, HP +45 (Conditional) or HP +30 (Unconditional) w/ Def. +5 (Conditional) or Halves Recharge (20%) to a specific attribute line or Halves Recharge (10%) to all attribute lines, Def. +5 w/ Energy -5 & HP +30 (Unconditional), or Def. +10 vs. a specific Dmg. w/ Halves Recharge (20%) to a specific attribute line.
Note that you don't need to have anything into Sword or Axe Mastery to gain the full benefits from both the Build-in & Suffix Components or be a Warrior subclass for that matter. This alone would not be a problem, if it weren't for the fact that stacking an axe or sword with an icon does, in fact, give a greater advantage for energy/health/defense. This creates a rather large rift, where the rarest of the rare items (& NOT a player’s actual skill) play a large role determining in who wins a battle. This in turn means that there could end up being little to no advancement for players, who don’t use casters to farm for gold or rare items.
And for a caster, doing damage with a wand is not much or any of a loss, especially with support characters like certain types of Monks & Ritualists. Even for casters that are renowned for dealing out the hurt, it can often be undesirable to be carrying a ranged weapon, seeing as it can alert the enemy of one's presence before one has gotten the chance to attack. This is typically not a problem with seasoned players as much as it for newbies who might look into this as an alternative. With the loss of damage from a wand being moderate at best, the crime far and exceeds the penalty.
As for what this is doing to the Guild Wars Economy, it's derailing it in a big way. Just look at these price comparisons between staff, melee, & bow components as of 06-09-2006 (Keeping in mind that bows come in all sorts of varieties & that daggers have only been out for a relatively short period of time):
Staff:
Wrapping of Fortitude +30hp...................8-10k|D:M|S:M|
Hale Head +30hp.................................5-8k|D:L|S:M|
Wrapping of Defense +5........................1-3k|D:L|S:M|
Wrapping of Shelter +7.........................2-3k|D:L|S:L|
Wrapping of Warding +7........................2-3k|D:L|S:L|
Insightful +5......................................4-6k|D:L|S:M|
Defense Head +5...................................3k|D:L|S:M|
Hammer:
Fortitude 30hp................................10-25k|D:L|S:L|
Defense +5.......................................2-5k|D:L|S:L|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L||
Daggers:
Fortitude 30hp................................20-40k|D:M|S:L|
Defense +5.......................................2-5k|D:M|S:M|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L|
Bow:
Fortitude 30hp................................20-40k|D:M|S:M|
Defense +5.......................................2-5k|D:M|S:M|
Shelter +7........................................2-5k|D:L|S:L|
Warding +7.......................................2-5k|D:L|S:L|
Axe:
Fortitude 30hp...............................20-30k|D:H|S:M|
Defense +5......................................2-5k|D:M|S:M|
Shelter +7.......................................2-5k|D:L|S:L|
Warding +7......................................2-5k|D:L|S:L|
Sword:
Fortitude 30hp................................40-60k|D:H|S:M|
Defense +5.......................................3-5k|D:M|S:M|
Shelter +7........................................3-5k|D:L|S:L|
Warding +7.......................................3-5k|D:L|S:L|
Information gathered at: http://www.guildwarsguru.com/forum/showthread.php?t=44867
I apologize in advance for not being able to get GWOnlines prices for comparison, due to being locked out of there.
As you can see, prices for axe or sword parts are much higher than that for hammer or staff parts, despite the compatibility of staff parts to 62.5% of the professions in Guild Wars. Should the trend of carrying swords or axes with icons continue, we could soon see (if not eventually) 75% of all the avatars for all players chasing after the top end gear for one profession, which would constitute 12.5% total with that one profession. And that's still including things like hammer parts which aren't sought for as much. This even goes further to fail to factor in new casters that could be introduced in the coming chapters. In summary, this creates an unusually (& unnecessary in my opinion) high demand for these items & ultimately creates a waste of resources on top of being impractical.
Honestly, I've got a few extra perfect warrior weapon upgrade components lying around my account (of which I only happened to come across), while I have not a single perfect caster upgrade component for a staff in my account. So, even though such an adjustment would actually hurt me monetarily; I'm still willing to take the hit for the sake of balancing out the weapon modifiers. This also means that I have the means to do this, but lack the willingness to what I see as stooping so low.
In my option, there are only 3 arguments that I can see for refuting my argument that there is an imbalance at work here:
1.) i want casters to pwn
2.) i got tons of uber tank components that i wanna make a phat stacks of plat off of
3.) every1 else is doing it, so why can't i b a clone
As one may be able to tell from my poor grammar & punctuation with the arguments refuting my position, I don't take any of them the least bit seriously.
My proposal to bring balance back is a simple one: If one has no attribute points in a melee weapon whatsoever, then one gets no bonuses from the weapon whatsoever. Of course, +50% to the attribute requirement will get one 50% of the bonuses off the weapon & so on. The reason for purposing a complete penalty as opposed to a partial penalty (as seen with energy received off of icons) is so that there's no incentive to prolong this exploit of these melee weapons any further than it already has to be.
If ArenaNet had intended players to have this great of an advantage with a Sword/Axe & Icon combination, then why weren’t such components that are on melee weapons implemented on wands/staves in the first place? Given the advantage that this combination provides & lack of such provisions on wands/staves, it’s extremely likely that the Sword/Axe & Icon combination was never intended to come into being, & to say that its very presence is good enough justification for such use is misguided considering the advantage it already brings.