Should there be new mods? Sure, that'd be nice. Should the be a mod that extends hexes? Absolutely not.
I've always felt there was a little limit on useful weapon mods, but the ones that are useful are really useful, so i'm still not complaining. If that makes any sense.
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Thread: Should there be new mods
17-05-2007, 23:43 #51
18-05-2007, 00:21 #52
Sneaky [mod] : +X% dmg on critical (over and above damage dealt on a crit)
[mod] of Luck : +X% better chance of getting a specific drop (MF, Diablo II, anyone? hah, ok, jk)
I liked ideas others have posted, like, the blocking mod, the other types of damage (dark, holy, and so on...), IAS mod (no greater than 10%)...
EDIT: oh yeah, 20% HSR/HCT on binding rituals/nature rituals that one too
increased hex duration mod? Tell me about mesmer improvement to GW...
Last edited by Zsig; 18-05-2007 at 00:25.
18-05-2007, 00:43 #53
I'm confused why there isn't a silencing mod for Swords, especially for use with Quivering Blade. Warriors can cause Dazed with Skull Crack or Headbutt/ Plauge Touch anyways.
18-05-2007, 00:43 #54
A +15% vs Enchanted foes would be nice.
Otherwise, various extra mods probably wouldn't see much use. Warding is an available choice, but does it ever see use? Nope, not really. Extra mods would be nice and all, but I really couldn't see them replacing the current mods that are widely in use (and very versatile and useful).
18-05-2007, 01:37 #55
I've never understood why every weapon but a Bow gets access to a Furious mod.... even a Scythe has 1 for christ sake. At least make all the mods available to all the weapons. Like Silencing said above.
18-05-2007, 02:05 #56
How about a mod that increases stance time? It would be like enchantment increasing, but more annoying when used by a Ranger. >_>
18-05-2007, 02:43 #57
I can't see any problem with a +Blind mod but some skills would need to be rebalanced.
Exhaustion, however, is not a condition (it's not removed by condition removal skills or transferred by plague touch, etc.). There are very few skills that can inflict exhaustion on foes and this makes it a "condition" that is almost completely under the control of the sufferer. Introduction of such a mod would mean that you would never need to incur the full 10 points of exhaustion due to weapon selection/swapping - they may as well reduce exhaustion to 8 points of energy and forget about the mod.
I would like to see some Beast Mastery mods. Come to think of it, I'd like to see some Beast Mastery weapons.
Binding Ritual mods would also be nice but there are already skills which affect casting/recharge time and a new mod could cause problems when stacking with these.
I guess the main problem with adding new weapon mods is that the game is currently balanced for the mods that are currently available - new mods would require rebalancing and we'd end up back at square one.
18-05-2007, 04:11 #58
18-05-2007, 04:23 #59
First name mods like:
Sundering for say, for wands and staffs hell y not?
(theres a wand in pikens that has 10% AP)
Hale weapon mods other than staffs?
+10 or more health with -10%+ damage or -5 to -10+ energy
health, damage and energy can save the day, just depends.GW Chars:
W/Mo 20 Sir Lancelot Du La --- R/xx 20 Willie Nelson
Mo/Me 20 Mai Kioko --- N/xx 20 Wicked Death Queen
A/D 20 Sai Kioko --- E/Mo 20 Oya Goddess Of Wind
Rt/xx 20 Wickedly Insane --- D/P 20 Hooded Masacre
18-05-2007, 04:28 #60
sorry matey i understand your point, but this would way overpower hexes, so not signed.
I however do think that they should add a ranger staff attuned to wilderness survival. Would be so much better for trapping!!!!!!!!! Actually i think rangers need a few more types of weapons for them,as bows just arent suitable for a lot of none-marksmanship builds, such as trapping builds, spirit builds,running builds and beast mastery builds.