Yes, but I’m LAZY. XD No, seriously though…I’m impatient enough, I don’t need more reason to be impatient. I’ll see the new masteries when they’re revealed, or when the expansion comes out…Whichever comes first.
Okay, Inquisitor has the thing i wanted it to have. Already 10/10 for me.
Pretty much this. Necromancer so far is the most derivative and uninspired mastery to me.
well, not sure if you find the explanation satisfactory, but the reason is that offering DW guns was a KS stretch goal. It was met, they realized that it did not really fit any of the masteries they had designed and thus it became enabled by artifacts with a true mastery for it pushed out to the expansion.
…That’s it? That’s the whole reason? SMH. Just…SMH. It doesn’t have to “fit”…That’s part of the point of the game, you can use whatever weapons/combination you want. 2H, 1 and Shield, 1 and Off, or 2 1Hs. This should be fixed. Should never have existed at all, really. Yank all the enabling relics, rework the few enabling items that aren’t relics, and remove the wording in nightblade that enables it, and leave the rest of nightblade alone. Poof, done. Really, there aren’t many non-relic items that enable dual, this wouldn’t be hard to deal with.
I disagree entirely with your sentiment there. What makes you think being able to dual-wield anything automatically is the “point” of the game? Where is that indicated?
As for why concerning dual-wield ranged… It’s an entirely valid reason. It was a Kickstarter stretch goal. That goal was met (and then some), obligating them to implement the feature. They didn’t feel it jived with the current masteries at the time and to save time they implemented it thru items until they could give it a home in a mastery in the future. Making and balancing masteries is one of the most time-consuming and trying things in arpg development.
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I was talking about DW guns and why there is no skill that enables them and they are instead enabled by artifacts.
That DW swords require a Nightblade skill was deliberate design.
They didn’t HAVE to implement Dual with items. They could have just put it in. And no, Dualing anything isn’t the “point”, the point is gear options. You’ve locked Dual Melee and Dual Ranged…Not for balance reasons, but just because you didn’t initially have Dual. You COULD have just put it in, and made it like every other type of weapon gearing, but you locked it…Just because you wanted to, really, not because you had to, or because Dual was OPOP.
Perhaps you know things we don’t?
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This has already been discussed years ago, so your POV is really moot.
Lots of things could have been done…blah, blah, blah…but this is the way it is.
It wont be changing.
How do you know? Has Crate said that they refuse to change this? And moot isn’t really true…Whether they change it or not, it still won’t make any sense, regardless of who says it, or when.
I have eyesight. Is yours showing you something else? Do you feel that Dual is somehow OPOP in every situation? Pretty sure 2Hs are pretty awesome in many cases, and pretty sure spells aren’t best done with Dual, but usually with an offhand. If Dual was best all the time, locking it would make sense. If it isn’t…Then there’s no real reason to do it.
They have created two masteries to provide dual wield capabilities, do you really think they will change it at this point? I highly doubt it. There would be a lot of rework, not to mention how to deal with existing characters.
Not really, if you look at it. Take all the relics that enable dual…And remove them. Take the Dual passive of Nightblade…Remove the part that says it unlocks Dual, leave all the rest the same. Then look at the handful of items that unlock Dual, and see if they even NEED changes…I imagine few do. Maruader’s Belt, offhand…Would be just fine as is, if you simply removed the wording saying it unlocked Dual. It still has reason to be used, it’s not suddenly OP or UP, the power stays exactly the same.
I can’t say how hard it would be to deal with Inquisitor, it’s not out yet. But really, when you look…The only real issue I can see would be HOW to remove the now-useless Relics, or if Crate would prefer to rework them in some fashion to have Dual Passive Bonuses or something. But that’d be their choice either way, and not terribly difficult, it seems. They’ve done far harder things in making this expansion, it’s very clearly not past their capabilities in any way shape or form.
EDIT: Technically, Nightblade has a lot of dual support…But he’s not useless without Dual, and the only difference would be, in SOME builds, that exactly ONE point is freed up from the Dual Unlock node. Making Nightblade stronger by one point in exchange for making everyone capable of Dualing freely, without ridiculous unlocks? I’ll take that trade any day of the week.
I find it slightly ironic that for someone who made a thread going on about logic and philosophy you managed to miss the point of the question - to point out how easily you jumped to working on assumption, and then proceeded to carry on with that assumption wholeheartedly.
Dual-wield has long been much better than 2hand. I believe that it’s only fairly recently that it’s leveled off some.
Time to go get your eyes checked.
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Great, then you should easily make the mod!
Why do I care if Dual USED to be OP until they balanced it? I don’t care what it was THEN, I care what it is NOW. And right now? Yup, it’s an assumption…But then, it’s supported by in game checking, as much as I can. It seems to be a widely held opinion, as well.
If you’d like to point something out…Perhaps just SAYING it would make more sense.
Technically yes, I do need new glasses, it’s been a few years. I’ve got an appointment in a month or so I think. Not very relevant though.
Mod isn’t the core game. Mods that “fix” something the core game is doing wrong is a bad idea IMO, it just makes it easier for devs to skip fixing the issue. This isn’t the only game that’s offered mods, you know.
There’s nothing wrong with how dual wielding has been implemented in the game. Nothing needs to be done.
I was trying to give you the benefit of the doubt since you seem to fancy yourself a quick mind. It was an obvious question. You assumed they made a decision that it had nothing to do with balance leading me to ask you if you knew something we didn’t? In most cases 1 + 1 does = 2. Perhaps I was wrong about you. It happens.
Concerning dual wielding, try not to forget how big of an impact it has compared to other weapons setups - attack speed is KING. You have 2 weapons that can take advantage of this that can furthermore slot a component apiece, nevermind all the other stats you can gain.
2handers? 1 weapon. 1 component. There is a very clear advantage here.
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2Handers have higher base damage, and better augments. Advantage balanced, as far as I’m concerned…Especially as most Augments seem to be just doubled for 2Handers.
As for attack speed being king…No, not really. Hitting hard and once is an option, it’s just not one people take often. Have you TRIED doing that? It’s pretty fun, actually.
The options of extra stats are nice, but then the base damage is much lower, and in many skills, that makes a big difference. Dual is a nice OPTION…but I could hardly call it, in its current state, OP.
Then we disagree. Oh well. I’m so shocked.
LOL! I suppose so. Though it’s irrelevant if we disagree because we can’t change the vanilla game, only the devs can.
Fortunately for me, I win!