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	<id>https://gw1wiki.ezgame.cc/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=151.200.19.214</id>
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	<updated>2026-10-18T02:09:31Z</updated>
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	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Learning_Skills&amp;diff=15115</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Learning Skills</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Learning_Skills&amp;diff=15115"/>
		<updated>2009-04-08T23:57:33Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /*  (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===&amp;lt;!-- The name of your idea --&amp;gt; ([[ArenaNet talk:Guild Wars 2 suggestions/Learning Skills|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add details about your idea here.  Try to include examples and be as clear as you can.  --&amp;gt;Okay, I don't know if anyone is like me...when learning a skill I think that the player should have the ability to try the skill out on a dummy or the skill trainer himself. This will make is seem as if you REALLY are learning the skill like say...for a monk the trainer gets caught on fire (if you choose to buy something like mend ailment) and you have to...cure him of his condition. An Idea for Assassins: IF you're an assassin wanting to purchase lets say a dual-hand attack you could make the first two skills called: &amp;quot;Lead Attack&amp;quot; and &amp;quot;Off-hand Attack&amp;quot; then the actual skill you are going to purchase as the third one. I think this would add more realism instead of...click (on the skill) click (to buy) and WHAM! you have it. Like the Skill trainer stuck a probe and your brain and yelled &amp;quot;Mend Ailment!&amp;quot;.-- Oliver Z.{{p}}&lt;br /&gt;
&lt;br /&gt;
(Melvar Veltora) Another good idea was how you learned skills in prophecies, i liked learning skills from doing quests. Anyone with me? in all the other campaigns it was like how Oliver Z said it, it was so unrealistic. The only problem from the way prophecies gave you some skills through quests was that the quests weren't always related to the skills you were getting. Plus those were the only reasons to do quests like other quests all you got was more exp and a small amount of gold and neither of those mattered later on in GW1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Please only include related ideas on a page.  Please use &amp;quot;Show preview&amp;quot; before you submit to check how it looks. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- You can delete all of the help text and tags. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;Wow! This is actually the BEST idea I've ever seen here! I always thought it's weird that u just &amp;quot;learn&amp;quot; the skill!&lt;br /&gt;
* &amp;amp;nbsp;I think there should just be an animation of the trainer using the skill, and then you use it, and he claps.  Because having to heal someone every time you bought a heals spell would be annoying. (Buying orison of healing. Trainer: THINK FAST!!! You: Huh?  *Skill Challenge FAILED* /ragequit)&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;Too many skills for taking every skill to a teachers-training&lt;br /&gt;
* &amp;amp;nbsp;&amp;lt;!-- ... --&amp;gt;&lt;br /&gt;
* sounds ike the skill trainer would have to be placed in an explorable area to work properly.&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Skill_Functionality&amp;diff=15359</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Skill Functionality</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Skill_Functionality&amp;diff=15359"/>
		<updated>2009-04-08T23:52:04Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /* Skill and Mechanics Functionality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
==Skill and Mechanics Functionality==&lt;br /&gt;
In Guild Wars 1 players based the effectiveness of their character on the set of eight skills they used. This set the tactical minds of players that they must balance their skills for functionality, effectiveness, and diversity. This is all good and well but it is limiting and can become a little bland after a while where, for instance, the flavour of the month syndrome is taken into effect. What I am suggesting is the following:&lt;br /&gt;
&lt;br /&gt;
;Damage and Blocking&lt;br /&gt;
:Increase the damage factor.&lt;br /&gt;
:Add more emphasis on blocking. The extra emphasis balances out the extra damage factor as player will have to time their blocks according to incoming attacks. This is obviously going to be more effective for players with shields than those without shields against such attacks like fire balls. Also, other professions, such as an arcane user, can use blocking in the form of an energy field or earthen shield-like skill. Using this, skills that can knock back opponents if blocked can be taken into consideration. Also, if dual-wield is implemented, different forms of blocking skills can be created and more than one opponent can be fought with counters and such. Thus, I think, would be more fun to play and would keep the player on the edge of their seat.&lt;br /&gt;
;Passive and active skills&lt;br /&gt;
:Instead of skills that are activated once selected on the skill bar, why not add passive skills that take effect once added to the skill bar and active skills that take effect once selected. (Since we do not know the size of the skill bar in GW2, I am going to throw some numbers into the mix) For instance, we have a skill bar of 10 with a warrior/monk. That character could have 3 passive skills giving, for example, +3 health regen, +10% blocking window, +10% damage reduction, and 7 active skills ranging from a self heal to damage inflicting melee attack. Restrictions could apply so that only a certain number of passive skills can be used to balance things out etc.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
:Can be a totaly new experience&lt;br /&gt;
:May create a new generation of MMORPG functionality of mechanics and game play&lt;br /&gt;
:Could add more realism&lt;br /&gt;
:Elitism can be eliminated and fair chances for all can be introduced as game play includes more than what skills you use&lt;br /&gt;
: Could carry over and reinforce builds such as the 130hp derv and invincimonk.&lt;br /&gt;
;Why this would not work&lt;br /&gt;
:May be to complex to implement&lt;br /&gt;
:Can ruin the game if not implemented properly&lt;br /&gt;
:May deter GW1 players since it is a completely new concept of mechanics&lt;br /&gt;
:Could be complex for players to use if created in the wrong way&lt;br /&gt;
&lt;br /&gt;
[[User:Fu Yuan|Fu Yuan]] 16:33, 20 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics suggestions]]&lt;br /&gt;
[[Category:GW2 suggestions]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/weapon_fighting_styles&amp;diff=15671</id>
		<title>ArenaNet:Guild Wars 2 suggestions/weapon fighting styles</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/weapon_fighting_styles&amp;diff=15671"/>
		<updated>2009-04-08T23:48:35Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /* Weapon fighting styles  (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Weapon fighting styles  ([[ArenaNet talk:Guild Wars 2 suggestions/weapon fighting styles|Discussion]])===&lt;br /&gt;
Make onehanded weapons be used as twohanded if wielded without an offhand. Could provide a damage boost as bonus for giving up the benefit of the offhand. Also it would allow some skills to behave differently depending on weapon styles used, see the discussion page for more details.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; gives more character customization&lt;br /&gt;
* &amp;amp;nbsp; synergies with the new potential skill format where skills behaved different depending on circumstance&lt;br /&gt;
* &amp;amp;nbsp; permits people like me to use preferred weapon with preferred fighting styles on their char&lt;br /&gt;
* &amp;amp;nbsp; the fact that it is based upon equipment rather than item type saves inventory space for &amp;quot;tanks&amp;quot; who can use their &amp;quot;2h&amp;quot; axe with their shield.&lt;br /&gt;
* &amp;amp;nbsp; many fantasy novels incorporate the &amp;quot;final heroic swing&amp;quot; into a mighty two handed blow on their chosen weapon.&lt;br /&gt;
* &amp;amp;nbsp; it allows for a character to adapt better to situations without needing to fully change an entire skill bar. (eg fighting through a heavy damage before finding out that a boss that you stumble upon is a monk who's only ally is a sword and boarder)&lt;br /&gt;
* &amp;amp;nbsp; gives combat a little more liquidity. &lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; abuse of some skills (eg final thrust killing in one hit due to  200+dmg attack) &lt;br /&gt;
* &amp;amp;nbsp; might be troublesome to add in everything (animations, clipping issues, etc.)&lt;br /&gt;
* &amp;amp;nbsp; some weapons might just look ridiculously sized for the style, (eg a short sword being 2 handed) &lt;br /&gt;
* &amp;amp;nbsp; balancing bonus's and penalties of 2 handed weapons and dual wielding&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tis is a very good idea however what would become of 2 handed wepons such as sythes and hammers? I propose that this idea would work &amp;quot;backwards&amp;quot;. Since you can make a 1 handed wepon 2handed, you should be able to make a 2 handed wepon 1 handed. this should exclude staffs since they would become to powerful if you had both a staff and focus.&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Paragons_Flying&amp;diff=15169</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Paragons Flying</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Paragons_Flying&amp;diff=15169"/>
		<updated>2009-04-08T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /*  (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===&amp;lt;!-- Paragons Flying. --&amp;gt; ([[ArenaNet talk:Guild Wars 2 suggestions/Paragons Flying|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--   --&amp;gt;&lt;br /&gt;
It would be cool if when Paragons Grow  wings It Could Allow them to actually fly Using My Own Made Up Skill Titled &amp;quot;Anthem Of Flight&amp;quot;&lt;br /&gt;
Overall I Thinl Several More People Would Prefer to fly as a paragon not high actually just enough to where you are above the enemy and long range attacks may still reach you from distance sideways exact same but upwards [[User:Kiro/Anthem of Flight]]&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;-It would bring a whole new angle to the guild wars fighting system an upward one to be exact hahaha.&lt;br /&gt;
* &amp;amp;nbsp; there would literally be a new fighting system for paragon, skills,armor,weapons. etc.&lt;br /&gt;
* &amp;amp;nbsp;-I suppose if it was pve only and some thing like &amp;quot;you can fly for 60sec your attacks and skills are disabled for 60sec&amp;quot; you would also need to be high enough to be out of range of enemies below[[User:Talos the Hunter|Talos the Hunter]] 18:15, 26 November 2008 (UTC)&lt;br /&gt;
* Common opinion says most paragons are useless. this would let them a more popular class.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;-Some people may think this idea is just downright stupid &amp;quot;how silly jeeves a human flying not good at all no no.&amp;quot;&lt;br /&gt;
* &amp;amp;nbsp;-and your right this is somewhat silly but mostly it owns imagine a group of 4 flying paragons just,&amp;quot;Anthem Of Flight&amp;quot;.&lt;br /&gt;
* Imbalanced much?&lt;br /&gt;
-kiro&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Skill_ideas_collaboration&amp;diff=14972</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Skill ideas collaboration</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Skill_ideas_collaboration&amp;diff=14972"/>
		<updated>2009-04-08T18:38:58Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /* Duplicate skills in the skill bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
==Skills ([[ArenaNet talk:Guild Wars 2 suggestions/Skill ideas collaboration#Skills|Discussion]])==&lt;br /&gt;
&lt;br /&gt;
There have been many broad suggestions for skills and this is where they should go.&lt;br /&gt;
&lt;br /&gt;
===More skill slots===&lt;br /&gt;
It has been suggested that there should be a larger skill bar.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Allows more versitility.&lt;br /&gt;
*Improves the viability of niche skills.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Harder to balance.&lt;br /&gt;
*Problematic for professions with too many energy management skills.&lt;br /&gt;
*Problematic for professions with too many cheap skills balanced by high recharge times.&lt;br /&gt;
*Would hinder the actual use of skill in regards to skill combination, thus affecting one of the major things that makes Guild Wars what it is.&lt;br /&gt;
&lt;br /&gt;
===Unlimited skill slots===&lt;br /&gt;
It has been sugested that skill bar size should be effectively unlimited. Giving some skills shared cooldowns could prvent stacking problems.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Allows more versitility.&lt;br /&gt;
*Could be easier to balance due to the lower number of possible builds.&lt;br /&gt;
*Improves the viability of niche skills.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Could be harder to balance.&lt;br /&gt;
*Less build diversity.&lt;br /&gt;
*More complicated interface.&lt;br /&gt;
&lt;br /&gt;
===Multiple Elites===&lt;br /&gt;
It has been suggested that characters should be able to use multiple elite skills at once.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Allows more versatility.&lt;br /&gt;
*Allows less diversity.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Hard to balance.&lt;br /&gt;
&lt;br /&gt;
===Lesser and Greater Elites===&lt;br /&gt;
It has been suggested that there should be two kinds of elites, a greater and a lesser elite. The greater elite skill should be what the elite skills are now and the lesser elite skill should be closer to elite status, but not quite there.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Allows less diversity.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Hard to balance.&lt;br /&gt;
&lt;br /&gt;
===Dual profession skills===&lt;br /&gt;
If the secondary profession system is kept, some skills could rquire having two specific professions, in either combination.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Promotes less versatility.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
&lt;br /&gt;
===Reserved skill slots===&lt;br /&gt;
Some or all skill slots could be reserved for speciifc types of skills.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Promotes less build versatility.&lt;br /&gt;
*Can be used to balance more skill slots.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*It sounds really cool and all, but it's too limiting! what if there's a slot saved 4 a ressurection and some1 wants to go with a solo build?&lt;br /&gt;
&lt;br /&gt;
===Configurable skills===&lt;br /&gt;
Have some skills that are configurable by the player. &lt;br /&gt;
The player can adjust one to do more damage by increasing the recharge time, for example.&lt;br /&gt;
Or increase the range on another by increasing the energy cost.&lt;br /&gt;
Whether the player can adjust them on the fly, or only in town is a separate concern.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Less skill quantity can still allow more diversity.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Balancing might be more complex&lt;br /&gt;
===Duplicate skills in the skill bar===&lt;br /&gt;
Allow the player to put the same skill in more than one skill slot.&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Fair because the player would sacrifice having a different skill to gain any advantage of a duplicate skill.&lt;br /&gt;
*The player may want to spam a particular skill that has a long recharge time.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Balancing might be more complex&lt;br /&gt;
* builds could be invincible if combined with above suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Fighting_Freedom&amp;diff=14541</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Fighting Freedom</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Fighting_Freedom&amp;diff=14541"/>
		<updated>2009-04-08T18:35:20Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /*  (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
===&amp;lt;!-- Fighting Freedom --&amp;gt; ([[ArenaNet talk:Guild Wars 2 suggestions/Fighting Freedom|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
Players should also be able to fight while climbing or swimming or when your up in a tree.Would be cool if in PvP you could hide in a tree with a ranger for example and shoot some guy with an arrow.Would be fun.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* It would be fun for players and give them a chance creativity in battle.&lt;br /&gt;
* If (for instance) trees are programmed as a stump which you can jump unto, it should be implementable.&lt;br /&gt;
* Would lead to whole new &amp;quot;decoy role&amp;quot; of rangers. similair to an offensiv tank&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Probably because it might take longer time to download files.&lt;br /&gt;
* May cause players to turn off graphics to check the trees. May also make melee troublesome.&lt;br /&gt;
* Rangers could simply trap the area around the tree and (if not programmed right) the tree itself. this would let them be permanently hidden in a tree. &lt;br /&gt;
I think that this would be awsome, it would draw more attention to PvP and make it alot more fun. Like when a ranger goes into a tree the opposing team should be able to kick the tree and knock him/her out of the tree giving the person penalty for falling such as becoming crippled cracked armor bleeding (getting hurt) or just health loss.i also think rangers should have a range advantage for being in the tree. However, they should also make said trees destructible to knock said snipers out of trees, or you could just climb the tree and knock them off. They just have to make sure that trees and such would not provide an unfair advantage. Sniping is fun, but I need to have the fear in the back of the mind that the brute warrior can still climb my tree and get to me, otherwise it would be too easy. &lt;br /&gt;
   [[Category:Game mechanics suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dump_and_Landfill&amp;diff=14698</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Dump and Landfill</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dump_and_Landfill&amp;diff=14698"/>
		<updated>2009-04-08T18:21:23Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /* &amp;quot;Dump and Landfill&amp;quot; (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
=== &amp;quot;Dump and Landfill&amp;quot; ([[ArenaNet talk:Guild Wars 2 suggestions/Dump and Landfill|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
An area full of trash where anyone can pick up trashed loot. For example, if Player A is in a city and he decides that his bow is now useless, he trashes it. Now Player B, happens to be standings in the dump, he then sees Player A's bow and he can pick it up and use it, altough it might not be as good of a bow anymore.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp; Adds realism to the game.&lt;br /&gt;
* &amp;amp;nbsp; Allows new players to gain decent but not over powered loot. &lt;br /&gt;
* &amp;amp;nbsp; Trash from different cities could take different time to reach the landfill, depending on PvE setting (such as if a bridge is broken or not).&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp; New players gain access to powerful weapons too fast. &lt;br /&gt;
* &amp;amp;nbsp; Could be exploited by 3rd parties to pass items between accounts. &lt;br /&gt;
* &amp;amp;nbsp; Loot 'ninjas' running around picking up everything and selling it, leaving no items for other players. (suggestion- limit on how many Items you can pick up per hour)(another suggestion- puting a tag on the wepon description that says something like &amp;quot;removed from land fill&amp;quot;. wepons with this tag could not be sold to players or the trader.&lt;br /&gt;
* landfill would be filled to the brim with starter wepons/armor.&lt;br /&gt;
&lt;br /&gt;
   [[Category:PvE suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dual_Wield&amp;diff=14452</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Dual Wield</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Dual_Wield&amp;diff=14452"/>
		<updated>2009-04-08T18:15:49Z</updated>

		<summary type="html">&lt;p&gt;151.200.19.214: /* Parrying Dagger (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Dual wield ([[ArenaNet talk:Guild Wars 2 suggestions/Dual Wield|Discussion]])===&lt;br /&gt;
Allow using a martial weapon in the offhand. This would allow you to have less defense in return for looking better and doing more damage.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Looks good.&lt;br /&gt;
* May create more offensive classes/builds. For example, warriors are often used as outstanding damage dealers. &lt;br /&gt;
* Adds more diversity in the look and feel of the game, instead of everyone just using a hammer, a scythe, or a shield and sword or axe.&lt;br /&gt;
* Will appear more like a gladiator with a sword each hand. Increased rate of attacks.&lt;br /&gt;
* Adds more customization to the Warrior profession.&lt;br /&gt;
; Why it may not work out&lt;br /&gt;
* Takes away from the uniqueness of the assassin.&lt;br /&gt;
* Destroys main purpose of some classes (I.E. Warrior=Tank) (There is no main purpose for any classes; taking away possibilities from character customization makes people follow the masses and there won't be any outstanding characters, since no one can do anything else than what everyone else is already doing. Why do warriors have 2h maces if they are only tanks?)&lt;br /&gt;
* May be unbalanced.&lt;br /&gt;
* There will be so many anti skills for combat. So you're dead if you use this for pvp.&lt;br /&gt;
&lt;br /&gt;
===Dual Shields and Dual Offhands ([[ArenaNet talk:Guild Wars 2 suggestions/Dual Wield#Shields|Discussion]])===&lt;br /&gt;
All the talk so far on dual wielding is offensive-oriented.  This suggestion is an appeal to make sure the defensive-oriented aspect is not neglected on dual wielding discussions.&lt;br /&gt;
&lt;br /&gt;
If tanks or meat shields are merely going to act as a wall, then they should be allowed to equip two shields, or two-handed shields, for increased defense and additional defense bonuses.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
*Provides increased defense.&lt;br /&gt;
*Allows for a wider range of defense bonus combinations when equipping shields or offhands.&lt;br /&gt;
*If there was a smite solo war build in gw2 this would be supreme. this would make awsome tank gear and help take more damage. whilst others deal damage without need to worry about healing.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Cannot attack unless skills similar to shield bash are implemented.&lt;br /&gt;
*May lead to people quickly swapping weapons to receive the additional defense bonus in an unintended way.&lt;br /&gt;
*Suicide casters with double sheilds.  Not a good thing.&lt;br /&gt;
&lt;br /&gt;
===Parrying Dagger ([[ArenaNet talk:Guild Wars 2 suggestions/Dual Wield#Shields|Discussion]])===&lt;br /&gt;
Usually in these games dual wield means double attack, but an option I'd like to see is the use of an offhand weapon that can parry and strike.  It shouldn't be defensively as strong as a shield and shouldn't be offensively as strong as a weapon.  Ideally, it would parry primarily, and strike only during opportunity shots.  This is a style I used with pen and paper RPGs that I think could be adapted for cRPGs.&lt;br /&gt;
&lt;br /&gt;
;Why this is a good idea&lt;br /&gt;
perfect balence between pros and cons of dual weilding.&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics suggestions]]&lt;br /&gt;
[[Category:GW2 suggestions]]&lt;/div&gt;</summary>
		<author><name>151.200.19.214</name></author>
	</entry>
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