Feb 28, 2008, 03:12 PM // 15:12
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#21
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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shift skill equivalents of spells and certain attributes of sins, dervishes and paragons into wars, els, rangers (mainly). RTs are good enough to stay imo.
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Feb 28, 2008, 03:14 PM // 15:14
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#22
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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They are going to get rid of the Monk.
People seem to want more skill and faster games in both PvP and PvE so this is the logical choice. Plus Monks have that all powerful smite attribute that gives both healing and an attack. We can't encourage classes to have both that takes away class roles.
Then there is the whole farming issues of the Monk Class we can't have people running around invincible can we? Monks have caused a great deal of pain to ANet as it gave rise to monetary independence. ANet can't afford people getting too rich as people might play less and less.
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Feb 28, 2008, 03:19 PM // 15:19
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#23
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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Quote:
Originally Posted by Flem
Of all the professions, I'd say Paragons or Ritualist would be the most likely candidates to be on the chopping block.
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get rid of warriors... so we can stop seeing noob mending healing breeze w/mo...
this is dumb.... if there are less than 10 professions there is still multiple races to choose from.... and who said its gonna be same professions?
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Feb 28, 2008, 03:26 PM // 15:26
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#24
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Frost Gate Guardian
Join Date: Feb 2008
Guild: The Mentalists [THPK]
Profession: A/
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I say get rid of just Paragons and Ritualist.
Let's face it, like said before:
Paragons are overglorified Warriors who are only good in parties of 4+ and with the right builds to compliment them.
And Ritualists .. well .. they provide some good spirits and good stuff for Ranger's with splinter, but are they useful for anything else? Not really.
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Feb 28, 2008, 03:39 PM // 15:39
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#25
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Forge Runner
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This is not easy to answer.
"Chopped" and/or "Reworked" are close together.
Some "Archetypes" are probably safe:
1. Warrior. Really any major need to doubt this? The common bread and butter of MMOs, Sword/Axe/Club-Swinger.
2. Monk. The Healer class.
3. Elementalist. The Mage class.
The infamous holy trinity.
4. Necromancer. The Dark villain.
Could be chopped, but unlikely, a sinister/goth class is almost a must nowadays.
Soul Reaping and Blood Magic need to be reworked a lot. But this could also be said about the nuking abilities of Elementalists and the healing of Monks could also be toned down and they could be given martial arts abilities in return.
5. Ranger. The Archer.
A ranged bow class missing in an MMO would be very odd. But it could be merged into the Warrior/Fighter class. Could become a beastmaster pet class.
6. Mesmer. The trickster
Could be merged with Assassins or Elementalists. Does not have a clear profile besides having hot chicks and being called "The master of the counter" by ANet.
They got buffed a lot, but I fear they are No. 1 candidate to be chopped/merged.
The non-core professions: Very likely that they get chopped or merged.
7. Assassin. Rogue class?
In GW PvE, Assassins had and still have a hard time. In PvP they are subject to permanent buffing and nerfing. Along with their chapter-companion ritualists they changed a lot over time. Can balance really allow Assassins to assassinate other players, without unbalancing them, what is their job, what could they do? I think they are fun and can add interesting mechanics, but they will probably be reworked and possibly merged.
8. Ritualists. Shamanic kind of Necro
BOOM. My No. 2 top candidate to get axed. They will simply become part of the Necro class! And lose their healing abilities or get them tuned down, if every class gets better self heal and monks better offense and reduced healing.
9. Dervish. Holy Warrior with Scythe
Too specific, speciality of the fighter class, their Scythes might stay, but this class is most likely to be No. 3 to get axed. Their AVATAR-mechanic was particularly troublesome and hard to balance (see Grenth, Melandru, and the infamous Ursan Blessing is almost an Avatar plus skill).
10. Paragon. The commander.
Could become a skill line for the Warrior class, their spears given to them as well. A strong profession to play, I found them still a bit boring with their passive defense shouts. They are a very nice addition for a third chapter, but they are not really a necessary class or archetype. Plus, Elona is overrun by Palawa Joko. If they are to return in GW2, most likely in an expansion, fighting the Mordant Crescent or something like that. My No. 4 to get merged and axed.
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Feb 28, 2008, 03:40 PM // 15:40
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#26
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Frost Gate Guardian
Join Date: Mar 2006
Location: Rochester, NY
Guild: Kings Beyond the Wall [KING]
Profession: Mo/
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Quote:
Originally Posted by GloryFox
They are going to get rid of the Monk.
People seem to want more skill and faster games in both PvP and PvE so this is the logical choice. Plus Monks have that all powerful smite attribute that gives both healing and an attack. We can't encourage classes to have both that takes away class roles.
Then there is the whole farming issues of the Monk Class we can't have people running around invincible can we? Monks have caused a great deal of pain to ANet as it gave rise to monetary independence. ANet can't afford people getting too rich as people might play less and less.
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Do you play Guild Wars by chance..?
I would like them to completely rebuild Necro, take out Sins (They have no use besides doing imba damage to single targets and shadowstep is broken), nerf spirits for rits, but I do enjoy them for support... take out Paragons or completely restructure them, and take out dervish. I think that mesmers need to be restructured in a way that they're more useful for PvE (as in they're more single target shut down then AoE... w/ out going second profession Ele of course). Rangers are fine, as well as monks... I also think warriors are fine, because wammos aren't powerful anyway so it's not like they have an influence on the meta.
I don't think any of the classes beside the sin are terrible ideas on paper, but they were rushed out the door with the short time for the campaigns.
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Feb 28, 2008, 03:49 PM // 15:49
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#28
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Forge Runner
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I would not dismiss the idea to get rid of monks.
They are monopolists of healing, you can replace them with Rits or N/Rt at times, but usually a cornerstone of every party is having 1-2 monks.
If we do not have heroes and henchmen in GW2 but only a "sidekick" or something like that as they mentioned, Monks would have to have better offense and severly reduced healing.
They might be reworked a lot, too. Depending on how much different they want GW2 to be to GW1.
And having a much more "open instanced nature" than GW, with no heroes and henchies, basically cries for each char class being somewhat self-sufficient.
Of course they could also just update the graphics and sell us GW 1.5 plus more grind to be more mmoish, and then they might really fail hard and ruin a game that was running very well, despite issues.
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Feb 28, 2008, 04:00 PM // 16:00
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#29
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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While I absolutely love the 4 non-proph proffessions to death, I think there's a good chance we won't see any of them in GW2. For the simple reason that they're going to be focusing on Tyria as the setting for GW2 once again, from the sounds of things they're going to be closing off the other 2 continents (the homes of our beloved sins, rits, dervs, and paras).
I do hope I'm wrong in this assumption and we will get them back for GW2, but I'm not holding my breath for it.
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Feb 28, 2008, 04:09 PM // 16:09
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#30
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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where is this gw2 FAQ you speak of?
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Feb 28, 2008, 04:21 PM // 16:21
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#31
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Jungle Guide
Join Date: Aug 2006
Location: In my own little world, looking at yours
Guild: Only Us[NotU]
Profession: E/
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What comes to mind when you hear 'Assassin'?
A LONE hunter, killer, looking for a single important target.
An assassin in a group just doesn't make much since does it?
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Feb 28, 2008, 04:23 PM // 16:23
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#32
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by GloryFox
They are going to get rid of the Monk.
People seem to want more skill and faster games in both PvP and PvE so this is the logical choice. Plus Monks have that all powerful smite attribute that gives both healing and an attack. We can't encourage classes to have both that takes away class roles.
Then there is the whole farming issues of the Monk Class we can't have people running around invincible can we? Monks have caused a great deal of pain to ANet as it gave rise to monetary independence. ANet can't afford people getting too rich as people might play less and less.
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Actually if they'd dump the monk - the games would be MUCH slower.
Because that would mean that every character would need to have some sort of self-healing/protection - and that in a 8 slot skill-bar game can only mean less pew-pew skills.
So keeping the monk is a necessity unless they want to completely change the concept of GW.
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Feb 28, 2008, 04:24 PM // 16:24
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#33
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Jungle Guide
Join Date: Jun 2006
Location: Urgoz Warren
Guild: Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com
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My vote goes to mesmers and ritualists.
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Feb 28, 2008, 04:39 PM // 16:39
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#34
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Wilds Pathfinder
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mesmer can easily be combined with another profession
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Feb 28, 2008, 04:58 PM // 16:58
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#35
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Academy Page
Join Date: Aug 2007
Guild: TiG
Profession: Rt/
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How could you all say that ritualists need the chop *shocked* >.< my favourite profession of all time.. can sometimes out-heal monks and the spirit damage is mad tbh, No professions for the chop please.. >.<
Last edited by Greaterbeing; Feb 28, 2008 at 05:03 PM // 17:03..
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Feb 28, 2008, 05:02 PM // 17:02
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#36
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Academy Page
Join Date: Aug 2007
Guild: TiG
Profession: Rt/
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Quote:
Originally Posted by Shadowmere
While I absolutely love the 4 non-proph proffessions to death, I think there's a good chance we won't see any of them in GW2. For the simple reason that they're going to be focusing on Tyria as the setting for GW2 once again, from the sounds of things they're going to be closing off the other 2 continents (the homes of our beloved sins, rits, dervs, and paras).
I do hope I'm wrong in this assumption and we will get them back for GW2, but I'm not holding my breath for it.
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Ahh i but i think all of the profession's base will stay.. they have made it so people from Elona and Cantha have feld to Tyria and carry on traditions with them such maybe.. professions?
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Feb 28, 2008, 05:05 PM // 17:05
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#37
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Ascalonian Squire
Join Date: Jan 2008
Location: Finland
Profession: Me/
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i hope mesmers aren chopped i i suppose taht rits paras and dervs are in danger
Dervish=warrior/monk with new skills
Paragon=warrior/ranger shouts with spears
Ritualist=necro/monk or monk/necro with spirits
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Feb 28, 2008, 05:11 PM // 17:11
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#38
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Wilds Pathfinder
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Why do you think any of the current proffesions will survive in their GW1 incarnations? GW2 is going to be a completely different game with new mechanics, new worlds, and plenty of other new features that could call for a complete redesign of the class system (multiple playable races anyone?) I realy don't think a discussion like this can hold any real weight. Maybe we should be discussing the type of gameplay each class brought and discussing whether or not that style should be carried on, as we have no idea how anet plans to carry on the class system.
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Feb 28, 2008, 05:12 PM // 17:12
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#39
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Forge Runner
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Monks.
Every profession will be self-sufficient. They might add something similar, but it'll be smiting oriented, with casual ability to cast orison or HB.
Like WoW, where priests are mostly an ornament for role-players.
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Feb 28, 2008, 05:13 PM // 17:13
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#40
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Jungle Guide
Join Date: Feb 2006
Location: London
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The base 'tyrian' professions are fine but assassins rits dervs and paras to differing degrees need to be either cut or reworked entirely. Necros are the only exception where soul reaping needs to go. I hope no profession has from their primary att the ability to gain energy as its always just too strong as we've seen.
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