Jun 21, 2008, 02:43 PM // 14:43
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#261
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Wilds Pathfinder
Join Date: Oct 2006
Profession: P/
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Quote:
Originally Posted by Verity
Leave the core classes in -- if they got rid of Mesmers, I'd be pretty mad.
Remove Paragons and Dervishes. I never got into either class... They just weren't interesting to me.
Keep Assassins -- I've never played one for any length of time, but I can see how they could fit into the game if done right. Keep Ritualists because... well, they have cool armor, and I like mine
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Keep Paragons and Dervishes. -- if they got removed, I'd be pretty mad.
Remove mesmers. i never got into them, therefore, they are bad.
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Jun 21, 2008, 03:07 PM // 15:07
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#262
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Krytan Explorer
Join Date: May 2007
Profession: P/
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Actually, I bet that Mesmers are safe and will be in GW2. (Uhm - Gwen?)
Plus, it was one of the unique character classes to GW.
Likely, it will be the 6 "core" professions, reworked. Hopefully, reworked so that each class is distinct, offering advantages and disadvantages that can be offset by teaming with another profession.
To that end, it may prove to be a good thing to no longer allow a secondary profession - or make it so that the secondary is clearly weaker than a primary. (Not just "no primary attributes" option since sometimes, often, the primary attribute - to put it bluntly - sucks.)
Magical interrupts should be the province of the Mesmer. (I know - flame me from all the Rangers out there!) Disease and lowering health (degen) the province of the Necromancer. Melee for warriors; healing for Monks; AoE and spike damage Elementalists; traps and ranged damage for Rangers; etc. There are problem cross-overs, of course, such as Hexes. Makes sense for both Mesmers and Necroes to have skills in that area. But, a Necro shouldn't have any interrupts, and a Mesmer shouldn't have a skill like Epidemic. (So, I guess inflicting conditions would be a Necro domain. But, then, Blindness makes sense for a Mesmer to be able to inflict, so... oh, dang!) And removing hexes? Makes sense for Monks and Mesmers, so - d-oh again!
I think it would be good to make it so that you really, really want a Monk on your team, but also see the advantages of having a tank along, as well as someone to, perhaps, set traps, rather than be able to do it all oneself (as we currently can - what with EotN non-class specific skills.) Know you're going to want to counter some heavy magic? Bring a Mesmer!
Like being limited to only 8 skills, make it so that composing a team creates some hard choices, too. But, that requires that each profession offer something unique and valuable to the team. Otherwise, we end up with what we have now - Mesmers sitting in towns and outposts, unless they have Ursan r10.
The whole attribute/skill system will probably be redone. If GW:EN is a "test" for GW2, however, I have a bad feeling about the way it will turn out. Maybe they're getting rid of the attributes concept altogether and it will all be rank/grind?
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Jun 21, 2008, 03:07 PM // 15:07
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#263
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Wilds Pathfinder
Join Date: Feb 2006
Guild: TW
Profession: W/
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I think there's a solid chance that all classes will be reworked and we'll end up with new classes rather than replicating certain older ones. Maybe Warriors would take on spears, scythes, and shouts and take on a leader role, maybe rangers will adopt dual wielding daggers (DnD anyone?), Necros may have spirits. The list goes on!
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Jun 21, 2008, 03:08 PM // 15:08
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#264
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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As much as I love my Assassin, I'd say a complete re-shuffle of classes might be the best thing instead of just cutting out some of our professions.
For example, there's always the Ranger/Assassin merger into Rogue, where the character could either specialize in Shadow or Dark arts or into Wilderness survival. Ritualists and Necromancers are already strikingly similar and in many cases interchangeable, Elementalists may be intertwined with Mesmers into a generic Mage class that can be taken either the damage direction or the disability direction. An even more diverse class option would be a Monk and Dervish combination that could go either melee damage or healing. Though it definitely changes the dynamic, it still allows players to play their favorite profession in GW while still having to expand themselves and learn new things.
I say either merge some professions or leave them all. Make everyone happy or make everyone reconsider the profession options.
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Jun 21, 2008, 03:20 PM // 15:20
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#265
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Krytan Explorer
Join Date: May 2007
Profession: P/
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@FengShui: actually, that may be a good idea. Merge current professions into a branch of a core profession tree. Monks might specialize as shamans, and so gain the Rit type skills of Restoration and Communing. Mesmers might have a branch that becomes more melee oriented, and take on the Assassin role; or Stealth oriented and be able to set/disarm traps? Rangers, too, could possibly work as an Assassin, as other people have posted, so I'm not sure which of the 4 new professions would fall under what core profession - Rits and Necros? Makes sense, too. But, so do Rits and Monks.
Warrior Monks? Isn't that, in concept, what a Dervish is?
As someone earlier posted, the HoM poses a problem about what to expect in GW2. Why bother if everything you put there won't exist in GW2? Why save all my Dervish, or Rit, or Assassin stuff if it can't be played in GW2?
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Jun 21, 2008, 03:34 PM // 15:34
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#266
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Core classes are good.
Every other class had huge problems with balance and generally made things bad in PvP.
__________________
And the heavens shall tremble.
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Jun 21, 2008, 03:35 PM // 15:35
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#267
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Hall Hero
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Quote:
Originally Posted by Avarre
Core classes are good.
Every other class had huge problems with balance and generally made things bad in PvP.
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New classes are good as long as they don't override the archtypes.
...Which, unfortunately, is all the new professions ever did.
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Jun 21, 2008, 03:35 PM // 15:35
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#268
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Furnace Stoker
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All of them.
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Jun 21, 2008, 03:36 PM // 15:36
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#269
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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Well, all of the stuff in the HoM is generic. Even though I put in my Elite Luxon armor as "Assassin" style, every other profession (barring P and D) has that "armor art" available. Destroyer weapons as well -- even my Assassin has to get the Sword, the Bow, etc. to fill the hall. If nothing else, I suspect we'll be seeing at least skills for each currently existing weapon in GW2.
At any rate, I'm glad you agree, and it seems like for a lot of people that would be an acceptable compromise. Still, I'm not opposing just keeping all 10 professions in with some major balance updates. By balance I mean I want to see the ability for Assassins/Mesmers to be more viable in PvE (with more than just 1-2 builds capable of functioning well) and general balancing of unstrippables like Chants and Weapon Spells.
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Jun 21, 2008, 03:49 PM // 15:49
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#270
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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Quote:
Originally Posted by Bryant Again
New classes are good as long as they don't override the archtypes.
...Which, unfortunately, is all the new professions ever did.
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True, they did all bring new skill types to the table though; item & weapon spells, shadow stepping, echos and the various types of chants, as well as avatar forms (which I was EXTREMELY disspointed they didn't expand on the form skills in GWEN at all)
Essentially though you're right, they were all just spin offs of the core classess. I think the only truley "original" new profession would have been the chronomancer from utopia but unfortunately that whole thing got scrapped.
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Jun 21, 2008, 03:51 PM // 15:51
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#271
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Ascalonian Squire
Join Date: Feb 2008
Guild: The Lord's Wrath
Profession: Rt/N
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i hope they keep ritualists but as more of there chronomancer idea because then i think ther would be more ideas for the class instead of having 1 or 2 overpowered skills and the rest crap. And i hope they find more of a niche with ritualists if they stay cause theres no point in able to do a little of everything when there are 2nd proffs
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Jun 21, 2008, 03:56 PM // 15:56
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#273
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Desert Nomad
Join Date: Apr 2007
Location: england (currently located on the south coast)
Profession: R/
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Quote:
Originally Posted by pumpkin pie
assassin and warrior will be merge into one - dual wielding
ritualist and monk will merge
problem solved lol
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woot summoning monks <<<go RA lol they are already there
duel axe war would be cool!
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Jun 21, 2008, 04:15 PM // 16:15
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#274
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Hall Hero
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Quote:
Originally Posted by Shadowmere
True, they did all bring new skill types to the table though; item & weapon spells, shadow stepping, echos and the various types of chants, as well as avatar forms (which I was EXTREMELY disspointed they didn't expand on the form skills in GWEN at all)
Essentially though you're right, they were all just spin offs of the core classess. I think the only truley "original" new profession would have been the chronomancer from utopia but unfortunately that whole thing got scrapped.
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The problem with the chronomancer (he was a monster summoner, right?) is that his niche' was already pretty much filled by the necro in terms of monster summoning abilities. Granted, the Necro needs dead bodies, but those are in *huge* supply. The chronomancer would only be unique in that he can begin the area with monsters in hand.
Granted, they could get creative in allowing the chrono to have more versatility added to his summonings, maybe in the way of being able to control their skills and the like, but that's an idea for another time.
I think it would've been a much safer and just as cool route to follow if ANet introduced new attribute lines instead. Like you could give Warriors a new weapon, Ele's a new spell (or heck, you could give *them* the monster summonings, 'cus of bein' arcane n' stuff), and the likes.
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Jun 21, 2008, 04:24 PM // 16:24
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#275
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Wilds Pathfinder
Join Date: Jan 2007
Guild: The Grim Squeakers [REAP]
Profession: N/
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Hmm they intended the chronomancer to be a summoner? I always assumed they were about time manipulation (which I figured would manifest it self in game as slowing/speed skills, damage 'repeating' skills and the like, idk).
seems I was misinformed about anet's intentions with that one
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Jun 21, 2008, 04:27 PM // 16:27
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#276
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Hall Hero
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Quote:
Originally Posted by Shadowmere
Hmm they intended the chronomancer to be a summoner? I always assumed they were about time manipulation (which I figured would manifest it self in game as slowing/speed skills, damage 'repeating' skills and the like, idk).
seems I was misinformed about anet's intentions with that one
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Nah I had no idea. I pretty much just wasted a space of this page. I think summoners were "rumored" to be the next profession, so somehow I associated that with the chronomancer (even though I *know* that chronos/kronos=time, w2g Bry).
But even that sounds more like a mesmer than anything, especially since it's about "manipulating" something.
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Jun 21, 2008, 05:11 PM // 17:11
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#277
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Wilds Pathfinder
Join Date: Apr 2005
Profession: W/
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Quote:
Originally Posted by Numa Pompilius
Mesmers. ANet very obviously hates mesmers. There isn't a more red-headed stepchild in all of GW.
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As someone who grew up as the literal/proverbial red-headed-stepchild, I think ANet treats mesmers just fine for a niche profession...They were more than likely developed more for the PvP aspect of the game and hence, are not valued in PvE. If e-denial and interrupts were more effective at shutting down mobs like more Cry of Frustration type skills and means to buff the team's energy reserves as a "battery" role (i.e. OoB) then maybe...We'll see if the mesmer sticks around and just gets a "remodel" to become a little more group-friendly.
As for dropping professions, well...I always hate it when people put out these speculative threads...Every time someone speculates over something it all just degenerates into guessing, defensive whining and QQ over rumored changes no one has any information about. Then there's the profession-slamming that is sure to follow "this sucks, that sucks, you suck...etc"
Personally, I think we are in for an all new game. We may to have XYZ axis of movement, the possibility of jumping, swimming, climbing. There's the likelihood of a total change in the way instancing works, there are new races available that may or may not have race specific skills/professions...The lands are going to be completely twisted about from what we know...new enemies, new places to go, old places shrouded in mystery or gone entirely...Why would anyone even presume that there will be a mere dropping of a profession or two? The entire mechanic of the game may change to such an extent that all professions are reworked, or renamed, or dropped for a new system. We may see multiple hybrid professions or completely new ones...Asura Mechanic, Charr Shamen (oops, they're ousted)...uh, Charr Scout, Sylvari Druid....who knows?
The information about GW2 has been coming out in such a glacial pace that people are bound to speculate the hell out of every crumb they are thrown...*sniff-sniff* this crumb smells like cheese, but it could very well be earwax...hmmmmm. My suggestion is not to eat anything until you know what it is.
Last edited by TwinRaven; Jun 21, 2008 at 05:16 PM // 17:16..
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Jun 21, 2008, 05:15 PM // 17:15
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#278
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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i see paras and dervs not making it. paras i'll miss, dervs.. not so much.. at all lol. sins are a crucial part of the MMO-style gameplay, and rits are our only other viable dedicated healers. the core classes will stay safe.
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Jun 21, 2008, 05:32 PM // 17:32
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#279
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Utopia
Profession: D/
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I wonder why this thread is still going on? I mean I haven't seen/heard anything about ANY of our professions that we have now being in GW2 at all. I'm personally hopeing for brand new professions.
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Jun 21, 2008, 07:07 PM // 19:07
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#280
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Frost Gate Guardian
Join Date: Jun 2006
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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I've heard more than a few people say this. Where do you get this stuff?
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