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Old Mar 21, 2008, 01:02 PM // 13:02   #21
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I always wanted a profession that wears full head masks and long coats, but is not heavily armoured.
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Old Mar 21, 2008, 01:05 PM // 13:05   #22
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I read this thread and just want to know whoever said Paragon's were supposed to be anything like Bards? Sure they are obviously a commander class.

Why not see them as Leaders of a team building exercise?
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Old Mar 21, 2008, 01:12 PM // 13:12   #23
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Quote:
Originally Posted by SleepyLuxon
I read this thread and just want to know whoever said Paragon's were supposed to be anything like Bards? Sure they are obviously a commander class.

Why not see them as Leaders of a team building exercise?
What the OP was saying was that even though Guild War's is using profession roles similarly seen in other games, they managed to make the professions look very different than other games. That's all it was leading to.
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Old Mar 21, 2008, 01:20 PM // 13:20   #24
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I always thought the Mesmer was a pretty unique class. I mean, it's kind of like a warlock and an illusionist, but really unique otherwise. The other core classes are pretty common roles, though.

Although I do love the unique flavor the Mesmer and the 4 non-core classes brought Guild Wars, I actually enjoy more simplistic and basic professions. The reason is because with the right system, the players themselves can take the characters into unique directions. In fact, that's one of the main reasons I love the dual-profession system in GW. A Ranger has his pre-defined role, as an archer who masters the wilderness, but make him a R/E, and he is now an archer who commands arcane magic.

So yeah, simple professions, complex character-building system is the way I like it.
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Old Mar 21, 2008, 01:24 PM // 13:24   #25
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Quote:
Originally Posted by Iuris
I may be wrong, since the OP's approach to language reminds me of... but I think the OP is trying to tell all the players (not GW) who try to come up with ideas for a new profession to do a better job, to consider more deeply the folklore implications of the profession, specifically citing several elements: geographical influences, the influence of spirituality, economical implications and technological requirements.

Now, the way I'd understand it is to consider: will the profession I'm coming up fit in? Will it match the places where it exists, will it's spirituality match the society it's supposed to be in, would it fit in with the economic system and would it work with the technology at hand?

Or, translated into the negative: don't put sailors into deserts, don't make up new gods and cults that don't fit in, make sure they have something to do to live by, don't use high tech... etc.
That's the implication I got, too.
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Old Mar 21, 2008, 01:30 PM // 13:30   #26
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Quote:
Originally Posted by arcanemacabre
I always thought the Mesmer was a pretty unique class. I mean, it's kind of like a warlock and an illusionist, but really unique otherwise. The other core classes are pretty common roles, though.

Although I do love the unique flavor the Mesmer and the 4 non-core classes brought Guild Wars, I actually enjoy more simplistic and basic professions. The reason is because with the right system, the players themselves can take the characters into unique directions. In fact, that's one of the main reasons I love the dual-profession system in GW. A Ranger has his pre-defined role, as an archer who masters the wilderness, but make him a R/E, and he is now an archer who commands arcane magic.

So yeah, simple professions, complex character-building system is the way I like it.
I actually decided when I first got Guild Wars to play a mesmer because it was very much like the Coercer class in Everquest 2. The role mesmer's have is what I've usually heard called a crowd control or mezzer in other games. In fact the name mesmer I assumed came from the mezzer archtype.
You are right they are a mishmash of things. The Echo. mimicry and skill stealing is something a mezzer never had in other games I played.

Last edited by Redfeather1975; Mar 21, 2008 at 01:33 PM // 13:33..
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Old Mar 21, 2008, 01:40 PM // 13:40   #27
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Quote:
Originally Posted by Redfeather1975
I actually decided when I first got Guild Wars to play a mesmer because it was very much like the Coercer class in Everquest 2. The role mesmer's have is what I've usually heard called a crowd control or mezzer in other games. In fact the name mesmer I assumed came from the mezzer archtype.
You are right they are a mishmash of things. The Echo. mimicry and skill stealing is something a mezzer never had in other games I played.
I know what you're talking about, and I thought that, too when I first started playing. Imagine my disappointment when I found out that I couldn't actually "control" foes. The best we get with the Mesmer for control are skills like Diversion and Blackout, and maybe skills like Frustration/Arcane Conundrum. But, I really wanted to make monsters my temporary pets.
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Old Mar 21, 2008, 01:51 PM // 13:51   #28
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Yeah, lol. I was disappointed to.
What?! I can't mez people or stun or root or dominate and control them?!
I was disappointed because it wasn't what I was used to.
It was for the best though. It would have broken so much.
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Old Mar 21, 2008, 02:14 PM // 14:14   #29
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Good god. This thread makes my head hurt.

Heres some of my points.

1) Originality is overrated.
2) A class' basic image/theming is not as important as the function and gameplay style it carries.
3) Stop trying to apply existing ideas and trying to pigeonhole the game classes. Im looking at you Phoenix. The Paragon is NOT A FRIGGIN BARD. Its not a WANNABE bard. It's simply an overpowered buff class. I could rename all the skills of a paragon removing any references to sound/music/echo/chants and rename it to something like a technology class, or a magical armor class, ITS FUNCTIONALLY THE SAME.

In other words, classes like the Paragon fail because it is not that functionally different from a warrior (shouts, shield and a martial weapon) and the fact that counters to its skills are not balanced with the other classes.

The Dervish's physical appearance and weaponry less relevant than its function. Being MORE MELEE. The shapeshifter functionality does not give it enough uniqueness vs a warrior or a ranger with melee weapons.

The assassin is more unique in function HOWEVER, its function is too much of a niche.

The ritualist is, imo the most balanced of the new classes (as balanced as things can get), of course it was heavily exploited since it compliments other classes very well.

Last edited by lyra_song; Mar 21, 2008 at 02:18 PM // 14:18..
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Old Mar 21, 2008, 02:22 PM // 14:22   #30
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FOR GOD SAKES ITS "THROUGH" ALREADY. AHHHHHHH THE GRAMMATICAL TORTURE!!! WHY GOD WHY????

Seriously between your post having so many grammar problems and the fact that I think you're reading into it way too much, I just don't really understand what you are trying to say.
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Old Mar 21, 2008, 02:28 PM // 14:28   #31
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I want a pony class. I could ride around and sing pony songs while running ursan blessing.
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Old Mar 21, 2008, 02:46 PM // 14:46   #32
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Old Mar 21, 2008, 03:47 PM // 15:47   #33
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Quote:
Originally Posted by Redfeather1975
OP is impressed with the exotic looks of some of Guild Wars professions. Like the way Dervishes and Ritualists look and animate.
OP likes the concept artists work on those professions.

I do to.

They do a good job of making things look different than what I've already seen in online rpg professions.
Thank you for clearing that up I was getting a little confused.

Meh, I like the classes we have. If you think one is more overpowered than another, you're probably just not coming up with a good enough counter yet. New classes take time to settle. I recall nobody wanted to be a dervish at first, but then a few months in...everybody had one. If people can't learn to adjust...go play Mario, where things stay the same.
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Old Mar 21, 2008, 03:51 PM // 15:51   #34
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Honestly, there are just too many confused people and having to try to interpret or translate what the OP is trying to stress just derails a thread. Closed.
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