Jun 02, 2007, 12:17 AM // 00:17
|
#21
|
Jungle Guide
Join Date: Jan 2006
Profession: Me/
|
10 is fine. Even more than 10 would be fine. With no skill balances or as rare as we have now, even the initial 6 professions would be too much. 4 skills are too much when they are out of balance, it's no different when it comes to professions.
I love Dervish, and i liked Ritualist too. Saying that these two professions have no place in the game just because no one needs more than Monk and Warrior.. well sorry...
It is my opinion people who are all for 4-6 professions:
1) lack creativity
2) fail to understand that 10 professions dont make game hopelessly imbalanced or not fun.
Just because there are 10 professions doesnt mean you cant get into PvE group. Mesmers had problems even in Prophecies. Dervish is new profession and never had any problem geting into a group (except DoA). See the point?
And skills are imbalanced in the beginning, naturally.. just remember how many nerfs mesmer profession had in the beginning. Every new profession can be quickly balanced if there is a willing. Unfortunately, skill balances, something badly needed and crucial in this game, never seemed like a top50 priority of ANet.
|
|
|
Jun 02, 2007, 12:45 AM // 00:45
|
#22
|
Furnace Stoker
|
I think GW2 could easily completely revamp their method of professions and all that. In this method of professions, there would be 3 core classes, which would branch into more specific roles as they reached higher levels. (This may be a little cliche ala' other MMO's but, with GW professions it'd be original) The three main classes would be Fighter, Scout, and Caster. You would start out as one, and through levels advance into more defined roles. Heres a quick sketch I did in paint to represent what I think a new system should look like.
Now don't fear, nothing would be removed in this method, attributes would simply be combined. For example take the Ritualist profession, rather then Communing and Spawning power being two separate attributes they'd be fused into a new form of ritualist known as a "Summoner"; instead of channeling and restoration being separate they'd be fused into a new form of ritualist as well known as a "channeler". I did this for all the professions, mind you the names are just place holders to get my point across. Obviously by combining attributes that would drastically decrease individuality between high level professions, so more types should be introduced. I almost forgot to mention, what the names under the "expert professions" are. After you reach your "expert profession", you get a chance to become even more defined... Thats what all those listings are under the "expert professions", but I'm not sure if you should only be able to pick one.. Or just have to switch between the two. Now since the level span will be much larger in GW2 they could easily introduce a more developed system including "advanced professions" and "expert professions". By this I mean, instead of becoming a warrior, you become a brawler first, instead of becoming a dervish you become an acolyte first. A good scale for this would be say...
Fighter lvl 1-20 -> Acolyte lvl 20-40 -> Dervish lvl 40-60
Now how would secondary professions work in this? Fairly simple... When you achieve your first "expert profession" you would get a quest or something that can then allow you to pick a secondary "expert profession" which would give you the skills of that "expert profession". So the way this would work is. Fighter lvl 1-20 -> Acolyte lvl 20-40 -> Dervish lvl 40-60 (Now say you want to become an elementalist secondary?) You would then do the quest and become a Dervish/Elementalist, but by doing this you wouldn't get the skills from the first two tiers. By this I mean you wouldn't get the skills that come from being a Caster or an Adept. (Adept being the "advanced profession" before Elementalist, which is the "expert profession") I'll give one last example to make this as clear as possible, since it can be a bit boggy.
I load up GW2 make my first character. I decide to make him a Fighter and eventually wish to make him become a warrior, so at level 20 I have him do the quest to become a brawler, then at level 40 I have him do the quest to become a Warrior. Hmm now I'm a level 60 warrior, time to pick up a secondary "expert profession". I decided I'd like to have Necromancer as my secondary "expert profession". Do the quest and tada now I'm a Warrior/Necromancer. Now what skills would be available to me?
-Fighter Skills
-Brawler Skills
-Warrior Skills
-Necromancer Skills
Now notice, this excludes the Caster skills, and the Cultist skills (Cultist being the "advanced profession" before Necromancer). So thats it, Just remember this was just my opinion, and I felt like being creative with it. So be polite, I'm not saying GW has to change, just stating an idea I had.
Edit: I've edited this post quite a few times, so I may consider polishing it off at some point with a new diagram and better place holder names. Now don't get confused either, the names are all just examples and place holders to explain the system, the names would be much cooler and simply be more... professional.
Last edited by Nevin; Jun 02, 2007 at 05:14 PM // 17:14..
|
|
|
Jun 02, 2007, 01:35 AM // 01:35
|
#23
|
Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
|
The core professions are all that is NEEDED. You can beat any aspect of Guild Wars, from beginning in PvE to the Hall of Heroes with just the original 6 professions. Assassin, Ritualist, Paragon and Dervish are just filler to make the game's life last longer and add some more aspects of fun to it. Any more professions in this game would make it too overwhelming and just plain sloppy.
|
|
|
Jun 02, 2007, 02:16 AM // 02:16
|
#24
|
Jungle Guide
Join Date: May 2006
Location: USA
Guild: Team Asshat [Hat]
Profession: Mo/E
|
From a design point of view, you can have some pretty awesome gameplay if you only have Rangers and Monks.
|
|
|
Jun 02, 2007, 02:28 AM // 02:28
|
#25
|
Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
|
I'd say 10.. not all need to be esentail to parties and i love playing the well ritualist, paragon, dervish type characters I guess >.>
That said, it's just about what is the most usefull it's also about what is enjoyable.
|
|
|
Jun 02, 2007, 05:31 AM // 05:31
|
#26
|
Forge Runner
|
Quote:
Originally Posted by Silly Warrior
1. Warmaster who does shouts, axes, swords, all melee equipment, including daggers, like a master of weapons sorta guy.
2. Necromancer that is simply a mix of ritualist and necro currently.
3. Monk, which is the same, with a mix of ritualist, and paragon shouts...something like that.
4. Ranger, which doubles with a spear for throwing, as well as throwing axes, or anything dealing with throwing....
5. Mesmer, with more of a twist. Would include curse spells, and all mesmer skills, but include AoE effects and be able to wield swords and stuff, like a stronger dervish. Sounds werid, but I'd play it....
6. Druid, can control the powers of the world (elementalist) as well as tranforming into bears and stuff.
|
Pretty much summed it up, but I would group shapeshifting in with rangers, leaving elementalists as pure casters. Much more preferable giving existing classes more options than making whole new classes with less options.
|
|
|
Jun 02, 2007, 07:12 AM // 07:12
|
#27
|
Ascalonian Squire
Join Date: Mar 2007
Profession: D/A
|
The 6 core classes in GW is enough for me. The 4 additional classes, I believe, were just variations of the core.
|
|
|
Jun 02, 2007, 07:16 AM // 07:16
|
#28
|
Desert Nomad
Join Date: Jun 2005
Guild: The Ascalon Union
Profession: Me/Mo
|
20. Because I see nothing wrong with variety.
|
|
|
Jun 02, 2007, 07:21 AM // 07:21
|
#29
|
Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
|
I say keep all ten but tweak some of them either by the entire class or one or two skills in the class.
For instance improve mesmer's ability to deal damage in pve, give hydromancers 1-3 good damage spells, slightly buff monk smiting skills, give sword warriors a better core elite, rework deadly arts, buff pets, and those sorts of things.
|
|
|
Jun 02, 2007, 07:50 AM // 07:50
|
#30
|
Frost Gate Guardian
Join Date: Apr 2007
Location: Earth.
Guild: [HaCK]
Profession: N/Me
|
I just hope we don't see anything like Paragon/Dervish in the future. They really suck ass.
Rit and Sin are excellent, and actually seem different from the others, but Para and Derv are just crappy extensions of the warrior.
|
|
|
Jun 02, 2007, 08:22 AM // 08:22
|
#31
|
Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
|
Any number of professions is fine, should developers avoid theese pitfalls:
a) Late introduction - new classes seemingly suck because they were introduced too late in game, so other professions were not ready for them, which resulted in them being imba, nerfed to hell and hardly recovering. which basically means: no expansion professions. seriously.
b) One of ways to make "new" profession is to make it highly focused version of existing professions (i.e. sin vs warrior - meele spike) or taking game mechanic to extreme (shouts vs paragons). This simply does not work, it gets nerfed eventually because its gimming waiting to be exploited.
c) hybrids. Gw is game of secodnary classes, so anyone can make their own "hybrid class" and do it. when hybrid classes are introduced, it gives one basically three profession combo. Rt is (as currently ballanced) healing monk meets air ele. cough, Mo/E.
So, make as many classes to want, just dont add any later to game to disrupt it, and for gods sake, dont add classes that are based on gimmick because it will get nerfed, and people hate nerfs.
|
|
|
Jun 02, 2007, 08:27 AM // 08:27
|
#32
|
Wilds Pathfinder
Join Date: Dec 2005
Guild: Lucky Crickets[Luck]
Profession: N/Me
|
7 would be ideal
Assassin
Elementalist
Mesmer
Monk
Necromancer
Ranger
Warrior
The other 3 could be done away with.
|
|
|
Jun 02, 2007, 08:56 AM // 08:56
|
#33
|
Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
|
eh... i was just thinking. why not just completely remove the class system? you have the races in guildwars2, that would determine your appearance.. then let the player choose from a pool of attributes which they would like to train in... like maybe allow 1 primary and 5 other attributes... basically make your own custom class like you can do in morrowind/oblvion. then just make sure each individual attribute has a use and isnt too overpowered, and keep the same attribute point spending system we have now, and the possibilities are nearly limitless...
|
|
|
Jun 02, 2007, 09:05 AM // 09:05
|
#34
|
Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
|
Quote:
Originally Posted by Age
I would have to say that the original six was all there was needed to make a great GW game and it might be more balanced on both side of the fence pve/pvp.
|
I agree.
nothing to say
|
|
|
Jun 02, 2007, 09:17 AM // 09:17
|
#35
|
Krytan Explorer
Join Date: Jun 2006
Location: Kemi, Finland.
Guild: Pirates of the Searing [YoHo]
Profession: Mo/
|
These ten classes are enough but it wouldn't hurt to have more.
|
|
|
Jun 02, 2007, 09:25 AM // 09:25
|
#36
|
Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
|
Meh, delete all the crappy non-prophecies classes. No need for them. There's more than enough variation with 6 classes, and it'd make balance much easier.
|
|
|
Jun 02, 2007, 09:47 AM // 09:47
|
#37
|
Frost Gate Guardian
Join Date: Feb 2006
Location: UK
Profession: R/
|
I'm hoping for at least 25-50, A Norn Warrior compared with a Charr or Human Warrior should be different (not vastly or so) but each race should have different approach (couldn't think of the right word lol) to each profession. Personally I love playing rangers I'd love to see what differences a Slyvari Ranger would get from what I'm used to at the moment.
Then again if all the races do are offer some Health/Energy Boost/Drain and are mainly for aesthetics then that is a bit crappy really.
Anyway, I'd like to see some of the classes re-worked for GW2 but still have 6-10 (or more if they're balanced) professions.
|
|
|
Jun 02, 2007, 09:51 AM // 09:51
|
#38
|
Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
|
Quote:
Originally Posted by fenix
Meh, keep all the cool non-prophecies classes, they are cool. There's more than enough variation with 10 classes, it is balanced.
|
fixed, and agreed. If you ask me, all them people who want the new proffessions to go away are the same people who want HA to go back to IWAY and Ranger spikes etc, they cannot accept the new age.
10 proffessions is fine, but if we could only have 8, then the assassins and Rts would stay, they just seemed more developed than the Dervish and paragon (Though I do love my Dervish)
|
|
|
Jun 02, 2007, 09:57 AM // 09:57
|
#39
|
Krytan Explorer
Join Date: Aug 2005
Profession: N/E
|
I hope there's some manner of skill tree, or trained persistence, so that you can actually be an expert in something. I certainly don't want to feel limited in PvP, but I don't want to feel like I'm like everyone else in PvE either. Hopefully ANet has learned some things from their mistakes in handling how the game is organized, and has come up with a new system for gaining and using skills, rather than the Unlock All Unlockables system we have right now.
If there are only a few professions, and if say, a warrior can perform the jobs and skills of a Dervish or Assassin, I would also hope that not every Warrior in the game will look like he's made of barrels and plastic. A lean and cut warrior that looks more like the body of a Dervish, except in your standard warrior getup, or even cloth, would be appealing to me. There should be several models and animations for each profession, not just one with detachable heads.
|
|
|
Jun 02, 2007, 10:47 AM // 10:47
|
#40
|
Jungle Guide
Join Date: Jan 2006
Profession: Me/
|
People who say they are all for deleting non-core professions - well guess what. As far as im concerned, you can delete elementalist too. I always found it utterly boring profession to play. And you can delete warrior too. It's too simplistic and utterly boring to play. Oh hey it makes as much sense as when you say that Ritualist or Dervish should be deleted. Dervish is 10x more fun to play than a Warrior, and requires more skill. Same with Ritualist. I can also bet that a lot of people enjoying PvPing with Assassin more than with a warrior.
Quote:
Originally Posted by Dutch Masterr
The core professions are all that is NEEDED. You can beat any aspect of Guild Wars, from beginning in PvE to the Hall of Heroes with just the original 6 professions.
|
Using that logic:
Monk profession is ALL that is needed. You can beat any aspect of Guild Wars, from beginning in PvE to the Hall of Heroes with just Monk profession.
And you know what, you really can. And people did it.
Now, go and load Street Fighter or some similiar game, give people 1 character choice option with 1 kick option like "high-kick". Oh hey, after all, it's ALL you need to beat everyone else in the game. Who needs variety.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 11:17 AM // 11:17.
|