Mar 08, 2007, 06:01 PM // 18:01
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#1
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Ascalonian Squire
Join Date: Oct 2006
Location: Corvallis, OR USA
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Why do people fear the introduction of new classes?
Maybe fear is the wrong word but I see a lot of comments of the sort, " I hope they won't introduce any new classes." Don't new classes just provide for new and different characters and more variety?
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Mar 08, 2007, 06:04 PM // 18:04
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#2
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Wilds Pathfinder
Join Date: Aug 2006
Profession: Me/
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I would like 2 more classes. The problem is that they need to fix all other skills before adding new stuff...
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Mar 08, 2007, 06:08 PM // 18:08
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#3
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Imbalanced. Look at Factions release. Sin primaries aren't very strong, Rits are overpowered.
Look at Nightfall release. Grenth's dervsishes and EF paragons are dominating everything.
It's just it's very hard to balance something the first time.
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Mar 08, 2007, 06:08 PM // 18:08
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#4
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Hall Hero
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Part of the reason is balance. Simply put: with more variety, that balance becomes harder to maintain.
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Mar 08, 2007, 06:23 PM // 18:23
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#5
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Ascalonian Squire
Join Date: Oct 2006
Location: Corvallis, OR USA
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So the concern is primarily directed towards PVP. I suppose that makes sense. Perhaps a system of class restricted competition would be useful. Not all but have some areas only open to certain subsets so that different metagames could be maintained. Obviously I don't PVP much so that explains why I asked the question and my probable misunderstanding of PVP dynamics.
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Mar 08, 2007, 06:32 PM // 18:32
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#6
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Academy Page
Join Date: Mar 2007
Location: Belgium
Profession: R/N
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Yeah especially pvp.Since the Assasin got out I never stand a chance.
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Mar 08, 2007, 06:46 PM // 18:46
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#7
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Races either would get unique abilities, which would create PvE hell for people who would happen to choose/like unfavored combination.
Or they would be just skin, which would make em kinda pointless (i am taking minipet and festival hat pointless) for me and just add developer work (models, armors, texturing, lots testing for visual glitches ...)
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also, races introduce some other less important questions:
will people start in same regions or will starter areas be separated to each race? (in ability to group with other people if you happen to choose races that "live" far away ... eww)
will we get racial-only gear, etc ...
lots of stuff that GW avoided nicely.
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so form e races are either pointless or problem, so i dont like em (playing as non-human is not really selling point for me either.).
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Mar 08, 2007, 07:22 PM // 19:22
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#8
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Desert Nomad
Join Date: Nov 2006
Location: Garden City, Idaho
Guild: The Order of Relumination (TOoR)
Profession: R/
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I don't "fear" the addition of more professions, and ANet certainly has not exhausted that well spring. But, I do feel the game could use some attention and a overhaul. Not as in a skill update, buff or nerf, but in other areas ranging from implementing trade houses to adding dynamic party control options.
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Mar 08, 2007, 08:01 PM // 20:01
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#9
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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PVP
: Balance, lots of things still broken, we rather have those fixed then new profesions, barely adapt to profesions we have new , and new skills and we get more to mess it up,basicly the familiarity gets thrown away.Overpowered classes,overused classes, etc etc , you get the idea.
PVE : People find it kind of annoying , they dont HAVE to but if a new class comes out they want to play it.
Lets say they had a monk a warrior and a ranger at start, then came factions, they played both classes and liked assasins, but because there is now a new character to play they play they dont play the ranger anymore because of lack of time.
Then comes nightfall , and they played both and liked the paragon, but now again time cuts in and they stop playing the warrior.
Then comes a new chapter again, and 2 new classes they try and like class X but cycle repeats they dump the sin.
I mean people hate this, they are almost forced ( not really ) to stop playing a class they like cause theres too many choices.
EDIT: I just like to add, that i would love to get new classes,even with all these sideeffects
Last edited by Xenex Xclame; Mar 08, 2007 at 08:19 PM // 20:19..
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Mar 08, 2007, 08:02 PM // 20:02
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#10
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Lion's Arch Merchant
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The "fear" of the new classes comes from:
balancing issues - new classes mean new skills wich mean new balance problems
more work - getting throught all the campaigns with another 2 chars? meh...
uselessness - the core classes (except for mesmer in pve) will always be the most used and most useful ones, it doesnt matter how many more warrior clones there will be
My personal opinion:
Assassin is fun to be, but kinda useless in pve.
Ritualist is nice to be, but kinda useless in pve.
Dervish is fun to be, but kinda overpowered.
Paragon is the only balanced class that they added.
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Mar 08, 2007, 08:41 PM // 20:41
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#11
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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More classes is a good thing in my humble opinion.
Here are some reason's why people don't like:
More work to "have it all" (2+existing in new chapter to go through)
Don't want to change there current builds to adapt
Afraid there class they like to play have more "competition" when forming parties.
The fact that the new class will be altered after it's release to balance it correctly.
The initial imbalance it may have when introduced.
Jeff Spain in the radio interview have stated that the campaign classes are specialized (and can be harder to play) where the core classes will alway be getting new stuff / more versatile.
Last edited by EternalTempest; Mar 08, 2007 at 08:44 PM // 20:44..
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Mar 08, 2007, 08:46 PM // 20:46
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#12
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Ascalonian Squire
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Quote:
Originally Posted by zwei2stein
so form e races are either pointless or problem, so i dont like em (playing as non-human is not really selling point for me either.).
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How does any of this have any bearing on whether or not people dislike new classes? If I missed a statement about races in this short thread, feel free to correct me.
On point: People likely don't "fear" the introduction of new classes so much as lament the fact that resources are being devoted to those features instead of being allocated to their pet issue. There are those that want a tighter skill balance, or an auction house, or more elite content, and so on. If resources instead go to them, those that want new classes take up the lament. You simply cannot please everyone.
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Mar 08, 2007, 08:47 PM // 20:47
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#13
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The Greatest
Join Date: Feb 2006
Profession: W/
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Balance. That's why people don't want new classes.
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Mar 08, 2007, 08:50 PM // 20:50
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#14
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Krytan Explorer
Join Date: Feb 2007
Location: Boston, MA
Guild: Higher Order [HO]
Profession: D/
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I wouldn't mind no new classes in the last installment of Guild Wars. They should let you start any character in it tho, provided you have Factions and Nightfall. Add new skills, new greens, obviously new area, new armors(maybe another armor like FoW[cost-wise] but only accessible in this chapter). I think races are a great idea but they should be kept for GW2. Can't add races in last chapter doesn't make sense.
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Mar 08, 2007, 08:53 PM // 20:53
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#15
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Lion's Arch Merchant
Join Date: Apr 2005
Guild: All Senses Failed [aSF]
Profession: A/N
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Three Reasons:
1. From a GENERAL PvE perspective, many friends of mine hate having multiple PvE characters because they like to invest in one and get titles/cool armor. I know just as many that like going through the game over and over with different characters, but having a fixed number of classes allows ANet to give more attention to existing classes which in turn allows players to develop their PvE characters even more.
2. From a GENERAL PvP perspective, most of the roles of an MMORPG are filled by existing classes. In PvP, you use the class that excels at a certain area, which is why you see far more healing monks than healing ritualists even though ritualists can heal rather decently. Hence, unless balance is PERFECT (and it never is) some classes become flavor of the month while others rarely, if ever, get used.
3. From the perspective of both, I think many players will agree with me that existing classes could be upgraded with new roles instead of introducing new classes to allow players more "bang for their buck" with their favorite classes.
NOTE: These are general, personal observations, so they obviously do not necessarily represent the opinions of the GW PvE and PvP populations as a whole.
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Mar 08, 2007, 08:55 PM // 20:55
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#16
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Krytan Explorer
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I wouldn't say i fear the characters. but i fear the effects it will have to a lot of things.
first of all theres a major balance issue to work out.
secondly i can't think of anything they have left out the game. everything is pretty much covered in the 10 professions we have now. I can't think of anything they could put on a new profession, i just can't. and i think that if they do some up with something it'll be either stupid with no point to it. or be so close to another class that it wont make sense to play the other one.
And personally i think the time can be used better for other things, no one really needs a new profession, its already confusing enough as it is.
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Mar 08, 2007, 09:04 PM // 21:04
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#17
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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People fear new profession because the class they play may get forgotten.
Quote:
Originally Posted by Bankai
Imbalanced. Look at Factions release. Sin primaries aren't very strong, Rits are overpowered.
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Assassins' not strong? Is that why they just got nerfed?
Ritualist overpowered? Then why can't I find a group in DoA?
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Mar 08, 2007, 09:08 PM // 21:08
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#18
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Frost Gate Guardian
Join Date: Aug 2006
Location: England, and on here... http://alexiel-star.deviantart.com/
Guild: CPx
Profession: R/Mo
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Quote:
Originally Posted by Viruzzz
I wouldn't say i fear the characters. but i fear the effects it will have to a lot of things.
first of all theres a major balance issue to work out.
secondly i can't think of anything they have left out the game. everything is pretty much covered in the 10 professions we have now. I can't think of anything they could put on a new profession, i just can't. and i think that if they do some up with something it'll be either stupid with no point to it. or be so close to another class that it wont make sense to play the other one.
And personally i think the time can be used better for other things, no one really needs a new profession, its already confusing enough as it is.
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I sort of agree with you on any new professions being too similar to ones already existing. Example, A druid would likely be too similar to ranger, a new warrior-type class like a Bezerker or Barbarian or something would clash with other melee characters. Whats been said already holds true, its all about balance.
Though I'd still welcome any new professions, I don't have anything against them its still variety.
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Mar 08, 2007, 09:10 PM // 21:10
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#19
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Academy Page
Join Date: Nov 2006
Location: Holland
Guild: Looking for one
Profession: Mo/E
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In my opinion the current meta is good in balance, except the spiritway backline with neverending energy. What about a nerf for Soul Reaping that it on gives you 1/4 of your Soul Reaping from spirits instead of 1/2?
I think they can add 2 new proffesions after they changed that. Then all proffesions are good and able to play.
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Mar 08, 2007, 09:30 PM // 21:30
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#20
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Frost Gate Guardian
Join Date: Dec 2006
Profession: R/E
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Ofcourse everything is always an opinion.
For PvP new classes means new skills and that causes an imbalanced game.
Since the release of Factions the balance has been a bigger problem than it used to be. It all got worse with the Paragon in Nightfall. So when thinking of chapter 4 and realising you already have an unbalanced game should make reconsider if you really need to add new classes. Also many people are against it on the forums, mainly PvP players.
Ofcourse PvE players would be against what I write, that's obvious. They don't care about the game balance that much and you can satisfy them with some new hack 'n slash content, titles they need to grind for and new classes and armors.
But please be careful with making Elite content, cause every PvP'er I know of has finished it and the average PvE-only player can't and starts opening dozens of threads on forums that they can't make it... *sigh* (I think this is often because the lack of knowledge of different classes their skills, PvE only players are not forced to see the whole picture of what a team does. PvP players will have to when creating a build for the guild or something)
Don't think I'm a PvP player, PvE players I got my rank 10 (close to rank 11) ages ago but the imbalance and low difference of Builds in Heroes Ascent made it unattractive. Also 6vs6 gives to much bounds to create something different. So it drove me to GvG. Besides that I have 3 PvE characters:
(Ranger with 6,7mil XP, 8/10PKM and 291 elites, Monk with 4,4mil XP, 3/5KoaBD and a Necro with 4,9mil XP 3/5KoaBD and 291 elites)
The bits of Information known about chapter 4, if they are true at all, make me believe that chapter 4 will be a PvE chapter that will end the Guild Wars story we know. I hope they that they don't make the same mistake again in Guild Wars 2, that will hopefully be PvP based from the start and has it stated on the games box!
Doesn't Devona start the introduction movie of Guild Wars with: "My father fought in the Guild Wars"? Gogo for balanced PvP.
Last edited by Dione Davore; Mar 08, 2007 at 09:46 PM // 21:46..
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