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Old Dec 14, 2006, 10:27 AM // 10:27   #81
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Druid (more use of the Forms mechanic)
Demonologist
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Old Dec 14, 2006, 11:36 AM // 11:36   #82
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Quote:
Originally Posted by Yojinj
-No new professions
-Giant new scenario/content/pvp/stuff/armors etc
-Adding a way to alter the appearance of existing chars (for that alone i would pay)
-Adding more hairstyles, faces in conjunction with above
-Adding new body models/animations for existing classes (example: not-so-massiv-warrior-look, not-so-bend-over-necro, not-so-thin-assasin etc)
-create-your-own-hero-npc, imagine you could make your own hero with armor and body looks options and name them
I agree, this alone would greatly improve the game. I certain that almost everyone in the game is tired of seeing a carbon copy of their character.
I know its really irritating when you zone into an outpost and see 5 people that look exactly like you.
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Old Dec 14, 2006, 12:25 PM // 12:25   #83
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I hope too that there is no new classes, improving on the existing ones or new races will be cool. Slots are a give and take issue.
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Old Dec 14, 2006, 12:42 PM // 12:42   #84
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Personally I am waiting for a mimic that will be able to capture monster skills. I loved the characters in Final Fantasy that had that ability. I believe they will release one eventually why else would they create monster skills? Because most of the monster skills are powerful maybe they should be elite skills.

How about a Druid type like in Diablo II who is a shape shifter, can have a pet or summon animals/creatures, can use the forces of nature and has mimic abilities which allow them to copy monster skills. Because monster skills are so powerful instead of a bunch of elite skills the Druid could capture monster skills and only use one at a time, but be able to have a library of them to choose from. The shape shifting ability would change the character into a werewolf (increased damage an health regeneration), werecat (faster attack rate and increased speed), werebear (high damage output and armor) also have skill like Fullmoon that lengthens the duration of the change. The forces of nature could be used for healing, defense, and attacking. Again taking from the Diablo Druid summon animals or creatures you could summon wolf packs, eagle/hawk, cause infestation player will be covered in fire ants same deign as being on fire and rain poison arrow frogs causes AoE poison. I think this character would work well with a Mayan or Inca type chapter.

Last edited by Chieftain Heavyhand; Dec 14, 2006 at 02:52 PM // 14:52..
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Old Dec 14, 2006, 03:22 PM // 15:22   #85
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For three+ years, I'd played Magic: The Gathering. (It's a card game)

To this day, they have like 20 or more sets out. That's a LOT of cards to keep track of. And there were some crazy combo's that just shouldn't have existed; but how can you change the text on a card already printed?

However, now... tons of possibilities. Millions. Black and red decks, blue and green, two different types of green decks, spiders, zombies, whatever the hell you wanted, it would work.

Some decks, like builds in Guild Wars, will counter each other. It is inevitable. A monk trying to heal against a shock warrior is just not going to happen. That doesn't mean you say "omfg nerf dat!!" there is no inbalance. As Guild Wars becomes more versatile, cheap combo's are going to happen, but since there's just so much versatility, practically anything can be combo'd.

People would complain about how Magic just has way too many cards... but what are they going to do, STOP making the game? It's the same for Guild Wars. If they add the regular amount of skills for each game, they're going to have to balance it more. I heard long ago someone (likely important) saying GW was a saga. Thus, six games before they either go on hiatus, or stop.

I personally want two new professions. But after that, that's it. I have no idea why people think the new classes are useless... scythes have a huge arc for damage, and their physical arc can hit three people at once. They have much stamina, and forms really brings something new to the table.

Paragons are the much-needed "bards" from other games that I can't believe were not put into the core game at first. Spear THROWING I cannot agree with, I think poking them would have been nice.

Ritualists are the only ones I can really think to myself would be the less useful of all new professions. Spirits are nice, but can be destroyed pretty easily without sufficient Spawning Power. They're nice minion masters, though. I don't see why people would rather choose a level 26 golem with normal health, than a level 20 (20, right? At twelve death?) with 64% normal health, AND minions to come.

Assasins are amazing at PVP, but PVE I cannot agree with so... But the chaining of attacks is a great idea, and like the Dervish, he brought something new to the table.

I really hope they do add just two more professions, then go on to work on something else. 12 professions is enough, 14 is just begging for inspiration!

... Also. Races would be a great, but immensely complicated, system. Unless the races were to fit to human form, which... most cannot say they do.
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Old Dec 14, 2006, 03:41 PM // 15:41   #86
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i recall reading anet said they won't always release new proffesions with each new chapter.

my bet is they won't add any.

rumours on various foreign sites is that chpt 4 is aztec/central american/south american themed. no idea about that, i red it on gamefaqs.com..LOL

if they did add new classes...

alchemist (with potions maybe concenrating on attribute buffs, enrgy and health regen potions)

and druid

shapeshifting/summoing creatures
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Old Dec 14, 2006, 03:48 PM // 15:48   #87
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Quote:
Originally Posted by Jaml
Dont make me laugh. The Ritu summons sucky spirits that dont even move or do decent damage. Im talking about an army of undeads or something like the necro minions only without the need for corpses. Should be able to summon elementals or something powerful and have skills to enhance their capabilitys. In exchange give them very low armor or make them move slower while keeping up a summon. And Dervishes suck too. If i transform into a god i imagine nuking everything on the map with one swipe. Not being immune against conditions and stuff like that. Dervish transformations shouldn´t be called avatars of thisgodandthatgod cause i imagine gods as all knowing and powerfull beings. And only a few elite let you change not the majority of the skills. Its just a feature of the dervish not his focus.
I was being cheeky

But an army of "Undeads" sounds kinda cool but it has been done with a Necro... From what you describe it I'm seeing a Vizier-type character summoning Wraiths etc.. I 'spose to make it different you could give him an elementalist-sized energy storage capacity and make all his summoning skills cost like 25-30 energy each to make it fair, but different to Minion Master. Maybe make the undead more powerful as a result.

I'm still not getting how a true shape-shifter would work, or what benefits changing form would have...unless you had each form doing something for you like the Dervish forms.
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Old Dec 14, 2006, 04:12 PM // 16:12   #88
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I really hope they don't put in new professions at all. An increase in new skills for existing professions would be cool though. As well as balancing out stuff.

Focus some more on the existing colours like in magic the gathering instead of adding a new colour (profession). 40 extra new spells per class would be way more interesting than another hybrid derived from the core classes which were presented at the launch of prophecies.

When factions hit the shelves, I wasn't interested in the assassin and ritualist but I was looking forward to see the new skills for my monk, same for Nightfall.

Last edited by Gun Pierson; Dec 14, 2006 at 09:31 PM // 21:31..
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Old Dec 14, 2006, 04:18 PM // 16:18   #89
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Quote:
Originally Posted by Mightywayne
For three+ years, I'd played Magic: The Gathering. (It's a card game)

To this day, they have like 20 or more sets out. That's a LOT of cards to keep track of. And there were some crazy combo's that just shouldn't have existed; but how can you change the text on a card already printed?

However, now... tons of possibilities. Millions. Black and red decks, blue and green, two different types of green decks, spiders, zombies, whatever the hell you wanted, it would work.

People would complain about how Magic just has way too many cards... but what are they going to do, STOP making the game? It's the same for Guild Wars. If they add the regular amount of skills for each game, they're going to have to balance it more. I heard long ago someone (likely important) saying GW was a saga. Thus, six games before they either go on hiatus, or stop.
Being a once MTG freak myself, your analogies are a bit off.

First, new skills = new cards. New *Professions* = new COLORS. Magic's never gone beyond 5 (6?)

Second, "Standard" rotates out the old cards, and that's the modern format in which there is indeed a good deal of diversity at the moment. (only took them like 10 years to get to that point...) Formants like type 1 and legacy see extremely short games that are dominated by a small subset of all those possible card combos, and like these formats, there's no mechanism in sight to rotate old skills out of PvP (outside of an occasional tournament for the top 25 guilds). This will be more and more a problem with GW PvP as it ages.

With these facts combined, new professions might be important, however. Throwing skills on a specialist profession rather than one of the cores cuts down on your possibility to combo skills across secondaries.

Support for the old side classes in terms of new skills, armors, weapons probably needs to be dropped at some point if they want to continue adding new profs and not having things get out of hand, in fact I was surprised asn/rit got ANYTHING at all in NF. Maybe the next chapter shouldn't support them. However it would mightly piss off customers if they do that, so good luck...

Last edited by FoxBat; Dec 14, 2006 at 04:21 PM // 16:21..
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Old Dec 14, 2006, 04:45 PM // 16:45   #90
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Just wanted to throw in my $0.02. I also hope there will not be any new professions for the next chapter. I think 10 professions is a nice and even number to stay at. Any more professions would cause balancing to be a nightmare and the task insurmountable for creating new skills for every existing class in all future chapters.

If ANet decides to go the no-new-profession/content-release route, then I think it's important to balance the new content between PvE and PvP. New professions make sure a significant portion of new content for PvP, if that's taken out, I think more will need to be done for the PvP side of things; otherwise, we may get some upset PvP'ers.
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Old Dec 14, 2006, 04:47 PM // 16:47   #91
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Well there plenty of good ideas for new classes but most of them could be covered by expanding the skills of the current classes. Ie people want a Demon summoner well a ritualist or necro sould possibly do that, people want an animal shape shifter a ranger could be able to do that with beast mastery. although im sure Anet could add some good new classes i agree with the general consencis that there are enough classes atm and if any more were added it would remove the old fun of guild wars which allowed u to be any class (hence why most people have 1 of every class) to keep gameplay more interesting. Howvere if too many are added it makes it increasingly harder for people to keep up and so classes begin to get ignored more and more, until people being to use just character type which will probally be Warrior since thats the class the majority of people already play the most. (especially people who dont play gw much or who like to farm alot)
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Old Dec 14, 2006, 05:31 PM // 17:31   #92
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Yes, you have a good point there. Current classes could be give these new skills people are asking for, but hasn't Anet already said they will be rolling out 2 new classes with each new chapter?

If not then I agree that these new skills could be added to existing classes. Mesmers are having a hard time at the moment why not give them the ability to mimic monster skills, give the ranger shape shifting skills in beast mastery, summon demons for the necro or rit, and on and on. I would agree that if the programmers concentrated on game content and story line, AI (of minions, pets, henchmen, heroes and critters) and skills more instead of coming up with new classes newer chapters would blow the old ones away.

Last edited by Chieftain Heavyhand; Dec 14, 2006 at 05:37 PM // 17:37..
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Old Dec 14, 2006, 05:35 PM // 17:35   #93
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I'm happy if they stick with the 10 professions. New armour, skills and heroes is all I ask.
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Old Dec 14, 2006, 05:40 PM // 17:40   #94
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Quote:
Originally Posted by Tact
I'm happy if they stick with the 10 professions. New armour, skills and heroes is all I ask.
I hope they add some missions where you can't use heroes because for me Heroes killed PvE. Nobody gets in groups anymore it's just... You. I'd rather play a single player game like Morrowind at that point. I had fun getting in groups but nobody wants to now with their heroes...

Thank god this game has good PvP still.
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Old Dec 14, 2006, 06:13 PM // 18:13   #95
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Well, you do have a point there. Especially in NF you see almost everyone with a 4 above their heads...
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Old Dec 14, 2006, 06:41 PM // 18:41   #96
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Does it matter what the professions will be? I mean, peoples will still buy the game even if the professions is like a summoner or a warrior-melee type class.
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Old Dec 14, 2006, 08:35 PM // 20:35   #97
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FoxBat, I now agree with you. The only reason however, is because of inbalance.


So, everyone, let's say ANet DOES make two new professions, would the biggest problem with you folks just be balance?

If they were to balance out all the classes, and the new ones to boot, would you then be interested? I mean, as long as there is balance, diversity is good. However GW is already a very diverse game... I just don't know where the hell they are going to get these new classes from, it just to me doesn't sound like Shapeshifter (though it would be cool) will be a class. I really think a "hands" melee fighter would be cool though. That's what I thought was gonna be in NF.

Of course, I also thought NF was going to have "war" PvP, where it was like un-instanced and stuff. Ahh that's another topic for now.
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Old Dec 14, 2006, 08:45 PM // 20:45   #98
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They better not add any new professions - Why complicate the metagame any further?
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Old Dec 14, 2006, 09:22 PM // 21:22   #99
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I think as soon as we learn what it's supposed to be set in(theme wise), we'll have a better idea as to what the new classes will be(if any). If the next chapter is themed around Norse and Celtic mythology we'll see some type of berserkers and druids. It'll be interesting to see what the new campaign will be like, as they seem to be quickly running out of common themes. Maybe actual seafaring motifs, or tundra? Maybe a Native American thing? Looking forward to Ch.4
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Old Dec 14, 2006, 09:31 PM // 21:31   #100
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I'd be happy with no new professions, but new heros available. Like, right away they give you a (female) ritualist. Another paragon, dervish, assasin and mesmer as you progress.
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