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Old Mar 02, 2008, 03:18 AM // 03:18   #21
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Don't care, just don't bring stupid classes like Rits, Paragons, Assassins and Dervishes into PvP.
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Old Mar 02, 2008, 03:29 AM // 03:29   #22
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I wish you people would go back to the Sardelac Sanitarium forum. The title suggests discussion, the thread reveals it's just another "omg plz take my imba ideas anet".
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Old Mar 02, 2008, 03:33 AM // 03:33   #23
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Lets face it, there is alot that is is good about Guild Wars. Games dont get to be as popular as Guild Wars unless there is ALOT of things that are really good about them. Im not saying that GW doesnt lack in some aspects, just saying that most of what is in the current GW is pretty good. Lots of games mentioned in this thread comparing those class systems to GW arent even in the same ballpark with GW.

I like the current class system for the most part. I really like the fact that you can respec and rebuild your character as often as you like so you never have to make a new character of the same class to do something like use an a hammer instead of a sword because you permanenently assign attribute points as you develop your character and would hate to see anything like that.

You cannot eliminate class and just allow free reign for people to just choose whatever attribute they want and put it into their character. It would be a balancing nightmare. Imagine an ele character with fast casting, expertise, fire magic, air magic and all of the havoc a character like that could create in regards to balance with a bar full of what would normally high powered AOE dmg, high energy cost, slow casting spells that wouldnt cost him alot of energy because of expertise and wouldnt cast slow because of fast casting.

For all of the people suggesting that GW2 have these radical concepts related to eliminating all the original professions altogether, I think that is just crazy and I dont really expect to see that. It is after all Guild Wars 2, which should have a pretty strong foundation within and be built upon GW1. If they were going to do something so radical like that I would expect an entirely different name to an entirely different game.

What I would like to see is

A class system similiar to GW current system as far as primary and secondary go, but where race adds an additional factor that effects skills similar to the way your primary attribute affects your characters skills now.

I would also like to be able to change primary as well secondary professions but be confined to race. This would create so much freedom and replayablility factor within the game. No one really likes leveling up and creating new characters, they do so because they are bored with playing in the same kind of role, and building a new char becomes just a grind to get the skills and experience they need to play that character in high end fun parts of the game. If you could change your primary profession you could pretty much play anywhere in any part of the game, you would repeat parts of the game in order to obtain and cap skills for whatever your new chosen profession is. It would just eliminate all the grind of having to start out on some noob island and doing a bunch of crap that you really dont want to do, but have to in order to do what you want, which isnt so bad for your first 2 or 3 chars but as i learned in GW1, when you get to the point of having 4 or more gets really old and boring really fast. ....Anyway, thats what I would suggest.
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Old Mar 02, 2008, 04:15 AM // 04:15   #24
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I won't make an essay to say this.

I'd prefer to see the "Jack of All Trades" (borrowed term from posts above) from The Elder Scrolls games that I so love, profession type. Where your character can be anything he wants and the system is not based on specializing, but you can still choose bonuses, but those bonuses may effect different different areas of combat at once.
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Old Mar 02, 2008, 04:29 AM // 04:29   #25
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Here's my comments in the proper forum. I made a new thread because I wanted feedback on an open character system where the introduction of new professions would be unnecessary.

http://www.guildwarsguru.com/forum/s...35#post3710335
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Old Mar 02, 2008, 05:17 AM // 05:17   #26
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I like GW approch for reason list above, for freedom and lack of screw up ness and lack of need to redo as builds and pvp/pve changes.
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Old Mar 02, 2008, 05:34 AM // 05:34   #27
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In all these threads about professions and so on, there's some hardcore talk about the nuances of classes and trees and similar RPG games.
Great, swell, but I can't be the only one who's been pretty casual about RPGs--in fact, GW is the first and only real RPG of its type that I've played.
So I would say that a subtler, more complicated system of branching and rebranching, or some other setup of levels and "growth" in character class, MIGHT be more counterproductive than we think. Would ANet want to run the risk of alienating pretty casual people? Would casual people want to think this hard about class? Or will the lure of tradition prove too tempting for both ANet and its players?
I've tried other games and find what I judge unneeded levels of complication. The quick skill setup, the quick progression and the flexible system of secondaries keeps me entertained.

What I would like, honestly, is some variant of the current system, where the primary class is set pretty early (at or near start).
Most important, I would like to see slightly better synergy between classes in some ways. 10-skill bars? A primary bar (8 skills) and a secondary bar (2 skills)? I want my ranger/mesmer to FEEL like a ranger / mesmer, not like a ranger with a signet (For instance, the R/W thumper combo has always "felt" authentic--the heal skills, the damage skills, and so on, play very different from the usual ranger bar). I want a mo/p to shout a lot.

I want energy management to still be built in to primary attributes, but I want that primary attribute to affect a variety of skills actively and logically (for instance, expertise affects ranger skills, touch skills, and nature + binding rituals-- but NOT other weapon attacks? Especially--and here I contradict my earlier statement, but will use the language of some other posters--in the other "hunter/scout" class, the 'sin, with daggers, shadow steps, and skills remarkably like those of the ranger? (Blinding powder/throw dirt, anyone?)).

I might even like to see the possibility of getting access to the "primary attribute" of the secondary class: Expertise AND Strength, to use current examples. If we have a finite number of skill points, this seems (relatively) likely to keep balance (so long as the skills are balanced to begin with).

What I don't love the thought of is the racial advantage. Some of the literature has hinted that each race will carry some advantage to it. Why?
Will this be offset by some compensating disadvantage? Or will we see Charr-Way in PvP for ages to come? I don't want what I can do to be determined by what race I choose to be. Like I said, I'm not a huge RPGer, and the thought of playing an oversized housecat, or an undersized pseudo-elf, doesn't fully appeal to me. Making me play one because it confers something special...ehhhhhhh, that's already been widely discussed under the rubric of Ursan and other PvE only skills.

So, I'll take the current system, refined, expanded, broadened out.
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Old Mar 02, 2008, 05:37 AM // 05:37   #28
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delete all professions, start new, same system.
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Old Mar 02, 2008, 05:38 AM // 05:38   #29
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Keep it like it is now. No species bonuses, either. The reason I play GW is to play GW. Not WoW, Elder Scrolls, Final Fantasy, Morrowind, Oblivion, Lineage, Ragnorak, or any of the other myriad of MMo's mentioned in this thread.

If they truly feel they have to change it, and personally I have yet to see a reason why, go with something like what [M]agna_[C]arta suggested.
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Old Mar 02, 2008, 05:41 AM // 05:41   #30
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As long as every race has access to all professions I don't care.
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Old Mar 02, 2008, 05:48 AM // 05:48   #31
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I would hate if they would add Racial Traits for each Race.
Why not Racial Skills, I would love to play a Hammer-weilding Asura or a Norn Monk.
The Norn would Possess Totem Skills causing effects, Each effect can help Greatly in your Team and Character, just mix and blend which Spirit goes for which Profession^^.
  • Bear, + Health Pool
  • Wolf, - Energy Cost
  • Deer/Qirin, + Heal more
  • Dragon, + More Energy Pool
  • Pheonix, - Cast Time
  • Turtle, + Health Regen
  • Raven, + Energy Regen
  • Snake/Naga, + Health on Summoned Being
  • Rollerbeetle, + Defence
  • Eagle/Harpy, + Larger Shout-Range
Other Animals are taken by it's Celestial Beings and other's how I feel.
You can change it if you want^^.

For the rest of the Races, they can Posses Racial Abilities which every Profession from that race to use.
Like a Asuran Mesmer can use same skill usable by a Asuran Warrior.
But never crossing a different Race.

For Humans, I have 2 Ideas, They can have some of the Racial Skills of other Races(like right now) but have no Original Racial Skill.
Or stay every race would be unique and have a Racial Skill of their own.

The Difference of each Race is only, Background, Appearance, Skills and Storyline.

@Operative
-I only made that to lessen the Professions, but able to add more diversity to Professions.
The Base Profession shown there are already classified as that, the Sub-Profession just add more Skills and Build Differences.
The Sub-Professions are just Build Types possessing more Skills for that type of Build.
But it won't change anything with the Primary and Secondary Profession System.
Base and Sube-Profession are different with Primary and Secondary Profession System.

I Believe is we implement this, People would want to play Paragons(Templar) or Smiter Monks(Monk) more.
But these Pofession are cloacked or in disguised as Build Types, This would also lessen flames on Paras and other Profs under Flamefest.
And people hated Paras cause it's another Warrior-Bard Copycat, but if we do this people would look at it as not a Copycat but a Transformed Warrior.

Last edited by [M]agna_[C]arta; Mar 02, 2008 at 06:06 AM // 06:06..
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Old Mar 02, 2008, 05:51 AM // 05:51   #32
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Evolution System.

-Pick 1 base class, let's say Warrior.
-Warrior can become Sword Master, Axe Master or Hammer Master, so let's pick Axe Master.
-The Axe Master can now become Skilled With Healing or Skilled With Life Drain, so let's pick Life Drain.
-The Axe Master Drainer can add an elemental property of Fire, Ice, Air, Earth, Dark or Holy. He gains 30% resist to that element and deals burn, cripple, armor penetration, weakness, blind or gain health from hits, so let's pick Ice/Cripple.

In the end, you have a high level Warrior that uses an axe, can steal health with each attack, resist ice damage and deal cripple to foes.

You can do this with many characters and have many unique combinations.
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Old Mar 02, 2008, 07:30 AM // 07:30   #33
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Yeah or you use a GW1 Warrior who uses an vampiric-axe-ofxyz with an inscription against cold dmg and got a skill equipt that can cripple a foe.

Same thing, exept its by far better, you can change to something else at once and you don't have to spent x-days leveling up.
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Old Mar 02, 2008, 08:36 AM // 08:36   #34
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I like gw being differend then any other games. many MMo like that so i dont think gw should be.
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Old Mar 02, 2008, 08:47 AM // 08:47   #35
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I'd like them somehow tier the classes so that they could implement a cloning system similar to another NCSoft title -> Tabula Rasa.
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Old Mar 02, 2008, 10:30 AM // 10:30   #36
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Cloning is just a bad excuse for the miss of refundpoints.
Classtiering is nothing but stupid grind.

And why the hell create new professions that can only be used till you are half way to max lvl?
Instead of:
> Novice -> lvl20 -> Soldier -> lvl60 -> Knight/Warrior/Berseker
Just let them choose
> Knight
> Warrior
> Berseker
right from the start.

And if you don't use special 3D models for each class, than just implent primary class change...
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Old Mar 02, 2008, 10:31 AM // 10:31   #37
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I'd like to see some more synergy between skills, especially ones from different classes. And not broken gimmick skills either. Neither do I want more stuff like Vocal Was Sogolon.

I want some real ability to integrate secondary characteristics into a primary playstyle. Then again, that's what the current system is supposed to be, but the skills are broke.

We need the same system, but better skill balancing. For example, the Communing line in Ritualists could use some more variety. Paragons need to be non-gimped. And the Assassin class needs to be rethought entirely, possibly emulating Diablo II a little more.

To be honest, I'd rather see completely different classes in GW2. I want something fresh. Give me a Barbarian, a Wizard, a Holy Knight, a Druid, an Executioner, and a Necromancer.

Actually, it doesn't really matter as long as the skills are all usefull and I get to bash face. I want to bash lots of face using lots of skills. That's what makes a good game.
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Old Mar 02, 2008, 11:22 AM // 11:22   #38
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Each Sub-Profession would have different Armors, but they can use the Base Profession Armors.
The Templars are you'r Typical Paragon, and Knights are your Warriors in Heavy Armory, trhe Soldier would look Slim-like, sumthing like the Gladiator Armor or the Normal Ebon Vanguard armor.
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Old Mar 02, 2008, 12:00 PM // 12:00   #39
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Add two schools that you're characters will pick from the begining: School of Magic, and School of Steel - names are self explanatory.

Once your character picks one of these schools, he cannot switch to the other. This means you will have to make 2 characters if you want to have one for each school.

In the school of magic, all the magic casting classes would be; monk, ritualist, necro, ele, mesmer.

In the school of steel, all the melee and ranged classes would be; warrior, ranger, paragon, dervish

Once a character has picked a school, he would be able to train and master each and every class within that school.

Also, all faces, hairstyles, skintones, haircolors should be the same for all in the race of choice. Don't force people to have to make a dervish because they have the hairstyle or face which they like the most.
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Old Mar 02, 2008, 12:48 PM // 12:48   #40
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Quote:
Originally Posted by ZenRgy
Don't care, just don't bring stupid classes like Rits, Paragons, Assassins and Dervishes into PvP.
QFT.
<12chars>
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