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Old Aug 16, 2006, 11:11 PM // 23:11   #81
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this is hard to judge and say..


maybe there are other ways to make the current proffesions deeper - increase the lvl cap, add more weapons and skill trees to put attribute points in...

they could also make races... where each proffesion would be uniqe depending on race.

perhaps a Tengu monk or a Dwarf monk would vastly different from a Human monk. that could add alot of new possibilities aswell.
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Old Aug 16, 2006, 11:21 PM // 23:21   #82
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coming to think of it, it would be really sweet with a crafter proffesion... or a social proffesion like in SWG.. like a dancer, musicsian, hairstylist ect...
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Old Aug 18, 2006, 01:48 AM // 01:48   #83
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Quote:
Originally Posted by Lawnmower
this is hard to judge and say..


maybe there are other ways to make the current proffesions deeper - increase the lvl cap, add more weapons and skill trees to put attribute points in...

they could also make races... where each proffesion would be uniqe depending on race.

perhaps a Tengu monk or a Dwarf monk would vastly different from a Human monk. that could add alot of new possibilities aswell.
No level cap increase. I'm pretty sure you made a post suggesting it and a lot of people gave you reasons why not. If I am right, and you still want to increase, then maybe you should play another game...

Also, please learn to edit. You have been posting a lot lately and a lot of the time, I see you double posting. It gets anoying after a while, even for non-admins.

But anyway..

More weapons and skill trees would be nice, enspecially if they can make new skill trees and not have any ones doing the same as others, or overpowered/underpowered ones.

Also races would be nice, but only if they aren't copies of other games, so make a tengu race and dragon race or something...but as for each race having different profesions, I think I would only like races if they were just there to make your character look different, and nothing else.
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Old Oct 14, 2006, 05:14 AM // 05:14   #84
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If they keep adding new classes as well as the core professions to each new chapter, I forsee a barren and deserted prophecies campaign.
I mean, Why buy prophecies? There is nothing there except for a few elites that you can't get in any other campaign.
They should add more content to prophecies after the 3rd or 4th campaign (to entice more buyers) and after the 4th or 5th campaign add some stuff to factions. And so on for each campaign.
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Old Oct 14, 2006, 02:53 PM // 14:53   #85
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/notsigned
i can see from a pve player's perspective why they would want this. For pvp, however, thats one of the many things to look forward to, the new possibilities, combos, and builds that await you. An idea for taking something away to me is just like shooting yourself in the foot. They should resume adding 2 per chapter, but u dont hafta play them if you dont want. I still use my pve warrior for everything in Tyria and Factions mostly.
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Old Oct 14, 2006, 03:54 PM // 15:54   #86
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For PvE I personally love new professions it means new skills, new combos, new everything. Same with PvP. At the end of the day its an injection of new life into the game. It was always known that new professions would emerge. Its not our problem that some aren't able to adapt to the change.
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Old Oct 14, 2006, 04:17 PM // 16:17   #87
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hows the discussion on this so far?

I still would say there is a certain "need" to add new classes, namely to attract new players. New weapons and armor and look, as well as new skills and combos, always excit the player and attract them to the game. Not adding new class is like saying not adding new land, no new monster, no new armor, no new weapons.

But I do agree with the trouble of having too many proffessions around. In long run (if continue with the trend of 2 classes per expansion), could dilute and oversaturate the skills and combo choice, making blancing more of headach. But there are still alternatives, such as Racial Proffessionals, or sub-class, that cand be consdier.

But I still do hope to see 2 more new human proffesions in the future expansion...
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Old Oct 14, 2006, 05:10 PM // 17:10   #88
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/not signed I like new professions and since the level cap is 20 that is one of the major reason why it's okay to add more and making a new char isn't such a chore.. plus with the cap at 20 it's eaiser to keep things balanced.

I think having a good story and getting out the bugs is a seperate issue.
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Old Oct 14, 2006, 05:11 PM // 17:11   #89
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I think once chapter 4 comes out and those two new professions are made, they'll either make 2 new profession each time like they have been or 1 profession and add loads of skills and goodies. And then there's this: Add new RACES to play as. Dwarves, Tengu (FTW), Elves, Cat/Tiger-like race (Thundercats lol), who knows.

NOTE: Players in this game no longer want an auction house. We NEED it, and badly I might add.

- Riplox
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Old Oct 14, 2006, 05:43 PM // 17:43   #90
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You may get what you wish for. I remember hearing that some chapters would probably not offer any new proffessions. My guess is Chapter four will be a breathing space for this and we'll get something new (maybe the non-human race options people have been wanting for quite a while now).

I hope they never stop making proffessions though. A breather I can handle; a halt is something different and would grow stale.
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Old Oct 14, 2006, 07:31 PM // 19:31   #91
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I like it. I want to see 6 core proffesions and 6 chapter specific proffesions. What I really want to see is maybe for Chapter 5, instead of making a whole new continent expand on the 4 continents that are already around.

There was a proposal by this guy I read way back talking about the empty spaces in the map of Tyria, he had some great ideas that I feel would give people a reason to go back and check out the older chapters, so that they don't become dead.

In Cantha, there is a huge place to the south where we can gain more areas to, in the echolave (sp) forest and the jade sea. This place can be expanded on. The western coastline can get some new city areas. And the eastern side of the map, lush green and mountains, possibly a place for a third faction which was thought to have died out in the Jade Wind? Now for extra PvP action there are spaces on the border of the sea and the forest where new places like fort aspenwood and the jade quarry can be added. Possibly a luxon fort to siege.

There are many places on the exhisting continents that can be made into great PvE areas, so in a way I don't see the need to keep making new continents when some chapters can just added to the old ones.
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Old Oct 14, 2006, 09:20 PM // 21:20   #92
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The new professions and content are what keep me buying ANET/NCSoft's new Guildwars titles. No new classes = players get tired of stale content = lower sales = lower profits = ANET eventual goes under.
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Old Oct 14, 2006, 09:27 PM // 21:27   #93
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So far the new professions are barely unique at all, and they hardly offer these "new possibilities and builds" and blah blah blah all the people that have the mindless mentality that "more stuff= better" seem to talk about.

Look at the 2 factions professions. I dont think that there is a single person who would deny that they were a disappointment.

Look at the ritualist. This class is practically defined by one skill. Ritual Lord. Because thats the ONLY thing theyre used for, spirit spamming. They were used a bit but nowhere near monk useage. The assassin, meh whatever, this class can also be defined by 1 skill, but to a lesser extent, Aura of Displacement. Was a little unique but they were used very little. (all this is in pvp im talking avout here)

Now look at D & P.
Ok, so if I remember correctly they each had a new skill type, dervish had form, and paragon had chant or whatever... Look at forms... a skill type with only elites is stupid to start off. Shows how Anet is running out of ideas that they actually made a skill type that changes the way you look. WHo honestly though that they'd ever do something like that. And then chants seem awfully close to shouts do they not? Ok so you have 2 new weapon types. New animation, and new things to buy mods for. Nothing else.

2 of the dervishes attributes are earth prayers and wind prayers. Which is very lame when we already have 2 attributes named earth magic, and air magic.

If Anet doesnt stop adding new professions, or if they continue doing it at such a rate then each pair will be less unique then the last. If you dont care that a new class is almost the same as an old one, but with a few minor differences, then good for you. Still is lame and stale though.

Why should they keep adding so many new classes when old classes still arent even probably balanced yet.

Last edited by master_of_puppets; Oct 14, 2006 at 09:32 PM // 21:32..
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Old Oct 14, 2006, 09:31 PM // 21:31   #94
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The game does have a very strong PvP focus, and without new classes, the PvP side of the game remains nearly unchanged. New PvP modes and new Professions is the only thing you really do in PvP, removing half of that isn't really acceptable. Content is far from lacking, 2 chapters a year put plenty of content on the table, if the content was endless, than players might still be busy playing the last chapter when the next one comes out, that doesn't help them at all.

There will be more content, and plenty of it, I agree that with 50 dollar chapters there should be some more significant changes or additions to the game than Classes, but that doesn't mean omitting classes is acceptable. Quite honestly, they can't charge 50 dollars for "content", unless they totaly overhauled the game and added totaly new gameplay mechanics, it wouldn't cover the addition of new classes. More places to see, and drawn out storytelling simply arn't enough.

10 classes so far, and not a one I like, partly because some of the classes I would like don't have fun and effective skills to use, and partly because my favorite professions arn't available in the game.
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Old Oct 14, 2006, 09:44 PM // 21:44   #95
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Quote:
Originally Posted by Michel Longshorts
The new proffessions are like new toys.

Take those away and you get the many children who cry.

Having many proffessions also means there are LOADS of party builds you can make. This will make GW less predictable in the terms of PvP as there are many more things a team can do.
This wouldn't change PvP as the core classes would alway be the most important roles in PvP especially GvG.I made a similar thread on this in The Riverside Inn.
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Old Oct 14, 2006, 10:53 PM // 22:53   #96
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I actually posted this idea shortly after faction's release, but no one seemed to agree with me. I think it was a mistake to make extra classes in the first place honestly. I wish they had instead added on new attributes or something.

I do believe a lot of people who have posted in here have no idea what they're talking about honestly, which is pretty sad. I'm a man, and I don't have an oppinion on abortion, not because I don't have thoughts about it, it's because I don't have a right to argue. Many of you PVEers have no right to have an oppinion about PVP, simply because you know nothing about it. It's really quite irritating to see.

If you haven't, read master of puppets's post, he knows what he is talking about an I definitely agree with him. I don't consider Spear Mastery or Scythe Mastery new skill attributes honestly, it's really quite pathetic.

Last edited by Kai Nui; Oct 14, 2006 at 11:06 PM // 23:06..
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Old Oct 15, 2006, 03:13 AM // 03:13   #97
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yeah, add a new race which has different lvl 20 stats, and can focus on either magic or physical specialties.

ex: tengu race with 520 health at lvl 20, but only has 15 base energy...or a Forgotten snake race with 440 hp, but has something like 50 base energy.
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Old Oct 15, 2006, 06:00 AM // 06:00   #98
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I do agree that certain overlapping attributes should be shared between the different classes. For example, why not have slashing weapons as an blanket attribute instead of a separate sword mastery, axe mastery, scythe mastery, etc... just for simplicity's sake?
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Old Oct 15, 2006, 12:12 PM // 12:12   #99
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Maybe I should post this here instead of new thread, anyway I will quote myself.

Adding new attributes instead of new classes?
http://www.guildwarsguru.com/forum/s...php?t=10061226

Quote:
Originally Posted by NeHoMaR
Why not add totally new attributes to existing classes, instead of new classes? (in future chapters)

Examples:

Necromancer: Demon Magic (summon demons, etc)
Assassin: Stars Mastery (new weapon, stars)
Warrior: Pole Mastery, etc.
Mesmer: Alteration Magic.
Elementalist: 5th element magic?
Ritualist: Dark Magic (direct damage)
Dervish: Water/Fire Prayers.

Last edited by NeHoMaR; Oct 15, 2006 at 12:17 PM // 12:17..
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Old Oct 15, 2006, 07:55 PM // 19:55   #100
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i think this is a terible idea. new proffesions are always good. Besides, i'd never play every proffesion, like with factions and nightfall, i made a dervish and assasin, and i probably won't make a paragon and i definitely won't make a ritualist. people pick which proffesion they like and they use it, but they have the option. Proffesions should always be added.
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