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Old Oct 01, 2006, 12:16 AM // 00:16   #21
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I find the barrage of indistinctive class ideas rather tasking, indistinctive from exsisting classes (need I say Assassin), tasking because it shouldn't have to be mentioned.

Berserkers too simular to warriors, Wizards are too close to elementist, Warlocks are too close to Necromancer, Ninja and Shinobi are too close to Assassin. The are the same identity with a different name and new set of moves. I wanted them to make a Shinobi class, before they made Assassin, I think Assassin was a bit dry, and I still don't like their skills, but that's what we got.

This is actually a melee class, dual claws..... and a modifier which increases attack speed, basicly the same as dual daggers, except they have IAS instead of a chance to get an extra hit, very distinctive (not). As well we boost this melee weapon with ranged attack skills, not a bad idea, but using a weapon basicly the same as assassin and using skills to throw weapons that Assassin already covers is more than a little repeatative.

Then we add the broken evasion attribute, which will never work. 10-15% chance to dodge an attack equals 20-30% chance that 3 hit Assassin combos will fail before they even get to the dual attack, as a constant, that is totaly broken. An effective evasion skill in an attribute is natural, gaining that effect without a skill is just as broken as gaining a pet without a skill, or using spells without a skill, besides being broken, it is an ability which should always require some skill use in your setup, not a passive effect.

Claws arn't a bad weapon, the precision attribute is a good primary, but the Ninja role and attack speed oriented weapons are fully covered, just as Paladin falls right along side Paragon for identity, Ninja is simply done already, I wish it was done better, but it is done. We don't need rehashes of simular classes, you could make a very interesting class with claws, and make their skills effective with Assassin builds so Assassins could gain Claws as a weapon choice, basicly covering your idea, wile also adding a new identity to the game with that class instead of a repeat of an exsisting one.

My best suggestion is that you come up with ideas to improve Assassin, and support additions to Assassin so it covers your interests than trying to pass the same class under a different name with slightly alternate abilities (including broken ones). Increasing Assassins throwing arsinal basicly covers the description you first suggested, and adding a Claw attribute would basicly cover the whole idea without the broken evasion attribute and the accuracy attribute which could find use elsewhere.

Last edited by BahamutKaiser; Oct 01, 2006 at 12:20 AM // 00:20..
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Old Oct 01, 2006, 06:33 AM // 06:33   #22
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Quote:
Originally Posted by BahamutKaiser
I find the barrage of indistinctive class ideas rather tasking, indistinctive from exsisting classes (need I say Assassin), tasking because it shouldn't have to be mentioned.

Berserkers too simular to warriors, Wizards are too close to elementist, Warlocks are too close to Necromancer, Ninja and Shinobi are too close to Assassin. The are the same identity with a different name and new set of moves. I wanted them to make a Shinobi class, before they made Assassin, I think Assassin was a bit dry, and I still don't like their skills, but that's what we got.

This is actually a melee class, dual claws..... and a modifier which increases attack speed, basicly the same as dual daggers, except they have IAS instead of a chance to get an extra hit, very distinctive (not). As well we boost this melee weapon with ranged attack skills, not a bad idea, but using a weapon basicly the same as assassin and using skills to throw weapons that Assassin already covers is more than a little repeatative.

Then we add the broken evasion attribute, which will never work. 10-15% chance to dodge an attack equals 20-30% chance that 3 hit Assassin combos will fail before they even get to the dual attack, as a constant, that is totaly broken. An effective evasion skill in an attribute is natural, gaining that effect without a skill is just as broken as gaining a pet without a skill, or using spells without a skill, besides being broken, it is an ability which should always require some skill use in your setup, not a passive effect.

Claws arn't a bad weapon, the precision attribute is a good primary, but the Ninja role and attack speed oriented weapons are fully covered, just as Paladin falls right along side Paragon for identity, Ninja is simply done already, I wish it was done better, but it is done. We don't need rehashes of simular classes, you could make a very interesting class with claws, and make their skills effective with Assassin builds so Assassins could gain Claws as a weapon choice, basicly covering your idea, wile also adding a new identity to the game with that class instead of a repeat of an exsisting one.

My best suggestion is that you come up with ideas to improve Assassin, and support additions to Assassin so it covers your interests than trying to pass the same class under a different name with slightly alternate abilities (including broken ones). Increasing Assassins throwing arsinal basicly covers the description you first suggested, and adding a Claw attribute would basicly cover the whole idea without the broken evasion attribute and the accuracy attribute which could find use elsewhere.
it is snet's way to try and be different from all the other mmorpg out there lol

just give it a different name
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Old Oct 01, 2006, 08:40 AM // 08:40   #23
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Quote:
Originally Posted by BahamutKaiser
I find the barrage of indistinctive class ideas rather tasking, indistinctive from exsisting classes (need I say Assassin), tasking because it shouldn't have to be mentioned.
Please don't generalize, you make my Ethermage cry.

Back to the topic...can you put in Energy costs, et cetera? And claw attack speed.

I have to say, as did many people before me, it looks very much like an Assassin.
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