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Old Jun 08, 2005, 05:37 AM // 05:37   #1
Pre-Searing Cadet
 
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My guild Red Letter and I have a suggestion for a new job class. We think an assassin,ninja, thief type build would totally rock on here. A job with dual weild. Dual weild could be an attribute of the job, for example with 0 poinyts into that attribute the job would only do 70% dmg of its potential capabilites by the time theyd have all 12 points into it 100% could be reached. Hopefully that makes any sense. basically until it has 12 points into it they only do a certain percentage of their damage. reason being they are required to weild two weapons, and cannot use shields or accessories. For armor of this class armor similar to the rangers would prolly be the way to go. Light armor, mysterious and stealthy looking. A mask covering the nose down and wrapped around the face would prolly look cool. Or a full facial tattoo scar pattern. For weapons either knives, daggers, claws, or a bladed night stick type weapon wear its held and the blade curves along the arm from the knuckles to elbow. Skill wise we think this class would be best at the crippling, bleeding, deep wound, exhaustion, poison type skills. Maybe even a chamaleon type skill where they change color to blend into their surrounding for a set period of time. A class like this would really open the game up competitively speaking. Dual weilding characters have always been the most fun to play, in my opinion. From the guild Red Letter this is our suggestion, please comment or add to our idea. We'd really like to see this happen.
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Old Jun 08, 2005, 06:29 AM // 06:29   #2
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Assassin or thief-maybe
Ninja-hell no (won't fit in)

Me and others have already suggested to adding a "stealth" class (which is what the names imply), but I would also be in favor of a "rogue"-type class...

And if we can dual-wield weapons, let us dual-wield focus items too (/suicide)
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Old Jun 08, 2005, 06:48 AM // 06:48   #3
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As fun as a new profession would be, it's just not possible with Guild Wars as it is. The team has already released hints at adding new races. and professions in later chapters of Guild Wars, but for now we get 6 professions. And if you think about it for a bit, it would take a long time for the team to make skills for a profession, and plop it right into gameplay. They would need armors, weapons, mods on weapons and armors, skins, animations, skills, quests, plus everything else thats unique to each class. such a thing is not possible right now, because doing all that would mean the team would have to drop everything they are designing now(like 15k armor skins) just to make a profession.
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Old Jun 08, 2005, 07:15 AM // 07:15   #4
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I do really enjoy the idea of dual wielding though. Hopefully that wouldn't be a primary attribute, the kind you can only get if it's your main class. mmmmm dual-wielding.
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Old Jun 08, 2005, 08:26 AM // 08:26   #5
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personally i'm not a fan of this one. I mean its just more of the same. the one thing fun about guildwars is that at least now some of the classes are unique in their setup in the rpg universe. Mesmer deffinitly, necro sorta(necro is usually a subcalss of mage not its own class in some places)

I would like to see more unique professions be suggested or at least new twists on old favorites. I mean the Juggler i suggested here http://www.guildwarsguru.com/forum/s...ad.php?t=17112

its sorta a rogue class with a twist. its the twists that make things fun to play. at least come up with some more new stuff skill wise for it other then give it stuff from others. I appluade the attempt here but take a look over at mine to see what i mean about twists and something different then the standard classes of rpg
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Old Jun 08, 2005, 10:48 AM // 10:48   #6
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How about some kind of Shapeshifter, read further before you think you know what I mean, like a profession that is not allowed to have a second profession, and has skills from all the other 6 professions, just not all the skills and it has attributes like

Versatility - little boost for the skills
Combat - gives a boost for Melee/Ranged combo
Spellcraft - gives a boost for Spells etc.

Don't know what else.. it's just an idea though.
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Old Jun 08, 2005, 10:53 AM // 10:53   #7
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Use the Search function, and find the hundred other threads that have suggested something along these lines already. The only thing barring your suggestion from being total cliché is the lack of mention of mounts, but you have 'assassin' 'ninja' 'stealth' and 'dual wield' nailed.
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Old Jun 08, 2005, 10:59 AM // 10:59   #8
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Its sounds like a good idea,but like Rhunex said, it takes alot of time to come up with skills, the char feel and look etc.

But wht i would like to see is another melee class, such as ur "rogue", which uses daggers or something bcos it would make the game more interesting.
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Old Jun 08, 2005, 12:02 PM // 12:02   #9
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hmm i dont think they would match the current choices, i mean a mesmer,warrior etc are more of a class whereas a thief is a job/profession which doesnt go with others. I would like to see more playable races though perhaps in an expansion pack.
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Old Jun 08, 2005, 03:07 PM // 15:07   #10
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Dual wield is not that much of a problem.

We already have 2 slots and so I think its only a question of implementing dual wield attack animations and allowing the 2nd slot (usually reserved by the shield) to acept a weapon.

No point from going beyond that, dual wielding is trading defencing ability (shields) in return for a higher damage output, this is not D&D with their insane weapon abilities so they have to nerf the ability damage output so people take shields (instead of fixing shields but thats is WotC, never fix were you can nerf) since in guild wars there are pretty strong shields not to say if needed they could put shields and focus upgrades to balance things out.

Ninja classes and the like are just wrong, imagine how Dune mission would be like if a class could just go there and use its "stealth" to complete the mission on its own ... it would make co-op impossible and then you would have "ninja" players advertising "I will complete the mission for 1 plat".
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Old Jun 08, 2005, 03:29 PM // 15:29   #11
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I'd think they would be introducing classes based on the henchies we see in game....you already have the 5 base (Fighter, Healer, Archer, Mage, Enchanter) but what about the Brawler, Protector, Cultist etc you see further in?
I see the brawler as akin to a pitfighter, possibly with more stout natural defense abilities to make up for the fact that he fights on the inside more so than a Warrior. Stances as an attribute like the Warrior but a lil more buff bonuses due to his style of combat.
Protector is pretty straightfoward, not only a power healer (which Alesia is SOOO not) but also designed as a buffing caster helping to sheild party members from dmg or reduce the dmg they take. Zone casting type affects, Aura's of protection/healing and so on. From my first couple of experiences with this NPC...."Alesia, the tribe has spoke and you've been voted off the island! Pack your s**t and git!!!"
Cultist might be setup with a slightly higher health bar to represent the sacrifices of his life - more a black magic character than the current Necro - giving a part of his soul in order to call forth his abilities. I know this is accomplished now by a mixture of Necro/Mes probably....and my mind is drawing a blank for skills ideas but maybe someone else can add to that.
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Old Jun 08, 2005, 04:01 PM // 16:01   #12
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Quote:
Originally Posted by Volarian
I'd think they would be introducing classes based on the henchies we see in game....you already have the 5 base (Fighter, Healer, Archer, Mage, Enchanter) but what about the Brawler, Protector, Cultist etc you see further in?
I see the brawler as akin to a pitfighter, possibly with more stout natural defense abilities to make up for the fact that he fights on the inside more so than a Warrior. Stances as an attribute like the Warrior but a lil more buff bonuses due to his style of combat.
Protector is pretty straightfoward, not only a power healer (which Alesia is SOOO not) but also designed as a buffing caster helping to sheild party members from dmg or reduce the dmg they take. Zone casting type affects, Aura's of protection/healing and so on. From my first couple of experiences with this NPC...."Alesia, the tribe has spoke and you've been voted off the island! Pack your s**t and git!!!"
Cultist might be setup with a slightly higher health bar to represent the sacrifices of his life - more a black magic character than the current Necro - giving a part of his soul in order to call forth his abilities. I know this is accomplished now by a mixture of Necro/Mes probably....and my mind is drawing a blank for skills ideas but maybe someone else can add to that.
Brawler, protector, and cultist already exist in the game.

Quote:
Originally Posted by Silmor
Use the Search function, and find the hundred other threads that have suggested something along these lines already. The only thing barring your suggestion from being total cliché is the lack of mention of mounts, but you have 'assassin' 'ninja' 'stealth' and 'dual wield' nailed.
Quoted for truth.

Quote:
Originally Posted by Drakron
Dual wield is not that much of a problem.

We already have 2 slots and so I think its only a question of implementing dual wield attack animations and allowing the 2nd slot (usually reserved by the shield) to acept a weapon.
I love how people think this is just a matter of jamming it into the game as quickly and thoughtlessly as possible, without the slightest thought given to balance.

Quote:
Originally Posted by Celene Fatebringer
Skill wise we think this class would be best at the crippling, bleeding, deep wound, exhaustion, poison type skills.
So a warrior, basically?

Another half-baked "wE nEeD NiNjAs!!" thread, throwing balance to the wind as usual. So much of the time I feel like the amazing work ANet has done flawlessly tweaking and balancing this game is wasted on their average player.
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Old Jun 08, 2005, 04:24 PM // 16:24   #13
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Quote:
Originally Posted by DarrenJasper
I love how people think this is just a matter of jamming it into the game as quickly and thoughtlessly as possible, without the slightest thought given to balance.
I simply was using the technical aspects, there are two slots and the focus/shield is visible in the game.

There are no animations for it.

As for "balance" I think that I adressed that as well when I put that dual wield is a trade of armor for extra damage ... that is cancel things out.

Problem with some people is that they are not happy until every class have the same damage output and say its balance, there is no such thing as "balance" but there is such thing as usefullness.

Dual wield would not kill shield users as long shields were given a upgrade system geared towards defence since dual wields would be trying to max damage output but giving up defence as shield users would simply turle and so cancel dual wield larger damage output.
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Old Jun 08, 2005, 04:29 PM // 16:29   #14
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Quote:
Originally Posted by Drakron
Problem with some people is that they are not happy until every class have the same damage output and say its balance, there is no such thing as "balance" but there is such thing as usefullness.
Warriors are plenty useful right now. You do not need to double their damage output, even if its sacrifcing a measly 15 defense in the front.

Like warriors need armor in PvP.
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Old Jun 08, 2005, 04:44 PM // 16:44   #15
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How you know its going to double it?

Only a few weapons sould be allowed for the second slot, nothing larger that a shortsword (there are in the game) or handaxes ... from what I seen in groups most main warriors use 2 handed weapons.
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Old Jun 08, 2005, 05:40 PM // 17:40   #16
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There are Short Swords that do the same damage as Long Swords. There are only 3 "real" melee weapons in the game: Sword, Axe, and Hammer. The first two are 1-handed. The last is 2 handed. All swords can get up to 15-22 dmg. All Axes can get up to 6-28. All hammers can get up to 19-35 (IIRC).

I don't think Stealth would be a good idea for this game. I personally hate stealth. It's a lame PvP mechanic, and the games that implement it usually end up gimping the classes that have the ability to the point where they're nigh-useless except in stealth gang-bang situations (getting 3-4+ of the stealthers all to attack the same person simultaneously, instantly killing them with no warning).

I do think a melee profession capable of dual wielding various kinds of daggers and fist weapons would be cool, but I wouldn't bundle them with anything that provided any form of invisibility.
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Old Jun 08, 2005, 06:01 PM // 18:01   #17
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a better idea is new class` that can be played only as a second class.

1. a new fighter class 2nd that can be taken by fighters only to add to the primary class so people can take a 2nd class as normal OR boost the primary class to a new level.

This way you can have pure class` mixed in with the double class types. maybe a beserker type added to the fighter, a summoner to the mage a pure beast master add on that alows rangers to get higher level pets. let the monks have better hand to hand skills or or new class baced on bow staf fighting. the necro can add more black magic minions like shadow ect, very strong but shorter lasting ect or add long lasting curses that take down attributes but need a priest to fix.

mesmer could get a higher mental class like add skills that could for a short time control others or make other drop thinking they were dead or go to sleep for a short time.
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Old Jun 08, 2005, 11:38 PM // 23:38   #18
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Youre right about ninjas and the stealth mechanic i mentioned earlier. But your missing the point of the dual weild. By suggesting that they use daggers, hopefully the damge output of those weapons would be lower than of a sword or axe. And by have the attribute to go with it would lower the damage out put. I saw this as more like dual shot for ranger. They shoot 2 arrows but they do less damage. I just think they idea of dual weilding should have been implemented i nthe beginning of this game, where any job could choose to use 2 one handed weapons. I like the idea tho of the second weapon being of les damge than the main weapon. Where the main would be lets saya max damage dagger of 12- 20 damage and the offhand weapon being no more than a 10-18 damage dagger or something. Makes sense. The original problem i say with aclass like this would be the secondary proffession. Obviously warrior would be the likely choice for berserkers stance, Hundred Blades, or the use of swords, axes, and hammers. I was trying to think of a agile meleer that could use 2 weapons and not be a tank or a ranger. Somethin a little more damaging than a warrior but not the output of a necro or a an elementalist. And yes it would be alot of work to create a skill list and attribtues new weapons and armor for this job. However for the most part, as a hobby of mine I do those kind of things. With all the suggestions and comments people on here make about profession ideas makes arenanets job easier. You pretty much already give them a skill list and an attribute list. As well as a good idea for weapons and armor. To the point of all the need to do is design the character, add the skills weve sugested maybe modifying a few here and there, and so on. If you like I could post the list of skills I have thought up as well as Armor types, Weapons, and attributes for this class. Only reason I didnt already is because this post was to more to see what the demand would be for a dual weilding character.
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Old Jun 09, 2005, 12:00 AM // 00:00   #19
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I am always up for more options, dual wielding is a aceptable option in my view ... expecialy with that intro video.
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Old Jun 09, 2005, 11:28 AM // 11:28   #20
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a assassin/rogue/ninja to be half balanced, would have:

only good with daggers/short swords, dual weapons can only be daggers.
armour would be like a mages armour, very light.

skills like
Shadow form: invis for 10-25 secs.
back stab: a succesful back stab adds +X damage and does deep wound
sleight of hand: disable enemy weapon for x time
light fingers: steal x% money
cut throat: a succeful hit with cut throat disables enemy enchantment spells for x seconds
hitman: for x seconds when ever you hit a foe steal X money
sprint: for x seconds you move 33% faster and have chance to evade {e}
precission?preperation) for x seconds when ever you hit target and anyone thats the same as them, eg (you target char, you then know there weak points for ALL char) you deal + x damage
fein death:{e}: for x you cant move, cant deal damage, cant cast anything, but gain 1-5 hp regen


traits.
stealth - self explanatory
assassin- extra damage stuff
theif - item/money/disabling
parry - self explanatory

just ideas....
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