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Old Apr 06, 2005, 02:58 PM // 14:58   #21
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I'm sorry but at this point, I don't even want new proffessions and especially if it will unbalance all the things we have now.

Anyways, the games not even out yet. We shouldn't be talking about this for a very long time.
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Old Apr 06, 2005, 03:01 PM // 15:01   #22
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I don't know Kadaj, you might have started the next class....

Don't know what they are called and yea their weapons look similar to a musical instrument but they are effective. Their "sonic" attack is a ranged attack with the same distance as necro hexes and does smilar damage to a mesmer attack. When they use their elite skill it makes all members of the team within half their spell casting radius hold their ears, so they can't attack for 5 seconds. The warrior counter is "silent blow" which disables use of this skill for 30 seconds. The bard's elite skill takes 2 seconds to cast and is highly interruptible.

hehehe....Anything is possible!
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Old Apr 06, 2005, 03:03 PM // 15:03   #23
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well the engineer could also use Guns (muskets)

and probably have a class called Commander instead of bard but warrior already took tactics

Rogue/assassin/ninja/thief( already mentioned)

Martial artist (already mentioned)

Shaman or Druid, some spiritual and tribal magic

Knights, rides on horseback or maybe skilled knights on Wyverns( liek dragons but smaller) uses lances and abilities to control horse like trample, speed boost, charging lance......

Builder (like engineer previously mentioned) builds obstacle like walls for archers or dig some holes which work like portals, towers for archers to fire etc

Dragoon/ pikeman uses long ranged melee weaponry and can boost nearbly allies like warcry

Bartender / alchemist/ brewist/ chemist makes potions and beers boost attacks, heals, or maybe even throw them at enemies (like Warcraft3 frozen throne) to make them drunk so they're accuracy reduced.
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Old Apr 06, 2005, 03:14 PM // 15:14   #24
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A Mesmer/Warrior wearing a Performer's or Rogue's set is more or less a bard, no?

From what I have seen during the 3 BWEs I played, GW has a "melee" class, a "missile" class and 4 caster classes, each with a focus on either defense, offense, control or support to put it simply.

This leaves out only one popular archetype, the "stealth type" since rangers and necromancers can command pets in one form or the other even though they are not pet specialists.

The warrior class might satisfy the need for a melee class, but people like to throw punches & kicks. For this reason a martial artist class (hopefully with higher damage output than the warrior) seems like a no-brainer.

If the future chapters (expansions) introduce new races, these new races could have their own versions of the 6 human classes. For example:
The Elves could have a different melee class with Martial Arts, Dagger Mastery, Dual Blades & Stealth as the attributes / skill groups instead of the Sword/Axe/Hammer Mastery & Tactics.

While this modus operandi could leave a lot of players frustrated it would present different gameplay elements and tactical advantages to different races.

Personally, I'd like to see either a melee or a caster class that uses chains (as a weapon or as a pet). Imagine the possibilities .
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Old Apr 06, 2005, 03:24 PM // 15:24   #25
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I like the idea of the martial artist, or the DnD monk. Someone using all hand to hand and kicks, perhaps with the accompanied low attack delays that usually come with the DnD Monk. That's be a cool proffession, low dmg per hit, fast atk speed.

I also never thought of having a bard play BAD music. Perhaps a skill such as "Cringing Tune", all nearby enemies have a 25% chance for their actions to be interupted.

And yes, a stealthy class has been left out, it would be interesting if a new play type could be incorperated that's different from the other energy based classes. Something like adrenaline, possibly "Stealth. Would be like the opposite of adrenaline, the less someone attacks the more "Stealth" someone would have, and the more, and more powerfull skills you could use.
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Old Apr 06, 2005, 03:26 PM // 15:26   #26
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Why are you all ignoring Kadaj's bard?
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Old Apr 06, 2005, 08:26 PM // 20:26   #27
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I think the next best profession to have in this game is a Profession which can manipulate the lands...kinda like the nature rituals, except effect the actual physical features of the game during gameplay....kinda like an alchemist but I would rather see it not use magic. For instance, it can chop down trees to block people's way or grow some trees. Maybe make giant cracks in the ground also. I guess it is in a sense kind of like the Diablo Necromancer's Bone Wall and Bone Prison technique.
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Old Apr 06, 2005, 09:10 PM // 21:10   #28
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Maybe something like a Time Wizard would be interesting. I don't like the name 'Time Wizard' so for the rest of the post I'll be calling this class the 'Tempest.'

Anyway, this class could have spells that lengthen the time of other people's enchantments or shorten the time of enemy hexes. Also, Tempests could slow down enemies, cast haste on their own party members (elite=every party member can sprint for 10 seconds or something like that), and manipulate the speed of spell recharging and health and adrenaline/energy regen. Basically, the Tempest would be a supporting class like the Mesmer but not necessarily be able to do much direct damage with their spells.

Last edited by quartet4; Apr 06, 2005 at 09:29 PM // 21:29..
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Old Apr 06, 2005, 10:02 PM // 22:02   #29
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I like the idea of a Metamorph. It could have a primary attribute called 'Instinct' that enhances defense, evasion and/or attack when in any animal form. The other attributes could be things like 'Mammal Forms', 'Reptile Forms', and 'Mythical Forms'. Each attribue could be tied to specific transformations and skills that could only be used when transformed into an animal tied to that attribute.

The Mammal Forms attribute could be linked to transformation skills like 'Wolf Form', 'Bear Form', 'Tiger Form', etc. And then when in one of those forms you could use skills like 'Maul' to cause effects similar to bleeding, 'Growl' which could boost attack strength, or 'Lunge' to knock down opponents.

Mythical Forms could be for transformations like 'Dragon Form', and 'Minotaur Form'. Reptile Forms could have transformations like 'Python Form' and could have skills like 'Poison Bite'.

Each animal form could have its own strengths and weaknesses. Bears slow but able to take a lot of punishment, Wolves could be faster but not have much health.

Points allotted to an attribute could increase the health of whatever animal form they are linked to. Perhaps even having certain transformations requiring higher levels before they could even be used. That way a Metamorph would need to focus on a couple attribute lines to get the better transformations, instead of putting a little into every attribute and being able to effectively use every skill.
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Old Apr 06, 2005, 10:06 PM // 22:06   #30
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Quote:
Originally Posted by quartet4
Maybe something like a Time Wizard would be interesting. I don't like the name 'Time Wizard' so for the rest of the post I'll be calling this class the 'Tempest.'

Anyway, this class could have spells that lengthen the time of other people's enchantments or shorten the time of enemy hexes. Also, Tempests could slow down enemies, cast haste on their own party members (elite=every party member can sprint for 10 seconds or something like that), and manipulate the speed of spell recharging and health and adrenaline/energy regen. Basically, the Tempest would be a supporting class like the Mesmer but not necessarily be able to do much direct damage with their spells.
Time wizards are cool, though I prefer to call them Prophets or Oracles. Tempest to me is an Air mage. I don't know how effective this profession would be though. We can only hope.

Quote:
Originally Posted by NeoSaber
I like the idea of a Metamorph.
So do I.
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Old Apr 06, 2005, 10:10 PM // 22:10   #31
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bah, tempest is the god of barbs or so i thought
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Old Apr 06, 2005, 10:10 PM // 22:10   #32
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Shapeshifting characters are cool, but if you think about it, you'd probably need a skill to morph, and several skills that can be used only in that form. This means you'd have to sacrifice a lot of room on your skill tray for situational abilities.

Also, in most games that have shapeshifters, players cannot customize their "shifted" forms. This eventually leads to boredom.

Having said that, I'd like to see Werewolves and Bastet in the game. Especially Werewolf Elves..hmmmm...
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Old Apr 06, 2005, 10:42 PM // 22:42   #33
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Quote:
Originally Posted by Spooky
While I am by no means a designer, I have a feeling that future professions are going to serve the purpose of 'giving a face' to, and refining some of what existing character class combinations already do.

As already stated, the existing professions in Guild Wars can be mixed and matched in such a way that all of the staples of role and character types can be represented. (With the except of the "Mez" or "Root" type character .. for those unfamiliar with the term, they basically make opponents stand around and do nothing .. which is not something i'd care to see in GW beyond Amity and Pacifism.) So anything new that they can add, there's probably going to be some overlap.

Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions?

With that in mind, I think refining the ideas that can be presented in game and giving them their own character model is the way to go. It might not be earth shattering in the sense that you could say "Here's this incredible new character who warps the fabric of the space time continuum! With their MIND!" but if you can have a character that looks like an Assassin .. that's still pretty awesome, right?
Spooky, as hard as it is, Anet doesn't have a choice. Their a business, and have chosen to do it this way rather then pay to play. So it's harder on them obviously, but this is probably where faith comes in.
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Old Apr 06, 2005, 10:44 PM // 22:44   #34
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Quote:
Originally Posted by Kha
Time wizards are cool, though I prefer to call them Prophets or Oracles. Tempest to me is an Air mage. I don't know how effective this profession would be though. We can only hope.
Sorry, Time starts with a 'T' and the word 'Tempest' was the first one to spring to mind. No offense meant to the god of barbs. I think Oracle is a much better name for this class.

I think they could probably be as effective as their secondary class. Say you were an elementalist as your secondary, you could cast something like "Time Stretch" (double the time of your next DOT spell), and then cast firestorm right after to do double damage. Or if you or an ally were cast with a hex, you could cast an enchantment like "Impatience" which would make spells that last for X number of seconds last half the time. This would have the double effect of weaking both hexes cast on that person and protective or healing spells as well. (GW is all about balance in the end)
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Old Apr 06, 2005, 11:09 PM // 23:09   #35
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Cannibal--The unique ability to eat other teammates and spit their organs at foes. Thus causing massive damage and corpses are unusable.

Skills--

Dismember-- throw teammates fingers at opponents eyes. 2% chance of hitting. If attack hits foe is blinded eternally.

Maul-- Spit teammates bones at fleshy creature causing cancer which will eventually kill them in 2-3 years.

Engulf Animal-- All animals within 100 ft are drawn toward you and you Engulf them.

Cannibalic Cry--Next time you eat a creature that creature gives you twice as many vital oragns.

Primary Skill::::Stomach capacity-- Amount of bones and organs you can hold in your stomach at one time.




I think this is the best suggestion you have ever had fools! I hope you like it. I love You
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Old Apr 06, 2005, 11:14 PM // 23:14   #36
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Quote:
Originally Posted by Xellos
Spooky, as hard as it is, Anet doesn't have a choice. Their a business, and have chosen to do it this way rather then pay to play. So it's harder on them obviously, but this is probably where faith comes in.
I'm not sure what you mean with they "don't have a choice," Xellos. In my mind, ANet has already broken the traditional mold of massive online games. Despite not conforming to what everyone else is doing, they've still gathered an incredible following.. and following this pattern, I can't see why adding unique GW professions without jumping entirely back into the skins of the old stereotypical "druid," "ninja/assassin," "shapeshifter" would necessarily spell out the end of ANet in an economic sense..

Sure, I love some of these ideas too, but one doesn't always have to conform to a past standard to be great, or, even more importantly, to be loved by the masses.

So, in the end, I do agree with you about how this is where faith comes in. Someone once said that the best indication of the future comes from the doings of the past, and well, ANet has a pretty impressive track record so far, yes?
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Old Apr 06, 2005, 11:20 PM // 23:20   #37
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I believe if one proffession was added it would screw up the very delicate balance of proffessions we have now. So if ArenaNet makes the decision to add a new proffession, I believe they should make more then one so it can be balanced out evenly.

Rangers already cover stealth people, and they would also cover wilderness, so Druids wouldn't be to great on my opinion. Both Assassins and Druids/Shamans wouldn't add enough to make Guild Wars really different. I would like to see changes that would continue to make Guild Wars different, rather then more of the same. But I'm not complaining because ArenaNet has already done a fantastic job of that. /cheer for ArenaNet!

And, can this thread be closed? This topic has been done so many times my head is starting to spin.

Edit: About the 'Engineers' as you call it, I'd say no. Does Tyira have guns? No. Also, mines don't exist. But to further prove my theory that the idea sucks, we have traps. Mines are the same concept but futuristic.

--Ginko

Last edited by Ginko; Apr 06, 2005 at 11:23 PM // 23:23..
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Old Apr 06, 2005, 11:26 PM // 23:26   #38
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Quote:
Originally Posted by Spooky
Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions?
They will still be competetive against the "new" classes, they will all just have different focuses. What it means to those who don't buy it? Similar to what it meant for Diablo II. They can't choose that class. It's not feasible to have a game (That you assume should last a few years) and keep the same classes. It can work, but people like new classes and variation to their game. Of course they will need to balance the "newer" classes with the current ones, but the chances of it happening are probably rather high. There are only so many times you can "refine" 6 basic classes.

To me, an expansion needs to do more than offer new areas. If they are to do an expansion, it would be a very strong incentive were it to have new classes (Along with new areas, items, and skills for existing classes) to try out. That can mean the difference between feeling obligated to buy an expansion and feeling ineterested in buying an expansion.

For example, a bard as some said, would make a very fine secondary class because it could probably have something similar to prayers and battle stances, but perhaps a mix of both. It would be like a redmage of buffs for a party. That's rather simplistic and an unbalanced approach, but I'm simply throwing out thoughts here.
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Old Apr 06, 2005, 11:32 PM // 23:32   #39
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Quote:
Originally Posted by Ginko
I believe if one proffession was added it would screw up the very delicate balance of proffessions we have now. So if ArenaNet makes the decision to add a new proffession, I believe they should make more then one so it can be balanced out evenly.
How would this logically work? Wouldn't the more you put in at once mean the more you have to balance out? I am hoping that each expansion will offer at least two new professions. I think that is enough to keep people happy. I rather them focus on a few and get them right then try to please the masses with such a mixture of unoriginal ideas and end up making the game too unbalanced and boring.

Quote:
Originally Posted by Ginko
Rangers already cover stealth people
No they don't. Stealth isn't in the game. It was planned to be, but they never actually implemented it. Then they just got rid of it, either deciding it was useless to try or they didn't think the ranger was the right profession to have.

Who knows. Maybe they already have all the next professions decided/planned out, and are just waiting to fix the balance issues with the current skills/professions before they actually do a lot of work on the next professions.
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Old Apr 06, 2005, 11:41 PM // 23:41   #40
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Quote:
Originally Posted by Chaos Engine
Shapeshifting characters are cool, but if you think about it, you'd probably need a skill to morph, and several skills that can be used only in that form. This means you'd have to sacrifice a lot of room on your skill tray for situational abilities.

Also, in most games that have shapeshifters, players cannot customize their "shifted" forms. This eventually leads to boredom.

Having said that, I'd like to see Werewolves and Bastet in the game. Especially Werewolf Elves..hmmmm...

That is a kool idea.I would like to see a customization on shifted forms.I do not see a reason why not?Basically just replacing human form with a wereform.As skills go maybe they would have an effect in human and a differant effect in wereform?

Last edited by Kityn; Apr 06, 2005 at 11:43 PM // 23:43.. Reason: additional thoughts
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