Sep 17, 2008, 09:00 PM // 21:00
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#441
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Desert Nomad
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I think blood4blood is on the right track. Though I think the assassin's knife fighting might go to ranger and probably get renamed to fantasy generic rogue, *yuck*.
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Sep 18, 2008, 01:19 AM // 01:19
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#442
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Frost Gate Guardian
Join Date: Apr 2008
Location: In the little house on the hill, Ascalon City, Presearing
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I'm sorry to say, but Ritualists i do not think will be removed, though many people may disagree, Ritualists can be a key part in many builds (even PvP). Everyone hates them for they "powerful" unstrippable wepean spells and spirits and stuff. Rit's are just like mesmers, and paragons, they both require brains to use (spirit spammer does not count as brains), and when you fully understand a rit, they can be powerful. Sorry that no one else can think that little extra distance to say "ha, look if i use maybe this skill, i can increase my healing or damage if i just use this skill." Sorry, but i dont think rits will be removed maybe modified slightly to say have more effect with spawning power, but no, i dont see them going. Paragons prolly wont go either. Dervs can say bye bye, Sins will prolly be merged w/ rangers, Necromancers will stay themselves, same w/ wars and eles. mesmers and Monks are secured in GW2.
I prolly wouldn't buy GW2 if there isnt a Rit or SLIGHT rit variant in it.
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Sep 18, 2008, 01:46 AM // 01:46
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#443
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Lion's Arch Merchant
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Quote:
Originally Posted by Joseph Spiritmaster
Ritualists i do not think will be removed... Ritualists can be a key part in many builds (even PvP)
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Why not take all of those neat things that they do, give it a spin (to fit another class), and viola, no Ritualist! But in a system where all of the skills are changed, mish-mashed, and rearranged, it's easy to see how Ritualists could "take a spirit form" and live vicariously through other professions...
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Sep 18, 2008, 02:39 AM // 02:39
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#444
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Desert Nomad
Join Date: Oct 2006
Location: Earthrealm
Profession: W/A
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If they really do decide to cut a profession I think it would probably rit or paragon. Mesmers seem to have gotten a bit more popular now. Aiming more towards paragon being cut :S.
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Sep 18, 2008, 02:58 AM // 02:58
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#445
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Krytan Explorer
Join Date: Aug 2007
Guild: Wolven Empire
Profession: D/
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Mesmers will make the cut, its a staple profession (albeit with a different name) in almost every MMO. They are required.
Rits probably won't make it, not a very desirable class imo.
Assassin is pretty lame too, but they will probably make it.
Derv I am geussing will not.. even though this class is my main i just don't think they will make it in.
Paragon is up in the air, but doesn't really matter if they make it in or not, isn't fun to play...
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Sep 18, 2008, 04:49 AM // 04:49
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#446
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Desert Nomad
Join Date: Aug 2006
Guild: HoVa
Profession: W/N
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Eh, para's need to die. Then maybe I can get all my warrior shouts back...
Plus it's not that hard to just stick most of the para stuff on a warrior. All you'd miss would be the leadership, which has been pretty imba.
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Sep 18, 2008, 05:03 AM // 05:03
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#447
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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ofc no Core profs.
If they had to choose between Derv or Sin for spike melee I think they would drop Derv, Sin appeals to a much wider audience (read: me)
Para or Rit for support... Rits were easier to incorporate (read: didn't cause stupid nerfs), and I think they are more characterful. However it may be too much of a 'connaisseur's' profession; the holy paladin thingy has always been a sure fire success. Paras would need to be reworked heavily tho.
It would be nice to keep both Spears and Scythes available
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Sep 18, 2008, 05:10 AM // 05:10
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#448
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Frost Gate Guardian
Join Date: Apr 2008
Profession: A/
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Quote:
Originally Posted by Spellforge
I suspect Assassins are in danger - I think I recall when GW2 first comes out that Cantha won't be playing much of a part (no contact with the continent for a while) and as the profession first appeared there I would put it at risk - same for ritualist
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This is more probable then others, although I will be sad to see the assassin and ritualist go since I'm a canthan native. Or its possible that they will be just re-naming professions.
I'd hate to see spirits on a necro, though. It just doesn't suit them.
And I hope they stay away from the "profession splits into two" thing, like a scout turning into a ranger or an assassin, or something along those lines.
In fact, it'd be best if they just kept all of the classes.
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Sep 18, 2008, 07:29 AM // 07:29
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#449
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Krytan Explorer
Join Date: Jun 2005
Location: European Union
Guild: ADL
Profession: E/
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Kill all classes, make no prisoners.
Why?
(1) I am one human being, playing one account, having one life. A short game might require multiple not interchangeable classes for getting a bit long term motivation out of a very short game. MMOs do not! GW does not!
(2) Ultimately you are doing the same things over and over and over in a system of different classes. After three years in the game, I might be interested in trying different high level stuff testing my skills, but I do neither have the time nor the motivation to level each class and their sister to that point. When I finally wanted to try the Imbagon or some other Paraplay in high end areas I ended up the following way. I spent so much (real) time until I got the character up to the point where I originally wanted him, that by then I was bored out of my mind playing the character any further. While some classes in some areas still hold motivation, it's just too much of a drag to get new characters to that point. Long term motivation is having new challenges, not replay old ones nine times when they weren't even challenging to begin with. I rather play Peggle for a straight up time sink.
(3) Select your main attribute, select secondary class, select skillbar, receive armor rating. Totally open with no strings attached. Remember when attribute refund points were gone and people deleted their farming characters? it opened up the experience to players and they were now testing more than one attribute line each month. The same can be done with classes. Pugging will be more attractive and manageable, sure the tendency to cookie cutter is there, but that is something that can be prevented by level design.
(4) Five races are one of the reason. It will be bad enough trying all five races, adding unchangeable classes on top of them will lead to the fact that everyone is forced to specialize so deeply early on that for each individual customer a good portion of gameplay depth is utterly wasted. If I can't tap into the content because nobody has time to try it all, then a good portion of what should keep me playing was setup in a way that it does not keep me in the game. Factions might have been smaller, but it was conceived as being even smaller because by choosing between two sides, the player even omits part of the game.
(5) Better expandability
Every new class requires a new primary attribute. Every new class requires certain rehashes of existing gameplay. Look at the Ritualist and his knock-off attributes. If the developers weren't forced to introduce not whole classes but simply one well designed new attribute, then balance and expandability would profit. Even smaller expansions would be possible. Instead of cross-breeding Semi-Done Ritualists with a Ele-Monk, the Ritualist is a cool new dress and look (incl. hairchange!) for your existing character offering two attributes that are new, Weaponspells and Spirits.
(6) The Grind
Ok, some love the grind. But you have to choose between the grind of 30 titles OR the added fun of trying other classes. Why? That is totally counter intuitive. Naturally one would expect gameplay being setup to make grind more bearable, i.e. making it more fun. Either make all titles to accountwide titles, or get rid of classes. So next time people bash their head into the wall for 100h, they ate least not doing it staring at the same guy.
(7) The RPG Element
Think about RPG, it's about what YOU say you want to be. Don't let the game stick you into one of ten drawers, create your own style.
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Sep 18, 2008, 08:43 AM // 08:43
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#450
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Desert Nomad
Join Date: Aug 2005
Location: San Francisco, UC Berkeley
Guild: International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
Profession: W/
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yo 4th, just hope that gw2 will have the pvp system in gw1 so u can roll a new char wit max weapons and stats so u can try the classes.
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Sep 18, 2008, 11:19 PM // 23:19
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#451
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Frost Gate Guardian
Join Date: Aug 2006
Guild: Illusions of Grandeur [Illu]
Profession: W/
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Derv, Para, Rit, Assassin, or Nec
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Sep 18, 2008, 11:30 PM // 23:30
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#452
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Desert Nomad
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Quote:
Mesmers will make the cut, its a staple profession (albeit with a different name) in almost every MMO. They are required.
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lol if they were required how come so many of them get left behind when pugs are building up groups? Mesmers are hardly required. GW Mesmers just aren't very popular and certainly one of the lowest on the ladder of most popular pug characters. In PVP they are a different story, but, that's PVP and PVP hardly represents a large majority of the player base in any game.
Even so though I sill expect the class to port to GW2 but perhaps as an enchanter this time instead of mesmer. My guess for nixed classes would be assassin (another unneeded class), Ritualists (monks and ele's just are better overall and in the longterm), dervishers and paragons after those two classes.
Last edited by Red Sonya; Sep 18, 2008 at 11:32 PM // 23:32..
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Sep 19, 2008, 01:34 AM // 01:34
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#453
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Academy Page
Join Date: Nov 2007
Location: Texas
Guild: [HoNk]
Profession: Me/
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Quote:
Originally Posted by Red Sonya
lol if they were required how come so many of them get left behind when pugs are building up groups? Mesmers are hardly required. GW Mesmers just aren't very popular and certainly one of the lowest on the ladder of most popular pug characters. In PVP they are a different story, but, that's PVP and PVP hardly represents a large majority of the player base in any game.
Even so though I sill expect the class to port to GW2 but perhaps as an enchanter this time instead of mesmer. My guess for nixed classes would be assassin (another unneeded class), Ritualists (monks and ele's just are better overall and in the longterm), dervishers and paragons after those two classes.
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lol in the 9 months since I started my mesmer I have never had trouble finding a group(unless the dis was empty). In fact the biggest problem I've had with pugs is they keep asking me to join when I don't always want to :/. Also nothings required tbh, no not even monks.
As for the pvp players not representing a large majority of the player base in any game... you do realize there are a lot of games deisgned just for pvp don't you? Of course you could just be talking about mmo's in witch case ignore this comment(unless you find it amusing lol)
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Sep 19, 2008, 04:06 AM // 04:06
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#454
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Ascalonian Squire
Join Date: Apr 2008
Profession: Me/E
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I have played my Mesmer since the 1st campaign and never have problem getting into PUGs in all three campaigns and EotN expansion.
Mesmer style game play must be made available in GW2. I would choose similar role to play in any case for the extra challenge.
I enjoy playing Mesmer because I can explore the game more intimately without following the exact foot steps of what others have done. I enjoy the game play, discovering new and unexpected opponents, adventuring into the unknows and the joy of completing the challenges using the strengths of the given team. Mesmer has a mix bag of skills to deal with most challenges.
Joining a cookie-cutter team build on some missions does not appeal to me. The cookie-cutter team has been proven to work many many times, day after day and team after team. I counld not be motivated to play if I am to be cast into a 'monkey see monkey do' playing role. The most 'fun' part of the game play to explore and be suprised has already been taken away.
Last edited by SaDuFam; Sep 19, 2008 at 04:39 AM // 04:39..
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Sep 19, 2008, 06:27 AM // 06:27
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#455
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Wilds Pathfinder
Join Date: Oct 2006
Guild: Ruthless Mafia [RM]
Profession: Mo/
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I don't think the Mesmer is going anywhere, no matter what kind of learning curve they have or how new players underestimate them. My feeling about this is the same for Necromancers and even Ritualists. These classes offer some ways to punish attackers, and I think Anet knows that people want to take control and manipulate the gameplay. Nothing is better than making a big newbie warrior beat himself up. It's okay – it's not going to frustrate them too much. They'll learn! Classes that are known for skills like Empathy, Backfire, Spiteful Spirit, and Vengeful Weapon [VwK, XW] aren't going anywhere.
I don't think the Dervish profession is likely to go anywhere, but I think it will undergo many changes. I think the first difference will be that the scythe will have less damage in comparison to GW1 scythes. The slightly lower attack rate doesn't justify the huge damage amount, especially since the attacks can affect more than one target.
I would bet money on Assassins being dumped. I think people like them because they can be very dangerous with the right build, and they have Critical Strikes (the attribute, of course). However, many of the interesting skills could be tweaked and introduced into other classes. I think one problem is attack chains. A caster will typically take a foe down before an assassin can get through a whole combination, especially since the power lies in the last strike.
Paragon could be gone, too. Hopefully their armor style and the wing special effect will be absorbed elsewhere.
Quote:
Originally Posted by Um Yeah
[...] Nec
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How can you say that? There's no way.
Quote:
Originally Posted by lyra_song
Dervish -> Merge into Monk. Make it the attack version of the monk, change smiting around.
Paragon -> Merge into Warrior. Make it the ranged version of the warrior, and reduce group buff effectiveness with proper counters.
Assassin -> Daggers go into Ranger. Everything else goes into Mesmer. Shadow Arts and Illusion should merge. This will give Mesmers more viability in PvE, while taking away the spiking dagger techniques.
Ritualist -> Object spells and Ritualist spirits should merge into the Necromancer. Weapon spells should be changed to be strippable and given to Monks or Eles.
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I like those ideas a lot!
Last edited by Woop Shotty; Sep 19, 2008 at 06:37 AM // 06:37..
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Sep 20, 2008, 12:27 AM // 00:27
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#456
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Wilds Pathfinder
Join Date: Nov 2006
Location: Surrey, BC
Guild: [DL] Desolation Lords
Profession: A/
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Quote:
Originally Posted by Edgar The Crosseyed
I think some profession will merge into other professions!
Like paragons will disappear but that warriors will be given a spear mastery and you can choose to use spears..
Ritualists disappear and they give necromancers a line to cast spirits. and mesmers a line to cast those buffs.
Maybe a stalker/thief profession which you can modify to be either a ranger or an assasin..
and maybe they will ad a few to get the number back to 10..
Its not at all sure that if they will have 10 professions that then it will be the 10 we have in gw today.
hugo
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I would have to agree, merging of professions would be a logical choice, instead of completely chopping a whole profession off.
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Sep 20, 2008, 01:39 PM // 13:39
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#457
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Ascalonian Squire
Join Date: Jul 2006
Guild: The Great Green Mountain Boys
Profession: R/
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This thread should be a poll/vote, it would be a lot easier then looking through 23 pages of posts.
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Sep 21, 2008, 03:30 AM // 03:30
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#458
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Krytan Explorer
Join Date: Aug 2007
Guild: Wolven Empire
Profession: D/
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Quote:
Originally Posted by Red Sonya
lol if they were required how come so many of them get left behind when pugs are building up groups? Mesmers are hardly required. GW Mesmers just aren't very popular and certainly one of the lowest on the ladder of most popular pug characters. In PVP they are a different story, but, that's PVP and PVP hardly represents a large majority of the player base in any game.
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Yet almost every game has them.. every game needs a 'mind altering/mind control' type of char, accept it or don't =P
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Sep 21, 2008, 10:50 AM // 10:50
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#459
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Lunar Rabbit
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I want them to change as many professions as possible..
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Sep 21, 2008, 06:08 PM // 18:08
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#460
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by lyra_song
Dervish -> Merge into Monk. Make it the attack version of the monk, change smiting around.
Paragon -> Merge into Warrior. Make it the ranged version of the warrior, and reduce group buff effectiveness with proper counters.
Assassin -> Daggers go into Ranger. Everything else goes into Mesmer. Shadow Arts and Illusion should merge. This will give Mesmers more viability in PvE, while taking away the spiking dagger techniques.
Ritualist -> Object spells and Ritualist spirits should merge into the Necromancer. Weapon spells should be changed to be strippable and given to Monks or Eles.
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This is most likely what will (or, at least, should) happen.
Also, I'm fairly certain that they said that there will be no profession-specific armor anymore, which infers that each character will be able to switch his primary profession as they choose.
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