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Old Mar 08, 2007, 09:34 PM // 21:34   #21
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Why fear the introduction of new classes? Because a part of GW died when Factions was released and again with NF. Granted, the new skills play a part as well, but overall it's the imbalances that kill pvp and it's clear at this point that anet no longer has the ability to balance new class and skill additions.
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Old Mar 08, 2007, 09:40 PM // 21:40   #22
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The first campaign has 6 core classes which form the backbone of most MMORPGs: the warrior, healer, nuker, etc. Let's call them generalized classes.

But then they started adding specialized classes in the subsequent campaigns. If Anet had planned better, they would've made the original 6 less generalized and more specialized.

Of course people will lean toward the generalized classes because their roles are easily defined and their playstyles are universally understood.
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Old Mar 08, 2007, 10:05 PM // 22:05   #23
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It's kind of weird how you phrased the question...

I don't think people are really "afraid" of a new class in GW (I assume that most would like a new one to keep content fresh), it's rather that players are annoyed with the process that comes with new characters.

For example:
When the paragon was added in, it was nerfed to amazing amounts of hell.
When the sin was added in (remember Golden Phoenix Strike), some parts of it were nerfed to hell.

Alot of the annoyance stems in ANet's balances, meaning PvP can be extremely unbalanced at release (and thus, not fun), meaning that certain classes, probably the new ones, will receive a wack from the nerf bat.

But (off topic), I would still like the addition of new classes. It's what keeps me coming back, and has added more dimensions to GvG at every chapter so far.
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Old Mar 09, 2007, 01:31 AM // 01:31   #24
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In my oppion the 5 core classes are all needed (and yes including mesmer :P) assasin,rits,paragon,dervs not needed but can substitue for example, rits can substatute monks sometimes. Dervs can substatute tanks and,dmg dealers. Assasin,dmg dealers. and paragons are good for nuttin jerks
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Old Mar 09, 2007, 01:53 AM // 01:53   #25
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Pure balance. A-Net break *something* every time they make a minor change, they break *everything* when they make a major change like new classes.

I wouldn't be too worried if they deleted every Rt, P, D and A from the game either TBH. There's still a bunch of issues with all these classes to be worked out (read, there are still some skills in there that need nerfing) and it's going to take someone abusing them to make A-Net do anything.

Last edited by dgb; Mar 09, 2007 at 01:56 AM // 01:56..
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Old Mar 09, 2007, 03:20 AM // 03:20   #26
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Quote:
Originally Posted by SPIRIT OF THE SEA
In my oppion the 5 core classes are all needed (and yes including mesmer :P)
Am I missing something or do you have a special version of GW...
There are 6 core classes.
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Old Mar 09, 2007, 03:37 AM // 03:37   #27
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They should have made 3 profesions.
Tank, healer, nuker.
And appealed to a huge audience of 200,000 and lasted 3 years before calling it quits. lol
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Old Mar 09, 2007, 03:44 AM // 03:44   #28
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Quote:
Originally Posted by Redfeather1975
They should have made 3 profesions.
Tank, healer, nuker.
And appealed to a huge audience of 200,000 and lasted 3 years before calling it quits.lol
I wholeheartedly agree. I mean, nuances suck, right?
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Old Mar 09, 2007, 04:24 AM // 04:24   #29
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The problem is implementation.

Not even the core classes do what they were supposed to do. Sometimes they do in PvE, others they do in PvP. Sometimes they do things they werent supposed to do.

Warriors should dish medium/high amounts of damage to a single target, while being able to absorb some. Elementalits were supposed to be able to do high damage to a target or medium damage to several(omg, where are jump between targets spells?!).

In PvP (by PvP i dont mean arenas) u see Ele spamming heal party and warriors doing all the damage. In PvE eles do some damage and some warriors do alot of damage while others do nill and try to tank (if u look at tatics and stg lines, they seem supposed to. The problem is that the enemies ignore them and kill the others, then overwhelm the warriors...).

Some like Necros dont seem to find their spot in PvP, while Mesmers cant find their place in PvE, prolly due to the fact few corpses and small groups in PvP fro necros, and too many enemies for Mesmer in PvE.

Archers dont deal that much damage that they can surpasse warriors and monks heal by Protecting+ Divine bonus.

Then the chapter classes. The assassin dealt too much damage to a single target too fast but was unable to endure constant action or facing warriors, too good in PvP and useless in PvE. The ritualist dont ask me, cause i dont know.

The dervish is quite strong in PvE. Avatars create some confusion in PvP(Melandrus and Grenth really change the rules for melee fighters), but due to half of the time being off, and enchantements becoming a potential target, dont replace the better known warriors.

Paragon is interesting (YES EF WAS COMPLETLY IMBA), but spears attacks are a bit lacking, and the shouts and chants struggle to grab a position in a PvP team or in a PvE party.

Then comes the change factor. People hate changes. New skills/classes alter the balance, make proven builds useless and open paths to exploitation. Then comes the selling factor from Anet. Anet wants to sell, so try to make appealing skills, wich will generally be more powerfull than current ones.


Actually the better thing the expansions did to my playstyle was the henchies AI changes and the addition of heroes.

Man are they superior to any party, even experienced and good parties (if no TeamSpeak present)? I just pray then will increase the heroes cap from 3 to 7, let them enter every place and pick objects.

Last edited by Gaia_Hunter; Mar 09, 2007 at 04:26 AM // 04:26..
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Old Mar 09, 2007, 08:10 AM // 08:10   #30
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They can add as many professions they like, no problem for me. Anyway, I don't have any of the "new" 4 professions as a PvE character. I have 5 core PvE chars (not mesmer)

BTW, if they don't add new professions to a chapter, the content must be big and good for compensation; It's not easy make something better than Nightfall without adding the "promised" 2 professions.
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Old Mar 09, 2007, 08:16 AM // 08:16   #31
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Ok, all the profession bashing aside, WHAT ARE THE NEW PROFESSIONS GONING TO BE? if there is any at all?
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Old Mar 09, 2007, 08:22 AM // 08:22   #32
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Omigoodness, with new classes I'll need new characters and when will I find the time to play them all? I'm having enough trouble with 2 that I play regularly. Perhaps by 2009 or whenever GW2 comes in I'll have done everything I want to do... erm, maybe not.
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Old Mar 09, 2007, 08:29 AM // 08:29   #33
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Introducing new classes worsens the balance even more if Anet doesn't change its policy towards serious regularly maintained balance.

I myself believe new RACES would be way more interesting than any additional classes from now and revive some of the attractiveness of all existing classes, giving people choices in defining their character. The diversity would definitely be more positively overwhelming then 2 new classes which just add to the mess.
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Old Mar 09, 2007, 08:30 AM // 08:30   #34
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I'm coming to believe that the smart move would be to have two seperate skill trees - one for PvE, one for PvP. That way theycan nerf the hell out of paragons in PvP, but we might see less impact in PvE.
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Old Mar 09, 2007, 08:31 AM // 08:31   #35
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I don't fear the addition of more races, as far as ANET doesnt make the game cartoonish and maintain the quality is ok.

We are talking about GW2 , and I am sure there will be balance.
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Old Mar 09, 2007, 08:31 AM // 08:31   #36
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Quote:
Originally Posted by CDittric77
I'm coming to believe that the smart move would be to have two seperate skill trees - one for PvE, one for PvP. That way theycan nerf the hell out of paragons in PvP, but we might see less impact in PvE.
OMFG, I WAS JUST ABOUT TO SAY THAT, LOL.

Also, if would be nice for PvE characters to be able to access all PvP skills unlocked, ONLY while in a PvP area, like battle Isles. GAILE, PLEASE READ THIS. XD
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Old Mar 09, 2007, 08:37 AM // 08:37   #37
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Quote:
Originally Posted by CDittric77
I'm coming to believe that the smart move would be to have two seperate skill trees - one for PvE, one for PvP. That way theycan nerf the hell out of paragons in PvP, but we might see less impact in PvE.
Less impact? Why would you make PvE even easier? Don't bring DoA for the high-end content mechanic in GW is flawed. Very High-Level mobs with insane damage spread over 2-3 skills while a limit to L24 and a diversity in skill-bars would make PvE finally challenging.

I am sure some prefer soloing the whole storyline....
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Old Mar 09, 2007, 08:57 AM // 08:57   #38
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I would like to have 3 new classes for chapter four. . just because I beat the others to quick and got bored.
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Old Mar 09, 2007, 09:04 AM // 09:04   #39
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I made topics to discuss separate skill variants for both PVP and PVE in sardalec and gwonline.
It was not welcomed.
At all.

It really has potential, but everyone just ignored the negatives of what's happening right now and focused how it was a big change and they don't want that big a change. I honestly don't think many people think through about what they want, they just use their gut and knee jerk responses. pffft.

Anyway, I think 2 variants for each mode would be best in the long run, if the game is intended to add many more skills and remain balanced. We shall see how many more GW games are in the works and if new professions are added.

Last edited by Redfeather1975; Mar 09, 2007 at 09:08 AM // 09:08..
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Old Mar 09, 2007, 09:15 AM // 09:15   #40
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Quote:
Originally Posted by Redfeather1975
I honestly don't think many people THINK about what they want, they just feel it.
So true, so true. Just look at how many ideas are shot down every day because "this ain't WoW" or any other game out there. Since when is adopting good, proven ideas from other sources a bad idea?

I'm just hoping that the "50 skills that are PvE-only" part of that Inquirer article is one of the true points. If so, perhaps Anet is beginning to lean toward that way of thinking. PvP and PvE are two completely different games, there is no reason they should share the exact same skills. The only thing close to a reason is that it would cause people to have to learn two different ways to use the same skill - but that's essentially how it is now, because of the vastly different play styles needed for each.

No one really "fears" new classes, they're just dreading the long couple of months it takes to balance those new classes, and all the uselessness and overpoweredness that comes with it in the meantime. I don't think it's too different than a whole slew of new skills for old classes, with the exception of the new attributes that come with new classes. Any "fear" that comes from new anything is really just a fear of change. A lot of people fear change.
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