Feb 26, 2007, 06:55 PM // 18:55
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#81
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Frost Gate Guardian
Join Date: Jan 2007
Guild: Lievs Death Squad [LDS]
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Another healer, definately. There are far too few healers out there, currently. Perhaps a channeler? Someone with massive self healing abilities but all spells that heal allies come right out of the character's hp? I dunno, it's just something that sprang to mind...
Last edited by Takuna; Feb 26, 2007 at 06:59 PM // 18:59..
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Feb 26, 2007, 07:01 PM // 19:01
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#82
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Jungle Guide
Join Date: Jul 2005
Location: Right behind you.
Guild: HeRo
Profession: W/Rt
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Sorry, but we do NOT need another healer class. Monk and Ritualist is enough already. Channeling is for Ritualists.
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Feb 26, 2007, 07:04 PM // 19:04
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#83
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Wilds Pathfinder
Join Date: Apr 2005
Profession: W/
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Jetdoc mentioned something I'd been mulling over...he mentioned golems. I was considering that it might be either the function of a new profession or an addition to the elementalist or dervish profession...As far as I can recall, golems were not made of flesh (as in the nerco-beastie), but of earth and clay...sometimes wood, bones and rags. With the earth connection of elementalists and dervishes, a summoned creature may be an interesting twist.
As for an all-out Summoner/Conjurer...why not one that specializes in calling elementals? Golems of earth, stone, mud, ice etc...and elementals of the same....even fire and wind. With attributes in each of the elements, similar to elementalists, they would call on creatures and spirits of them instead of manipulating them directly. Golems, similar to necrotic beings, would have a limited life span and deal fire, cold, blunt, peircing, lightening etc, damage according to type....some high-cost creatures may even cause momentary conditions the way necro-critters do. I see it as a sort of elementalist/ritualist hybrid...
Druids keep coming up....I like to think of them more as taking on plant aspects and animal aspects...not necissarily shape-shifting. Thinking in terms of a more traditional druid...less RPG and more lore...I can see calling on swarms of insects, vining plants, flocks of birds and the spirits of nature to aid in offense and defensive skills. Dropping the seeds of Balthazar cause a tree to grow at your location...as long as you stay within the shelter of its branches, you do +X damage and receive-X damage...similar to bound spirits of the ritualist...or why not a Whomping Willow? Wielding Bowstaves/Quartertaves or flails....their primary weapons do blunt damage. I've never really seen a druid as a long-range character for weapons...but maybe for casting. Attributes in say: Nature Prayers, Staff Mastery, Bestial Command and Botany...uh....Shrub Mastery? hmmmm...Herb- no, no, no...Gardening or....something.
Steam Punks are another interesting idea, but they just don't seem right if they aren't Dwarves. If People want "guns"...only dwarves, I think would be stout enough and technologically capable of operating/creating "hand-connons" as a ranged weapon...I can just see the attributes: Tinkering/Mechanics, Steamworks, Alchemy and Pyrotechnics...
I like the idea of a Dualist...light armored, quick, rapier-weilding...but NOT a pirate (they would just look dumb in the desert)...
I really look forward to seing what new professions ANet comes up with...if they don't come up with any....so-be-it! It won't hurt my feelings either way.
I think new content would be plenty...new skills...new stories...new weapons...new armor....new mobs...new treasures...new dance moves....whatever. I think people on both the "NO NEW PROFESSIONS" side and the "SOMETHING NEW BUT BALANCED" side might want to consider ...ANet is unlikely to "ruin" the game either way...AND I beleive the topic is..."If you could choose a new profession what would it be?" not "Should there be a new profession." While the nay-sayers have some good points, I think they are a bit off the mark of the thread. Not that I think they are not entitled to their opinion, but I hate to swim through their "No new professions" posts just to get to the interesting (and some not so interesting) ideas people have for new professions...When the other chapters were coming out and people started a similar thread...I don't recall nearly as much negativity. It seemed alot more creative and fun imho.
For those who are interested in a yes/no vote on new professions...might I suggest starting a poll? Leave these pages for the topic...
Last edited by TwinRaven; Feb 26, 2007 at 07:18 PM // 19:18..
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Feb 26, 2007, 07:12 PM // 19:12
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#84
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Site Legend
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I'd take 2 new races over 2 new classes any day.
__________________
Old Skool '05
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Feb 26, 2007, 07:17 PM // 19:17
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#85
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Wilds Pathfinder
Join Date: Oct 2006
Location: In Your Head
Guild: The Brave Will Fall [Nion]
Profession: Me/
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Quote:
Originally Posted by The Admins Bane
I'd take 2 new races over 2 new classes any day.
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To put this simply, go play WoW I love GW for the fact of its simplicity. If you introduce new races pvp will be the most unbalanced part of this game.
Two new classes.. give it a year, then think about it. The "Summoner" should go to ritualists/elementalists before anything else. As someone mentioned beforehand in another thread why not introduce specific non primary classes? No runes, specific modifications etc etc.
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Feb 26, 2007, 07:23 PM // 19:23
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#86
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Frost Gate Guardian
Join Date: Nov 2005
Guild: Charter Vanguard
Profession: N/E
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The Luck Maker
His skills and spells randomly increase/reduce your attributes.
His skills and spells randomly increase/reduce your recharge and casting times.
His skills and spells randomly turn your spells into skills or signets.
His skills and spells randomly increase/reduce your hex/enchantment durations.
etc...
It's not going to happen since it would turn the game upside down, but it would be cool if it were an enemy in PvE lands.
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Feb 26, 2007, 07:24 PM // 19:24
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#87
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Academy Page
Join Date: Mar 2006
Location: Arizona
Profession: W/
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Choosing another profession just means I would have to purchase upgraded armor and weapons and runes for yet another 4 Hero's ...lol
BUT ... If I were to choose another profession it would be a "JESTER" full of trickery skills for battle. Primary skills could be: Trickery, Dance, Jokes, Fool, and several non-attribute skills. I could only imagine the fantastic looking bright color outits (armor) with an array of clever wands and protective gifts for off hand.
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Feb 26, 2007, 07:32 PM // 19:32
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#88
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Like many, I think ANet has to think ahead right now, and determine designspaces. "What belongs to which profession?"
With too many professions, they'll step on each other's toes.
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Feb 26, 2007, 07:43 PM // 19:43
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#89
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Greener Pastures [DVDF]
Profession: W/
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big heavy armored holy guy with big mace and shield that can heal :O his armors will have wings
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Feb 27, 2007, 03:49 PM // 15:49
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#90
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Desert Nomad
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Quote:
Originally Posted by wsmcasey
....How about the ability to take on a third profession with the same character, and give us some more attribute points to spread across 3 classes in the same character. Add a ninth skill slot.
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Man, imagine balancing that, the work of the people balancing this game will be multiplied by 1.000, and some skills must be totally removed of game I think. Anyway, is still a interesting idea.
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Feb 27, 2007, 05:55 PM // 17:55
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#91
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Strike Force
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No new classes. Not because I hate new classes, but because developer time is a scarce resource. After 3 chapters with basically the same game concept, they should invest that time into coming up with something new for ALL characters.
- Xeeron
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Feb 27, 2007, 06:36 PM // 18:36
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#92
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Ascalonian Squire
Join Date: Feb 2007
Guild: Ghost Corps
Profession: W/Mo
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Quote:
Originally Posted by konohamaru heaven
I would like to see a hand to hand combat with some kind of gauntlet gloves as weapons
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Yup. Same here.
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Feb 27, 2007, 09:20 PM // 21:20
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#93
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Pre-Searing Cadet
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The ROTFLMFAOBBQ
Attributes:
Doom: Summon a Fire Titan. Summon a Frost Titan. Summon a Earth Titan
WTF Stupid Anet: You gain +80 armor each time a Titan gets hit.
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Feb 27, 2007, 09:29 PM // 21:29
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#94
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Ascalonian Squire
Join Date: Jan 2006
Guild: TEAM
Profession: E/N
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Quote:
Originally Posted by Xeeron
No new classes. Not because I hate new classes, but because developer time is a scarce resource. After 3 chapters with basically the same game concept, they should invest that time into coming up with something new for ALL characters.
- Xeeron
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My thoughts exactly, Xeeron. While a new class (or two) would be fun and interesting, I'd rather see more intelligent mobs, improved area design, and some new gameplay mechanics. Otherwise Anet is just adding new classes to the same gameplay, which is starting to wear thin...
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Feb 27, 2007, 09:39 PM // 21:39
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#95
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: The Lost Dynasty [SEEK]
Profession: W/Mo
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Musketeer.
Musketeers use very slow loading high damage rifles that have a chance to explode and blind them for 3 seconds and deals 30 damage to them.
Blunderbuss
Piercing damage 30-40
Reload time: 2.5 seconds
Explosion rate: 25% (Can be decreased with higher Gun Mastery)
Range: 1 aggro bubble
Long Rifle
Piercing Damage 35-40 piercing damage
Reload time 3.5 seconds
Explosion rate 33%
Range: 1.25 aggro bubbles
Pistol
Piercing damage 25-40
Attack Speed: 2 seconds
Explosion rate: 25%
Range: .75 aggro bubbles
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Feb 27, 2007, 10:48 PM // 22:48
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#96
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Academy Page
Join Date: Dec 2006
Profession: R/
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I think the whole druidry thing would be better suited as an added attribute for rangers. And actually that's what I'd like to see over all. Maybe another attribute for each class with new skills. Elementalists could have summoning for golems and the different types of golems would also be linked to their elemental attribute (so, if you wanted to summon an earth golem, for it to be effective you would also have to have a certain amount of points into Earth Magic).
Warriors could get something like dual-weilding mastery for 2 handed swords or dual swords, which would be really cool.
A lot of the ideas here would really be better suited as added attributes for current classes, and that's really what I would personally like to see. Expansion on the classes would prove to be a lot funner and more diverse, and it's well deserved. Esspecially for the 4th chapter, a full addition to all the old classes giving them a nice boost would be better than new classes. We can get new ones in the 5th chapter.
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Feb 28, 2007, 12:18 AM // 00:18
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#97
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Krytan Explorer
Join Date: Feb 2005
Profession: E/
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NONE
I am sick of new professions. All they do is screw up the game balance and then require a billion more hours of unlocking.
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Feb 28, 2007, 12:37 AM // 00:37
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#98
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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all you gotta think of is other rpg games =)
Druid - the plant magic type of skills i kinda like
"grappler" or something with hand to hand or "gloves" like final fantasy (or ragnarok)
bard....
Alchemist
rouge...
dragoon (lance)
Thief? (or is that like the assassin)
gambler
something with a boomarang?
a jester would be fun though with some magic tricks and such lol maybe like gambit lol
a whip?
thats all i can think of from previous games =)
i hope c4 is about the norse that would be cool i know c1 kinda had a bit of stuff.
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Feb 28, 2007, 12:49 AM // 00:49
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#99
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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Dunno if this has been said, maybe one that can morph into different animals? Using attack skill chains per animal attribute? Kind of along the lines of a ranger i guess.
I like the idea of another rogue healer. Maybe more along the lines of healing/smiting?
/vote for no new profession if we are given that choice
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Feb 28, 2007, 03:51 AM // 03:51
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#100
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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If there is no new profession does that mean the next chapter would only have 6 professions?
New professions also help greatly limit the combo possibilities in the game.
Just making more skills for existing professions will probably be even harder to balance because of how many more combo possibilities there would be when you don't even have to choose another secondary to use them.
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