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Old Jul 19, 2006, 08:10 PM // 20:10   #61
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Quote:
Originally Posted by shardfenix
lol after about 2 more years, each core class will have like 800 skills.
Which is why its advantageous to make all core and swap secondaries. At least that's what I'm doing.
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Old Jul 19, 2006, 09:12 PM // 21:12   #62
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My take on this; Remember when they told us that there would be expansions that did not include new professions. Now think about that.

Does it make sense from a business stand point, to add on skills for EVERY profession each time you make an expansion, that'd add an insane amount of unnecessary development time to each and every future expansion.

What would be the purpose of an expansion with no new professions? Why to make a REAL expansion, one that does add on skills for EVERY class available at that time, as well as a whole new land to explore with all of them.

I wouldn't worry about it now anyways, they JUST announced the game, we know almost nothing about it right now, everything in this thread is just complaining for the chance to complain, for all you know maybe they noticed a trend of deletion of Assassins after level 2 and decided to leave Assassins out of all future expansions and keep Rits on as a almost core-like class. Complete garbage, but it could be just as true as all the nonsense flying around in this thread.
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Old Jul 19, 2006, 09:21 PM // 21:21   #63
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I understand the logic behind binding Assassins and Ritualists to Factions, but it kind of blows for those people who invested in the class (as well as future campaign exclusive classes) to know they can only go backwards as new games come out...

But I take comfort in what Vilaptca said; it's still too early to be sure.
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Old Jul 19, 2006, 11:39 PM // 23:39   #64
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As much as I understand how it would soon become impossible to maintain an ever-growing number of professions, I will be very upset if they do not support the Factions-specific professions.

That alone would not keep me from buying Chap. 3, but it probably would keep me from creating a Nightfall-specific character.
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Old Jul 19, 2006, 11:45 PM // 23:45   #65
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I'm hoping that Anet continues to develop ALL the classes that are introduced. They could still limit, for example, ritualist primary/secondary to Cantha- you would have to wither create a rit in cantha, or go to Senji's Corner to become a /rit. If they added some ritualist skills into Nightfall, then players who had nightfall and prophecies still wouldn't be able to be a rit/ or a /rit, unless they bought factions. new skills for ALL the classes encourages people to not only buy the new game (knowing that their character won't be left behind as new chapters come out,) but to also buy any chapters they missed, because nothing gets outdated, stale, or simply forgotten about.
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Old Jul 20, 2006, 01:11 AM // 01:11   #66
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I don't understand why people are saying too few skills unbalance the sin and rit. They're just as powerful as any other class, and while a pure assassin will have less variety in powerful builds, as the skills for core classes grow and new classes are added, there will be tons more potential strong builds for assassin when combined with other classses, even if they never gain skills themselves.

There's no way they can add new skills to expansion classes. Otherwise, the number of skills they'd need to add for later expansion would increase to an absurd amount in later exps.
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Old Jul 20, 2006, 01:44 AM // 01:44   #67
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Quote:
Originally Posted by Orinn
I'm hoping that Anet continues to develop ALL the classes that are introduced. They could still limit, for example, ritualist primary/secondary to Cantha- you would have to wither create a rit in cantha, or go to Senji's Corner to become a /rit. If they added some ritualist skills into Nightfall, then players who had nightfall and prophecies still wouldn't be able to be a rit/ or a /rit, unless they bought factions. new skills for ALL the classes encourages people to not only buy the new game (knowing that their character won't be left behind as new chapters come out,) but to also buy any chapters they missed, because nothing gets outdated, stale, or simply forgotten about.
They would have no choice since these professions can and will be used in PvP. Their favorite part of the game.
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Old Jul 20, 2006, 02:34 AM // 02:34   #68
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I knew Rt and A are exclusive class of Cantha from one of Jeff's interview well before the release of Factions. Though I translated it as no support (extra skills/equipments) to Rt and A outside C2, I made Rt and A across 2 accounts.

If C3 would add some contents for Rt and A, then ANet have to add some exclusive contents for D and P to C2 for balance. I highly doubt it.

My bet is C3 exclusive - Darvish and Paragon will have the same amount of skills as Ritualist and Assassin (75each), no more, no less.

I agree with Vilaptca, though. There might be additional contents for exclusive classes in the future campaigns which won't introduce extra class of the own.
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Old Jul 20, 2006, 04:24 AM // 04:24   #69
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yeah it would make since for those chapters that don't get proffessions to get a lot of skills, everyone with a rit sin paragon dervish or whatever, would buy it. Instant money for anet
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Old Jul 20, 2006, 05:23 AM // 05:23   #70
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Quote:
Originally Posted by Orinn
I'm hoping that Anet continues to develop ALL the classes that are introduced. They could still limit, for example, ritualist primary/secondary to Cantha- you would have to wither create a rit in cantha, or go to Senji's Corner to become a /rit. If they added some ritualist skills into Nightfall, then players who had nightfall and prophecies still wouldn't be able to be a rit/ or a /rit, unless they bought factions. new skills for ALL the classes encourages people to not only buy the new game (knowing that their character won't be left behind as new chapters come out,) but to also buy any chapters they missed, because nothing gets outdated, stale, or simply forgotten about.
What you seem to have missed is this....

Anet already made their money off Factions, selling it to the merchants...they wont make any more money from someone buying it from a merchant. They have absolutely no reason to support it any further unless they put out another edition of it they hope to sell copies of. They couldn't care less about the copies of Factions sitting on store shelves collecting dust.
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Old Jul 20, 2006, 05:31 AM // 05:31   #71
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Quote:
Originally Posted by Rok
What you seem to have missed is this....

Anet already made their money off Factions, selling it to the merchants...they wont make any more money from someone buying it from a merchant. They have absolutely no reason to support it any further unless they put out another edition of it they hope to sell copies of. They couldn't care less about the copies of Factions sitting on store shelves collecting dust.
Not quite, the stores can send the games back for a refund, it is a pain and they would rather put it on sale.

Last edited by Markaedw; Jul 20, 2006 at 05:44 AM // 05:44..
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Old Jul 20, 2006, 05:36 AM // 05:36   #72
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Quote:
Originally Posted by Vilaptca
My take on this; Remember when they told us that there would be expansions that did not include new professions. Now think about that.

Does it make sense from a business stand point, to add on skills for EVERY profession each time you make an expansion, that'd add an insane amount of unnecessary development time to each and every future expansion.

What would be the purpose of an expansion with no new professions? Why to make a REAL expansion, one that does add on skills for EVERY class available at that time, as well as a whole new land to explore with all of them.

I wouldn't worry about it now anyways, they JUST announced the game, we know almost nothing about it right now, everything in this thread is just complaining for the chance to complain, for all you know maybe they noticed a trend of deletion of Assassins after level 2 and decided to leave Assassins out of all future expansions and keep Rits on as a almost core-like class. Complete garbage, but it could be just as true as all the nonsense flying around in this thread.
It's far better to get our views out there before it happens than after. It may seem like nonsense to you, but if we can't speculate or complain, what exactly is the point of having this forum? What service is this intended to provide us much less the community? A place where we can give each other thumbs up and high fives for owning/playing Guild Wars and never mention our doubts about the future of it or our displeasure of directions it may have went?

We pat Anet on the back and tell them they are doing a good job by buying their games. Sure, there are appreciation threads but most of them end up being overt jabs at people who love the game no less but want more for it. Though you might scoff and write threads like this off as full of garbage and empty threats, it could very well be useful for not only your users but also Anet to have this feedback.

Sure, I have a problem with "Oh no, Guild Wars is doooomeeeed" threads too, but I see this as far more of a "Man, I'm not sure what Anet is thinking because they hardly talk about it" type deal.

Last edited by Sanji; Jul 20, 2006 at 05:38 AM // 05:38..
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Old Jul 20, 2006, 05:59 AM // 05:59   #73
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they should probably make the skillbar have 10 slots in ch4 :/ or maybe they already have in ch3.

one can never know. :P
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Old Jul 20, 2006, 06:38 AM // 06:38   #74
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Factions is on profit. I also think it have bad ideas (the faction grinding to control zones), but overall it is a good game and I am happy I took it. I believe nightfall will be very good game too (since I also beliave people learn from and listen), and the two new classes sound very cool too! They are just like prestige classes

About the skill update stuff - I fear it is true - only the core classes got their skills addons and yet they will always be seen over the others. But that is the point from the start.

About the unhappy people - wait untill the game is released, see the new stuff, the cons and pros and then decide to get it or not. There are plenty more games on the internet right now. It is like Me to buy WoW and be unhappy after the 3rd major update that I still cannot have a wagoon with a mule!

The only think I am not happy is that the Container upgrade is only for factions people. I smell it may have something with some people above the whole Anet firm, but is it only a ...thought.
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Old Jul 20, 2006, 06:48 AM // 06:48   #75
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Having another chapter with skills available to an Assassin and Ritualist or even the Dervish and Paragon will create a HUGE gap. People who buy that chapter only will be like. "I can't use these skills because I don't own Factions or Nightfall, blah blah blah." Way to dig a hole for yourself Anet.
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Old Jul 20, 2006, 07:29 AM // 07:29   #76
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Quote:
Originally Posted by Nevin
Having another chapter with skills available to an Assassin and Ritualist or even the Dervish and Paragon will create a HUGE gap. People who buy that chapter only will be like. "I can't use these skills because I don't own Factions or Nightfall, blah blah blah." Way to dig a hole for yourself Anet.
I disagree with that. Not everyone is going to make a character for each profession to begin with , so there are people out there who encounter skills they will never use. No biggie.

But my guess is that other than the core classes, the rest of the professions will be left as is unless for balancing issues in PvP.
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Old Jul 20, 2006, 07:31 AM // 07:31   #77
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Quote:
Originally Posted by Omega X
They would have no choice since these professions can and will be used in PvP. Their favorite part of the game.
Well atleast they chose to continue some things and make it not "standalone"
Though it wouldnt suprise me if they dropped characters into the dirt.
Atleast I can be happy with pvp.

Last edited by markus_thom; Jul 20, 2006 at 07:34 AM // 07:34..
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Old Jul 20, 2006, 07:32 AM // 07:32   #78
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Quote:
Originally Posted by LifeInfusion
Which is why its advantageous to make all core and swap secondaries. At least that's what I'm doing.
That's a very good point. Now I have made up my mind. Gonna give this FoW to my mesmer.
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Old Jul 20, 2006, 07:42 AM // 07:42   #79
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Personally, I think they should've made warrior, ranger, and elementalist the only core classes, and the necromancer and mesmer (as they're the more "original" and flavored, less "standard" of the five) Prophecies-unique. Then, expand upon the core classes in Chapter 2 (and the subsequent chapters that have yet to be released), but keep chapter-specific professions to their single origin. That'd made the pattern clear and sensible, and Prophecies would fit properly with the other games (instead of having only the five actual core classes, while the others have those plus two of their own).
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Old Jul 20, 2006, 08:06 AM // 08:06   #80
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Quote:
Originally Posted by Vilaptca
My take on this; Remember when they told us that there would be expansions that did not include new professions. Now think about that.

Does it make sense from a business stand point, to add on skills for EVERY profession each time you make an expansion, that'd add an insane amount of unnecessary development time to each and every future expansion.

What would be the purpose of an expansion with no new professions? Why to make a REAL expansion, one that does add on skills for EVERY class available at that time, as well as a whole new land to explore with all of them.

I wouldn't worry about it now anyways, they JUST announced the game, we know almost nothing about it right now, everything in this thread is just complaining for the chance to complain, for all you know maybe they noticed a trend of deletion of Assassins after level 2 and decided to leave Assassins out of all future expansions and keep Rits on as a almost core-like class. Complete garbage, but it could be just as true as all the nonsense flying around in this thread.
Right now, we are going on something that was on the GW site that basically said something like "The core professions are going to be supported in all future chapters, but the exclusive proffesions will only be supported in the chapters they come with." (I am too lazy right now to try to find it so don't assume I am right on that, cuz I might be completely wrong. I think it said something like that though.)

Quote:
Originally Posted by Morganas
I don't understand why people are saying too few skills unbalance the sin and rit. They're just as powerful as any other class, and while a pure assassin will have less variety in powerful builds, as the skills for core classes grow and new classes are added, there will be tons more potential strong builds for assassin when combined with other classses, even if they never gain skills themselves.

There's no way they can add new skills to expansion classes. Otherwise, the number of skills they'd need to add for later expansion would increase to an absurd amount in later exps.
Yes, right now they might be balanced, but in a couple chapters, when the core professions have twice as many skills and twice as many possible builds, how will that be balanced? (This is assuming only core professions get new skills.)

Quote:
Originally Posted by tear
Personally, I think they should've made warrior, ranger, and elementalist the only core classes, and the necromancer and mesmer (as they're the more "original" and flavored, less "standard" of the five) Prophecies-unique. Then, expand upon the core classes in Chapter 2 (and the subsequent chapters that have yet to be released), but keep chapter-specific professions to their single origin. That'd made the pattern clear and sensible, and Prophecies would fit properly with the other games (instead of having only the five actual core classes, while the others have those plus two of their own).
Hmmmmm. Isn't there currently six core proffesions? Warrior, ranger, elementalist, necro, mesmer, and (the one u left out) monk. Yup u forgot the healer.

And I agree with you. Prophecies also should have had some classes as "exclusive classes". It only make sence. All chapters would have warrior, ranger, monk, and elementalists, and then the two, more odd classes, necro and mesmer, would be exclusive. Oh well, too late for that now....
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