Nov 15, 2005, 08:40 AM // 08:40
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#81
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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Quote:
Originally Posted by RTSFirebat
I don't see what the big deal with dual-wielding is... if people think its going to equal more damage, then yes... if they think more speed... I'd say no.
How would you balance it? If a Warrior was using two sword (Lets say short swords) and was able to land DOUBLE the number of hits they can now, it would be over kill.
Sure the lose the benefits of an offhand armor from sheild... but 16 armor isn't that great anyhow... plus they able able to add mods to the two weapons of compensate for it.
I just think dual-wielding is a pointless idea which would be unbalanced. Unless only give a MINOR damage advantage... and I mean minor.
Next your have Rangers using Cross-bows
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I proposed a Dual-Wielding in Sardelac a while back. There were many proposed ways to balance it.
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Nov 15, 2005, 09:06 AM // 09:06
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#82
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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I have to say if this is true, which i hope not.
0 points for imagination.
10 points for copying ever other rpg
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Nov 15, 2005, 09:07 AM // 09:07
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#83
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Gaile confirmed it on TGH already.
Anyway, Mo/A, aka moa? That's worse than Elmo or emo. I'm just talking names, not class choice.
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Nov 15, 2005, 09:08 AM // 09:08
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#84
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Krytan Explorer
Join Date: Mar 2005
Location: I am in a transitional period.
Guild: GRE
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I was just hoping to play a different race. :\ Oh well.
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Nov 15, 2005, 09:08 AM // 09:08
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#85
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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*Weeps*
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Nov 15, 2005, 09:11 AM // 09:11
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#86
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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So its confirmed, DAMN.
And here i was hoping for somethign original.
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Nov 15, 2005, 09:13 AM // 09:13
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#87
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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I don't hear anyone saying, "Warrior is retarded cause thats in every game since the beginning of time, even moreso than assassin." I trust GW to implement it in at least a slightly different way than other games.
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Nov 15, 2005, 09:17 AM // 09:17
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#88
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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The warrior was needed for overall class balance and mix.
What does the asassin do, more melle attacks/stealth. Basicly a ranger with meele is all i expect (with a few extra spells/skills).
Its not original, its just something to entice the d2 and wow fans to guildwars.
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Nov 15, 2005, 09:22 AM // 09:22
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#89
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Desert Nomad
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Considering the " hit buildup" thing from D2 already exists in this game (aka adrenalin) i am not surprised that the "assasin" is the next class (new character)in line to come out. The only real question is, is she going to be short distance missile user, but focused on damage (ie give rangers a different secondary to sub and go adrenalin ranged attacks), or be questionably broken in close range by being a full dps melee character. Warriors hit pretty hard as it is and any kind of real "stealth" to deliver that kind of attack (think ele one shot hits), would basically end certain aspects of the game. If not, then its just a clone of a warrior or ranger, with a minor twist making the addition fairly pointless. Even though an assasin isnt truly unique in application, the only other option really is some kind of shape shifter, without having something over specialized or treading into crowd control/manipulation areas that ANET has largely avoided so far.
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Nov 15, 2005, 09:23 AM // 09:23
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#90
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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My predictions:
*Mo/A teleporting super-kiting Korean monks :P
*Some sort of R/A that abuses expertise to spam the hell out of expensive but powerful Assassin skills. (Unless of course they fix expertise)
*Some kind of 4 assassin 1 orders spike build.
*Teleporting relic run flag tower control abuse
*Teleporting guild lord gank builds
*Droknar's running becoming incredibly freakin' easy
*Teleporting assassin runners in comp arenas
-edit-
Ooh, gonna play Nostradamus here and predict some more things.
This is just personal speculation, of course.
Attributes:
Stealth: Primary Attribute. Inherent bonus: Reduces the size of your aggro bubble; each level of Stealth gives a 2% chance for an enemy to "miss" targetted attacks made against you. Many skills that focus on movement and subversion rely on Stealth.
Dagger Mastery: Weapon attribute, attacks, inherent damage bonus, etc.
Dual Wielding: Inherent bonus: gives a 5% chance per level for a second-hand weapon to strike your target on each attack. This weapon hits for half base damage.
Assassination: Inherent bonus: gives a 1% greater chance per level to critical hit. Many skills that focus on disabling single opponents and executing deathblows rely on Assassination.
Skills...hmm...
Well one person guessed that assassins would be packing on many conditions, so I bet there's going to be an assassin attack that deals damage based on the amount of conditions that your target has. We'll call it, oh, "Assassinate" XD
I imagine there's plenty of movespeed skills in there too, a few teleportation skills, an AoE blind skill, some kind of energy-sapping skill, definitely something to cause Dazed, probably a throwing dagger version of concussion shot. Maybe even a very short duration AoE daze skill.
Maybe there can be some kind of magic with the assassin as well, some mesmer-like hexes that temporarily disable a target in one way or another.
I can almost guarantee some kind of throwing dagger interrupt move akin to Savage Shot.
Maybe there will be some way to toggle melee and ranged "modes" when wielding whatever the assassin weapon is, which I will just assume is "daggers". That would be creative.
I figure there will be plenty of anti-kiting measures for the assassin. Nothing's more un-assassin-like than being kited and walked around like a baby. Teleport, cripple, multiple ways to cripple or ignore cripple, maybe even a knockdown in their repertoir makes sense.
Last edited by Asplode; Nov 15, 2005 at 09:49 AM // 09:49..
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Nov 15, 2005, 09:26 AM // 09:26
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#91
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Desert Nomad
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Quote:
Originally Posted by Asplode
My predictions:
*Mo/A teleporting super-kiting Korean monks :P
*Some sort of R/A that abuses expertise to spam the hell out of expensive but powerful Assassin skills. (Unless of course they fix expertise)
*Some kind of 4 assassin 1 orders spike build.
*Teleporting relic run flag tower control abuse
*Teleporting guild lord gank builds
*Droknar's running becoming incredibly freakin' easy
*Teleporting assassin runners in comp arenas
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Depending on net latency and depending on how they implement stealth, or any bugs involved, they could very easily be seen as teleporting or warping all over the place. This is also assuming that stealth will be usable as a pvp skill.
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Nov 15, 2005, 09:30 AM // 09:30
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#92
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Lion's Arch Merchant
Join Date: Jun 2005
Location: West Coast, USA
Profession: Mo/E
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That leaves only one profession clouded in mystery. Well... I assume the next chapter will include 2 extra professions anyway.
I don't mind if this character class has been used before in other games, it's how original they are in implementing it into the world of GW that counts, imo.
Our imagination can only run rampant for now. Hooray for sneak peeks.
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Nov 15, 2005, 09:33 AM // 09:33
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#93
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Academy Page
Join Date: Jul 2005
Guild: KISS
Profession: Mo/Me
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with the entire dual weild thing and assasins
1)there armour probably wont be as good as a warrior or even a ranger
2)dual wield would probably make them do 33% less damage with everyhit like having flurry on all the time
3)there skills probably involve sneaking, armour pen attacks, teleport etc its more of a support class tbh because if it wasnt it would just die to mobs all the time sure its strong but its not unkillable
you guys need to stop thinking how unbalanced its going to be because as youve seen with the new update which has almost stopped monk soloing in the underworld they will find a way to balance it out
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Nov 15, 2005, 09:37 AM // 09:37
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#94
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Banned
Join Date: Jun 2005
Location: Macau
Guild: www.exilesofdarksteel.com
Profession: E/
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this is funny , the char is not out yet and already needs to be nerfed , amazing ...
all chars in gw are assassins , even monks can smite .. so , assassin is a big word ... almost anything can come out of it ...
assassin = professional killer
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Nov 15, 2005, 09:41 AM // 09:41
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#95
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Desert Nomad
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Quote:
Originally Posted by exodite
with the entire dual weild thing and assasins
1)there armour probably wont be as good as a warrior or even a ranger
2)dual wield would probably make them do 33% less damage with everyhit like having flurry on all the time
3)there skills probably involve sneaking, armour pen attacks, teleport etc its more of a support class tbh because if it wasnt it would just die to mobs all the time sure its strong but its not unkillable
you guys need to stop thinking how unbalanced its going to be because as youve seen with the new update which has almost stopped monk soloing in the underworld they will find a way to balance it out
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Unfortunatly it has to fit within pvp as well. Looking at it from the perspective that when they are facing overwhelming odds and cant tank the damage becomes moot. It becomes a serious issue when you could have a teleporting/invisible/non-targetable flag runner that is either front heavy on damage or better dps than wars or rangers in exchange for less defense.
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Nov 15, 2005, 10:06 AM // 10:06
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#96
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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.. the character isn't even out yet, guys.
All you have is a picture.
A picture.
I'd also like to emphasize something.
"Wah! It's not original."
To which someone else replied.
"Yeah, 'cause a monk, a warrior, a ranger, an elementalist, and a necromancer are pretty unique."
Guild Wars is a variation of M:tG.
It'll be balanced.
And if it isn't at first, aNet will make sure to nerf the hell out of it.
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Nov 15, 2005, 10:10 AM // 10:10
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#97
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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Quote:
Originally Posted by Studio Ghibli
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Guild Wars is a variation of M:tG.
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Whats that?
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Nov 15, 2005, 10:19 AM // 10:19
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#98
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Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
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magic: the gathering...a tradin card game
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Nov 15, 2005, 10:21 AM // 10:21
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#99
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Academy Page
Join Date: Aug 2005
Guild: Order of the Dark Angel
Profession: N/Mo
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M:tG = Magic the Gathering
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Nov 15, 2005, 10:22 AM // 10:22
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#100
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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This is terrible news, but it is far far too late to change. Unfortunately.
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