Nov 15, 2005, 06:54 AM // 06:54
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#61
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Krytan Explorer
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Quote:
Originally Posted by Plague
Wow, how... uninventive. I guess the voice of one thousand 14 year olds posting Paladin, Assassin and Engineer ideas can't be wrong.
I'm quite dissapointed. Then again, I've never been impressed by GW's originality. It's like the archetypical king of gaming.
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It's a let down for me too. But who knows, maybe it'll be fun to play.
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Nov 15, 2005, 06:56 AM // 06:56
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#62
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Amsterdam
Guild: The War Masters
Profession: R/W
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Yes, an assassin. So much less original then, say, a warrior, a ranger, an elementalist or a necromancer. I guess you would have prefered a cobbler (awesome cobbling skills), a neurolinguistic programmer (special influencing skills) and an astrologer (great weather predictor).
It is not the originality of the basic idea behind a character that makes that character fun to play, but what the character actually does, how well it is executed, etc.
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Nov 15, 2005, 07:00 AM // 07:00
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#63
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Banned
Join Date: Jun 2005
Location: Macau
Guild: www.exilesofdarksteel.com
Profession: E/
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i like the concept art , " Assassin is a odd profession " i hope they make it balenced ( lol )
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Nov 15, 2005, 07:04 AM // 07:04
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#64
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Banned
Join Date: Oct 2005
Location: Singapore
Profession: Mo/Me
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Blah ..D2 anyone ? ...
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Nov 15, 2005, 07:04 AM // 07:04
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#65
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Krytan Explorer
Join Date: Aug 2005
Profession: N/E
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Ignoring the blazing GWesque unoriginality of an assassin (sigh), take a look at the story.
From how it reads, it sounds like, since this will be a character in the lines of Cynn or Aidan or such, that she will be a character in a mission entailing killing just one enemy, and no one else (at least for one battle.) Obvious enough, but in a playable mission like that, it sounds like A.Net may have grown up some and is trying to make some missions more interesting than "KILL ANYTHING LIVING." The only chapter 1 mission of any real inventiveness was the Riverside Province mission.
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Nov 15, 2005, 07:12 AM // 07:12
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#66
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1,787,569
Join Date: Jul 2005
Location: BC, Canada
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I agree^^^. I think she's going to turn out to be a henchie type of deal. If it works anything like the first chapter, we won't even meet her till near the end.... (or at least won't really get to "use" her)...just like with mhenlo, devona and the like.
By the way...real nice timing on the release of info. Gotta love it...drop the update bomb..and then this right after. I sure do love scooby snacks.
Last edited by Swehurn; Nov 15, 2005 at 07:20 AM // 07:20..
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Nov 15, 2005, 07:19 AM // 07:19
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#67
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Wilds Pathfinder
Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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I probably won't ever use this profession as a primary, but if it has dual-wielding, I am all for it! My warrior has never been comfortable with any other secondary.
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Nov 15, 2005, 07:22 AM // 07:22
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#68
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Krytan Explorer
Join Date: Aug 2005
Guild: Eternal Comrades
Profession: E/Mo
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Quote:
Originally Posted by Daegul Mistweaver
Implimentation of stealth in PvE is pretty simple: just reduce the agro circle. Removing the blip from the radar seems like something plausable for PvP, but then I don't PvP; long as they don't impliment true invis-style stealth everything should be fine.
What I really wonder about, personally, is wether there will be an option to change primary class to one of the new professions somehow. Would hate to have to start over my main character (now a ranger) to make him over as an assassin (haven't bought FoW armor yet, but still....).
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This is a tad OT, but since you brought it up, I'm pretty sure reducing the size of *your* aggro circle would not do anything. From a programming standpoint, it would be much easier to have it set up so that monsters target opponents (not always players!) that enter *their* aggro circles, which we, of course, cannot see. So long as our aggro circle and theirs are always the same size, this wouldn't make a difference. However, if you changed the size of your circle on the radar, I would suspect that monsters would still aggro at the same range, since it is not them entering your aggro circle that causes them to aggro, but rather you entering theirs. Making an ability that would reduce all monster's aggro circles for a particular player in that type of model would be a nightmare to program.
Now, I admit, this is all speculative, but if you've done any programming before, particularly, if you've done any object-oriented programming before, you would have to conclude that the way I've described is the most logical way to deal with aggro circles.
Rico
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Nov 15, 2005, 07:36 AM // 07:36
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#69
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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At least they didn't make paladin.
I'm rather disappointed at the name, actually. The skills should be alright, though.
By the way, I throw knives, I can kill people - in fact, I nearly did when I was pissed off - does that count?
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Nov 15, 2005, 07:37 AM // 07:37
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#70
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Rancour
I probably won't ever use this profession as a primary, but if it has dual-wielding, I am all for it! My warrior has never been comfortable with any other secondary.
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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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Nov 15, 2005, 07:44 AM // 07:44
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#71
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Banned
Join Date: Apr 2005
Location: In my head
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Meh, it would be easy to balance dual weilding knives (not existing single handed weapons) It would be faster but lower damage of course. Just like how bows and hammers are more damage but slower.
Dual weilding is only a problem if it involves weapons that are intended for one hand only....
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Nov 15, 2005, 07:46 AM // 07:46
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#72
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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I dont see her dual wielding...this character looks like a ranged knife thrower.
The lack of armor and considerable freedom in movement makes me think of a distance attacker, not melee.
Edit:
The mention of a long sword and sword short makes me thing of this:
Last edited by lyra_song; Nov 15, 2005 at 07:50 AM // 07:50..
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Nov 15, 2005, 07:53 AM // 07:53
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#73
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Banned
Join Date: Apr 2005
Location: In my head
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You're absolutely right Lyra. I took a second look at the concept art and realized those are throwing daggers and not claws as I first thought.
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Nov 15, 2005, 07:55 AM // 07:55
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#74
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Berkeley, CA
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All I can say is, if this is one of two new classes released in chapter 2, the other one better damn well NOT be a were-druid type thing, or I'm going to start wondering when Tyrael is going to appear...
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Nov 15, 2005, 08:04 AM // 08:04
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#75
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by deolmstead
All I can say is, if this is one of two new classes released in chapter 2, the other one better damn well NOT be a were-druid type thing, or I'm going to start wondering when Tyrael is going to appear...
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lol... how about a Race of Tree Ents?
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Nov 15, 2005, 08:18 AM // 08:18
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#76
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Frost Gate Guardian
Join Date: Sep 2005
Location: mtricht
Guild: Limburgse Jagers
Profession: W/Mo
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i bet the assassin will be like a rogue in dungeon and dragons.
sneak attack , hide, lockpick. If they would implement certain areas which you can only enter by a door thats locked and you need a certain key. or an assassin.
i hope the second class will be the Garden Gnome.
i can't wait to run around with my wheelbarrow , crushing mobs under my wheel of justice
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Nov 15, 2005, 08:22 AM // 08:22
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#77
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Krytan Explorer
Join Date: May 2005
Profession: W/
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the weapons remind me of Taki from SC2. :P Assassin seems like one of the few classes that would fit in, even if ever so slightly. I'd much rather play that than some harp-wielding Bard or whatever.. actually.. maybe a shape-shifter would be fun.
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Nov 15, 2005, 08:24 AM // 08:24
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#78
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Frost Gate Guardian
Join Date: Sep 2005
Location: mtricht
Guild: Limburgse Jagers
Profession: W/Mo
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i really feel they should also put in more races... at least put the dwarfs in as playable. im getting sick and tired of all the humans running around.
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Nov 15, 2005, 08:34 AM // 08:34
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#79
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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A short while back i was one of the lucky few who caught Gaile in LA international 1 at a quiet time.
I asked her if she had any hints on future classes to "give people something to talk about" but she never said anything at the time.
Sneaky...very sneaky.
Just waiting for the video now.
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Nov 15, 2005, 08:35 AM // 08:35
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#80
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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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WHOA..! so its confirmed...wow..hope that isnt the only class thats gonna come out in chap 2...the throwing knives remind me of the throwing stars in maplestory...well..hope that it is as good as it looks.....
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