Jul 09, 2005, 04:17 PM // 16:17
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#21
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Lion's Arch Merchant
Join Date: Feb 2005
Location: Blighty
Guild: Kansas City Hotsteppers [KCHS]
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I'd like an expansion that replaces the missions we have now with good missions. Maybe even add a bit of storyline, good script, and nice voice acting. Aye, I'd gladly fork out some cash for an expansion pack that glossed over/set fire to the existing missions and script. Other than that, all I really want to see added is a polearm (spear/lance) class and daggers. I do not want Ninja (come on, they'd look ridiculous in this world) and I'm not too fond of the idea of a Assassin/Thief class, if only for the fact that everyone would play them and most of their skills would wind up being Ranger clones, if they're the typical Thief archetype.
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Jul 09, 2005, 06:11 PM // 18:11
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#22
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Academy Page
Join Date: Jun 2005
Guild: Roses of the Moonlight Sigil [RoMS]
Profession: R/P
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I don't reallt care about new professions, or anything like that what I would like to see in future updates is stuff that would allow you to customize your char even further, like the town clothes, or maybe being able to get pets that just look cool. What I don't want to see is see this game jump on the MMO bandwagon, and give us ninjas, duel wielding, or any of that. Every other MMO has something like that, but this isn't a normal MMO.
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Jul 09, 2005, 06:17 PM // 18:17
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#23
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Ego Trip From Rank [ZERO]
Profession: P/
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Mmm, Lancers? I don't know if a completely new class could be justified for pole-arms, but I see absolutely nothing wrong with adding a new pole-arms attribute to warriors. I'm sure they could find more attributes to add to other classes, as well -- maybe stealth for rangers, chaos for mesmers, etc. etc. Not only would it be interesting, but it would keep game balance much better than adding a new class, and it wouldn't require ANet to add another character slot or two.
Edit: Maybe hand-to-hand for monks, summoning for necromancers, and force for elementalists. Just to throw out some more ideas.
Last edited by Khift; Jul 09, 2005 at 06:31 PM // 18:31..
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Jul 09, 2005, 06:58 PM // 18:58
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#24
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Wilds Pathfinder
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
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Quote:
Originally Posted by Khift
summoning for necromancers
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...er... you have played the game, right?
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Jul 09, 2005, 07:08 PM // 19:08
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#26
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Pre-Searing Cadet
Join Date: May 2005
Location: Preston, UK
Guild: [KBD]
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You can pre-order the next chapter over a Play.com for £17.99 delivered. And according to Play.com it's due for release on 01/02/2006.
http://www.play.com/play247.asp?pa=s...C&title=677220
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Jul 09, 2005, 08:34 PM // 20:34
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#27
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Lion's Arch Merchant
Join Date: Feb 2005
Location: Denmark
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Personally, I'd rather see 1 or 2 more skill lines for each class rather than new classes. Not that new classes wouldn't be great. But besides the whole "new blah blah blah" thing, what I really want to see in the next chapter and hopefully the next few updates is real work on the pvp, such as scenarios, leagues and reasons to GvG.
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Jul 09, 2005, 09:38 PM // 21:38
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#28
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Krytan Explorer
Join Date: Apr 2005
Location: Somewhere between the Real World and Tyria ;P
Guild: The Gothic Embrace [Goth]
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Unlock All Everything For PvP Edition w00t
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Jul 10, 2005, 12:04 AM // 00:04
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#29
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Pre-Searing Cadet
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Hope there is no new races. It's fine jsut as it is, the thought of ugly orcs or dwarves would suck.
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Jul 10, 2005, 01:06 AM // 01:06
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#30
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by Zuggy
The Summer exapnsion is a free update that will add 2 new explorable areas to the game, add new quests, new bosses and PvP observer mode so you can watch key GvG battles.
The next Chapter will be out in the 1st half of next year and should include new races, skills, missions, pvp options etc. You are nor required to buy the new chapter to keep playing what you already have.
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New races? I hope you're kidding me? Is this Guild Wars, or Morrowind? I hate new races...
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Jul 10, 2005, 01:36 AM // 01:36
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#31
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Wilds Pathfinder
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This should be in the suggestion area but anyway...
New races wont be that bad :P. People will just look different so its harder for people to look the same.
I do want new missions that require skill, and certain skills. Like a quest in the beginning of the game for necromancers. You had to summon a bone horror to set off the trap on itself. I would like to see more things like those.
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Jul 10, 2005, 02:00 AM // 02:00
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#32
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Academy Page
Join Date: Jun 2005
Guild: Roses of the Moonlight Sigil [RoMS]
Profession: R/P
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About the races... Maybe you would have to unlock them. Like, you would have to do a quest in the region the race comes from to be able to use them, and from then, the races would each have their own story. But, that would probably result in weak stories all over. But it's only a suggestion.
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Jul 10, 2005, 02:15 AM // 02:15
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#33
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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Quote:
Originally Posted by Khift
Mmm, Lancers? I don't know if a completely new class could be justified for pole-arms, but I see absolutely nothing wrong with adding a new pole-arms attribute to warriors. I'm sure they could find more attributes to add to other classes, as well -- maybe stealth for rangers, chaos for mesmers, etc. etc. Not only would it be interesting, but it would keep game balance much better than adding a new class, and it wouldn't require ANet to add another character slot or two.
Edit: Maybe hand-to-hand for monks, summoning for necromancers, and force for elementalists. Just to throw out some more ideas.
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I think this would be a pretty good idea. I want martial arts for monks
By the way, if they ever do make races let's all hope there are NO ELVES. I am so tired of elves in everything. "Oooh, look! I'm Legolas IIII!" "Hey, I'm Legolas VI!!!" "yo, i r LOTR LEGOLZ".. No thanks.
Last edited by Sagius Truthbarron; Jul 10, 2005 at 02:18 AM // 02:18..
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Jul 10, 2005, 02:18 AM // 02:18
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#34
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Desert Nomad
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Quote:
Originally Posted by Sagius Truthbarron
I think this would be a pretty good idea. I want martial arts for monks
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Wouldnt that be like giving ranged and affordable interupts to a warrior? That idea was flamed pretty bad in another thread.
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Jul 10, 2005, 02:21 AM // 02:21
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#35
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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Quote:
Originally Posted by Phades
Wouldnt that be like giving ranged and affordable interupts to a warrior? That idea was flamed pretty bad in another thread.
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Giving monks the ability to use physical damage is as bad idea as saying we should be giving ever Warrior the Scepter of Orr? o.x
Maybe if they just made class specific attributes it would be a better idea. Like a Monk/Warrior could get hand to hand and an Ele/Nec could get Summoning (Living stuff) skills.
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Jul 10, 2005, 06:26 AM // 06:26
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#36
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Academy Page
Join Date: Jun 2005
Location: Texas
Guild: Or Die Trying
Profession: Mo/W
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Quote:
Originally Posted by KvanCetre
...er... you have played the game, right?
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lol, well said... welllll said.
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Jul 10, 2005, 06:38 AM // 06:38
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#37
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Guild Wars Guru
Join Date: May 2005
Location: Georgia
Guild: BEER
Profession: E/Mo
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the grind is the fun part drakron, the thing they did was make it so once you finished the level grind, you still HAD to concentrate on developing in other areas.
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Jul 11, 2005, 02:57 AM // 02:57
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#38
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Ego Trip From Rank [ZERO]
Profession: P/
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Quote:
Originally Posted by KvanCetre
...er... you have played the game, right?
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I was thinking something slightly more demonic, but I suppose it isn't the absolute most thought out thing I've ever said. Something like, sacrifice target ally to summon a crazy demon in his place. (He now controls that demon.)
The concept of a maintained hex could work it's way into the Necromancer profession, though.
As for monk hand-to-hand, it would need something unique about it to separate it from warrior skills. What that could be, I couldn't say. And don't automatically say it's bad because monks shouldn't deal damage -- smiting monks can already achieve crazy DPS. It can still fit the class concept, too -- pure in body as well as pure in soul.
Also, just for my personal clarification, I was thinking the mesmer "chaos" line could include something like nature rituals, just not quite so natural. Maybe a long-lasting AoE "Each skill used has a 15% chance of failure" or the like. Now wouldn't that be an interesting situation?
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Jul 11, 2005, 05:26 AM // 05:26
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#39
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Desert Nomad
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Do monks really need another way to deal damage? I just see something like the hand to had idea potentially replacing both warriors and possibly elementalists in one fell swoop. I dont discredit that it would add flavor or theme to the class, but im skeptical about the actual game mechanics side. Also, wouldnt mo/w or possibly mo/r do the same thing by spending their points in a melee or marksmanship trait? If jobs couldnt be combined as they are then id be a little warmer on the topic, but the idea of a monk in melee can be engineered in other ways. It doesnt seem very popular though, due to the actual effectivness of said melee attacks without a full melee setup. I think most would just take the easy route and use pbaoe smites instead of jumping over the melee hurdles or get creative and find ways to cycle the signets faster with and ah,(searches for skill name)use smite as well?
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Jul 11, 2005, 05:39 AM // 05:39
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#40
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Desert Nomad
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Quote:
Originally Posted by Sagius Truthbarron
Giving monks the ability to use physical damage is as bad idea as saying we should be giving ever Warrior the Scepter of Orr? o.x
Maybe if they just made class specific attributes it would be a better idea. Like a Monk/Warrior could get hand to hand and an Ele/Nec could get Summoning (Living stuff) skills.
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Nah something more along the lines of the eye janthir in divinity coast i think would be over the top. Scepter of orr? Sure more mana regen would be nice but, there are no warrior staff skills. Would be kinda pointless compared to giving that staff to a real caster class.
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