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Old Mar 10, 2007, 11:19 AM // 11:19   #21
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/notsigned

no new professions- doable
increase lvl cap- nope
skills- obviously more...
more attributes- highly unlikely, and frankly would just needlessly complicate things
more att points- don't need 'em
new armor- that's pretty much a given...
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Old Mar 10, 2007, 12:19 PM // 12:19   #22
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I haven't played Dervish, but I certainly prefer to try the campaigns from scratch from time to time, without new professions I would have no incentive to do this, as I have every profession already.

New professions are an exciting part of Guild Wars, keep on adding 2 every campaign and I'll be a happy man.
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Old Mar 10, 2007, 08:55 PM // 20:55   #23
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I loved the Dervish, and I'll love new classes.

For me there is only one reason to get more character slots: new classes.
Expasions for already existing campaigns should not have add classes, but new campaigns should, at least until they are 'too much', that is around 15-20 classes.
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Old Mar 10, 2007, 10:03 PM // 22:03   #24
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Quote:
Originally Posted by floppinghog
OP, if you understand that pvp could use diversity then delete your post....

stupid topic
Every new chapter is followed by several months of imbalance because the new classes are horribly imbalanced.
If you can't understand how that messes up PvP, please delete your post.

If everything in that inquirer-article is true, we won't get new classes in CH4.

Thank god, I say.
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Old Mar 10, 2007, 10:11 PM // 22:11   #25
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Balance was already being done before the addition os Assasins and Ritualists.
And balance will still being done after each season, no matter if new skills are added or not.

Never forget, any change being it good or bad, is ALWAYS better than holding back things like water in an old putrid pond.

The people that wants things always the same, that wants no change, that people kills a game: "Leave it like it is" kills a game.
Why? Because the 'build that works' would be always the same, and everyone would use that one, and the game would turn boring, and when a game turns boing is no longer a game.

Chage, is always good. We are here because of change, as evolution is one type of change.
Please never forget that.
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Old Mar 10, 2007, 10:13 PM // 22:13   #26
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Ok, I think it's dumb to stop adding new professions for a few reasons.
1) They're half of the reason I purchase new chapters.
2) They already add new skills/armor/weapons for old professions.
3) In PvP it makes it harder to predict what your going to be up against so that you can't just bring defenses against the most popular builds.
Also, there's a few flaws with your idea
1) People would stop buying the games, especially if they only played mostly PvP, because they don't need the PvE content.
2) Adding ritualist/paragon/dervish/assassins to chapter 1 or 2/3 respectively would change the games. They'd have to make many new quests, skills, armor, etc.
3) There's no such thing as 'core' skills for non-core classes. Only the core professions have core skills. durrr.
4) Also, you mentioned that they would have to do with the small amount of skills they are initially given... This is also untrue... Because, thusfar, they have added new skills even for non-core professions (Example - They added new Assassin and Ritualist skills in Nightfall.)

Overall, I'd be extremely disappointed if they stopped adding new professions because it adds many new variables to the game -- Both PvP and PvE

Thanks for reading,
Cousin of Morgoth
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Old Mar 10, 2007, 10:15 PM // 22:15   #27
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Quote:
Originally Posted by MithranArkanere
I loved the Dervish, and I'll love new classes.

For me there is only one reason to get more character slots: new classes.
Expasions for already existing campaigns should not have add classes, but new campaigns should, at least until they are 'too much', that is around 15-20 classes.
1) So if new expansions focused on increasing other kinds of game content that actually improved the game itself rather than tacking on new classes to it, you wouldn't get the new chapter? What the PvE aspect of this game needs is more replayability greater depth and some changes to the old quest/mission formula rather than a repeat of more of the same with some new game imbalancing classes that take months of nerfing to iron out.

2) New classes are not in principle bad, have in practice for whatever reasons been awful for game balance. I'd love new classes if they could be properly integrated into the game but so far its been a no go on that front. The existing content of this game needs to be fixed and its promise should be fulfilled rather than tacking more and more content on that simply throws things out of whack.

/signed...no new classes
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Old Mar 10, 2007, 10:30 PM // 22:30   #28
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You should already know that is almost impossible to see if something is completely and absolutely balanced or not until you see it in action?

Why? Guild Wars is based on skills, and there are hundresds of them so even with continuous tests, there is always hidden combo that someone finds.

That's why every season the skills are changed.

Guild Wars is alive, it keeps changing, whether you like or not.
If you want a game with completely fixed structures you should look for something more like... chess.
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Old Mar 10, 2007, 10:44 PM // 22:44   #29
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Since I expect the next one will be the last one, I have to say "no" to this. Two more classes aren't going to destroy PvP, and for those of us that primarily PvE they're a major reason to pick up a new expansion.
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Old Mar 10, 2007, 11:55 PM // 23:55   #30
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/highly NOT signed

would'nt be fun to fight vs same mobs cause of same classes
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Old Mar 11, 2007, 12:45 AM // 00:45   #31
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There is a difference between admitting that perfect balance cannot be achieved and mindlessly accepting the kind stupid rediculous imbalances that we've had. The problems with skills and classes are not the result of the great diffucultly of foreseeing the problems the new skills would bring, but a lack of willpower or manpower etc to do something about what were going to be _Obvious_ problems.

Two new classes will in fact ruin PvP and drive more people away from the game if they are chruned out in the same manner as the last 2 batches.

I still don't understand why you don't think that improving the game content in other important ways would in fact be a substantial leap forward for this game and make this game WAAY more enjoyable than simply tacking on 2 classes and keeping the same dry formula. Time not wasted on new classes could be spent on making the game itself better...sigh...
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Old Mar 11, 2007, 01:48 AM // 01:48   #32
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How about Area Net just adds two professions that cannot access Player vs Player arenas, except for the low level arenas, and perhaps there can be a level 15-19 and a level 20 Player vs Player arena on that island. This would make people who enjoy Player vs Player and Player vs Environment both happy without unbalancing the game.
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Old Mar 11, 2007, 04:35 AM // 04:35   #33
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Diversity will come out of more skills for core classes, not classes that are basically a mix of two existing ones.

/SIGNED
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Old Mar 11, 2007, 04:57 AM // 04:57   #34
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What if you just add a "Chapter Exclusive Arena"?
Meaning a special Arena (not the battle isle) where only player of that chapter can enter and play. Thus in a Ascalon Arena, you would only see those of the core 6 can enter, and all of the new proffessions would be bar off. So those who fear diversity and challenge, and retreat to there, while those who want to face new enemy, can head for Battle Isle.

Thats just an idea. I for one don't think its really needed, as I think the dev are capable of balance things out, one way or another.

But I do hope to see a more unique new proffessions, not just a re-mix of the core. The Concept Class fourm have a good few of those.
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Old Mar 11, 2007, 05:33 AM // 05:33   #35
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What you talkin bout Willis

/notsigned

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Old Mar 11, 2007, 09:14 AM // 09:14   #36
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Quote:
Originally Posted by MithranArkanere
You should already know that is almost impossible to see if something is completely and absolutely balanced or not until you see it in action?
Which is exactly why it takes several months after each chapter before the metagame is kind of balanced again.
Don't get me wrong. I'd love more variety, if it were done properly. If I wouldn't have to endure four months of a completely messed up metagame before the variety did what it was supposed to do, then I'd definitely /sign new proffessions.
However, Factions and Nightfall weren't able to do that, so I doubt they'll be able to do it in GW:EN. Therefore, I don't want new professions in that chapter.
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Old Mar 11, 2007, 09:23 AM // 09:23   #37
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Why would you get a stand alone game that has no new professions? It might as well be an expansion pack because there's no use for players to create a character of a profession they've already had.
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Old Mar 11, 2007, 09:43 AM // 09:43   #38
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Quote:
Originally Posted by Thomas.knbk
Which is exactly why it takes several months after each chapter before the metagame is kind of balanced again.
Don't get me wrong. I'd love more variety, if it were done properly. If I wouldn't have to endure four months of a completely messed up metagame before the variety did what it was supposed to do, then I'd definitely /sign new proffessions.
However, Factions and Nightfall weren't able to do that, so I doubt they'll be able to do it in GW:EN. Therefore, I don't want new professions in that chapter.
It doesn't take a campaign to throw the metagame out of whack. And its not the professions themselves that do it, its the skills. Shadow Prison wasn't in Factions, neither was Weapon of Remedy. In fact, alot of the claimed imbalanced skills and builds from Nightfall have nothing to do with the new professions of that chapter. Maybe the only thing that comes close is AoM Dervish?? I haven't seen too much complaining about that.
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Old Mar 11, 2007, 09:57 AM // 09:57   #39
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It's not just the new professions that unbalance PVP and (not as much) PVE. New skills for the old professions are just as bad, and have to be balanced just as much as the skills for the new professions have to be.
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Old Mar 11, 2007, 10:00 AM // 10:00   #40
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/signed.

why even add new classes when some old ones,still need serious changes?...

anet should start by clean/put in order old shiet before make new one.
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