Mar 22, 2010, 01:33 AM // 01:33
|
#1
|
Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
|
Secondary profession Attributes unlimited
Every Profession in Guild Wars has a specific attribute that is unique to the profession eg.[Monk=divine favor/Warrior=Strength]. What would be the bog deal if every class could use these attributes? For example, a mesmer could use strength skills with attribute points backing them. I understand that this makes each profession unique to themselves, but warriors for example would not be able to reach 16 on critical strikes...just 12 max because they cant use the runes/head sets a sin can.
So, my inquiry is...what's the big deal? Would it matter if a monk could have 12 strength or 12 fast casting? Would it be a bad thing? Would it revitalize the game a little because a ton of skills would become available that were not before to the different professions? Just searching for thoughts and opinions on this idea.
|
|
|
Mar 22, 2010, 02:07 AM // 02:07
|
#2
|
The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
|
This has to be one of the worst ideas ever.
|
|
|
Mar 22, 2010, 02:13 AM // 02:13
|
#3
|
Desert Nomad
Join Date: Aug 2007
Guild: Primeval Warlords[wuw]
Profession: R/
|
Quote:
Originally Posted by lemming
This has to be one of the worst ideas ever.
|
OMG. W/A with Crit Agility!
Yeah... no.
|
|
|
Mar 22, 2010, 02:15 AM // 02:15
|
#4
|
Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
|
nice opinions with no actual content..like me calling your mom fat without ever seeing her. So add to why its a bad idea.
|
|
|
Mar 22, 2010, 02:24 AM // 02:24
|
#5
|
Pre-Searing Cadet
Join Date: Mar 2010
Guild: Warrior Nation
Profession: N/
|
It would be extremely rigged. This is what makes each class individual to themselves. Warriors have Strength. Now, let's say I made an A/W Combo sin, like all of them are, and I decided to use Flail. Well now, chances are I'm going to have a knock down, and during this time, I will have enough Adrenaline to recharge my Flail, and in addition, I would have 12 Strength giving me 20% armor penetration. There was a specific reason why Flail's time was reduced when Assassin's abused it, even though it was in the Strength line.
Do you see the problem?
If you don't, look on PvXwiki for a lot of builds that would be extremely overpowered if they could use their secondary profession's main attribute points. Like, when something dies and someone has 12 Soul Reaping, they're gaining 12 energy.
|
|
|
Mar 22, 2010, 02:28 AM // 02:28
|
#6
|
Pre-Searing Cadet
Join Date: Aug 2009
Guild: the sons of tyria
Profession: Mo/
|
trying to int a monk that has 12 or so fast casting with already fast activations on spells sounds like a blast... not!
|
|
|
Mar 22, 2010, 02:44 AM // 02:44
|
#7
|
Ascalonian Squire
Join Date: Dec 2006
Guild: nWa
Profession: R/
|
Well, if that's the case, then you'd have assassins with 12 in strength hitting for unreal amounts of damage or dervishes too. The reason its blocked out to other professions is to force you to use the right character for the right build. If it was all unlocked, you'd have 1 character in the game only because there wouldn't be need for more than 1. I say, if you want fast casting, go mesmer.
|
|
|
Mar 22, 2010, 02:49 AM // 02:49
|
#8
|
Jungle Guide
Join Date: Mar 2010
Location: Denizen of Tyria since Feb. 2009
|
Quote:
Originally Posted by evilbones42
trying to int a monk that has 12 or so fast casting with already fast activations on spells sounds like a blast... not!
|
This. The real problems would be in PvP. In PvE, on a personal level, you'd face the problem of attribute point spread. That's definitely "Jack of all trades; master of none" kind of stuff.
I mean, yeah, there have been times when I've thought it would be cool to use skills from each of the primary lines of my combined professions...but there's too much of a risk of the dreaded "imbalance." I heard-tell that's the kind of thing the devs want to avoid.
|
|
|
Mar 22, 2010, 03:02 AM // 03:02
|
#9
|
Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
|
Monks with Fast Casting, or Mesmers with Divine Favor.
Ritualists with Divine Favor.
Necromancers with Fast Casting.
Assassins with Strength or Expertise. Warriors with Critical Strikes or Expertise. Rangers with Strength or Critical Strikes.
The list goes on. There are a number of skills that had to be toned down at low levels because they were too strong when used by another class, or had their functionalities reworked to prevent cross-class abuse. Allowing characters to spec into either primary would ruin all of this work, and it would also create some devilish combos. We don't need more balance issues like that.
It baffles me that you say you recognize that there's a uniqueness factor in the primary attribute and yet you still can't seem to see a reason as to why it would be designed like this.
|
|
|
Mar 22, 2010, 03:09 AM // 03:09
|
#10
|
Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
|
Primary attributes balance the dual class system in the game. It's fundamental to the design. Allowing multiple primary attributes would break the balance of the game.
|
|
|
Mar 22, 2010, 03:49 AM // 03:49
|
#11
|
Administrator
|
This would require rebalancing of a lot of skills, besides, whats the point of changing core game functionalities this late in the game? Waste of time and effort.
__________________
|
|
|
Mar 22, 2010, 03:52 AM // 03:52
|
#12
|
Frost Gate Guardian
Join Date: Oct 2007
Location: Australia, Sydney
Guild: Overclockers Australia [OCAU]
Profession: W/
|
if its a pvp and pve split this is bad anyway it makes it harder for the pver wanting to start pvping and this is going to make pve even easier as it is now with all the speed clears and overpowered pve skills.
|
|
|
Mar 22, 2010, 04:03 AM // 04:03
|
#13
|
Wilds Pathfinder
Join Date: Nov 2007
Guild: Still looking
Profession: Rt/
|
I'd suggest you look up the definition of primary and secondary...
Classes would become obselete if this idea were to be implemented, which retards the purpose of classes anyway.
I'd love to hear a good reason why this would "revitalize" the game. How would giving access to more skills makes this game more fun? Mesmer, paragons, eles, dervishes, sins, and rits would become obselete and discriminated against.
/notsigned
|
|
|
Mar 22, 2010, 04:30 AM // 04:30
|
#14
|
Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
|
/not signed
It's a core mechanic of the game, giving each profession a certian distinction. I'm certain that people would quickly figure out even more OP skill bars than what already exists (oh, they already have). PvE is easy enough.
|
|
|
Mar 22, 2010, 04:52 AM // 04:52
|
#15
|
Lion's Arch Merchant
|
Quote:
Originally Posted by Terrible Surgeon
So add to why its a bad idea.
|
Soul Reaping.
|
|
|
Mar 22, 2010, 06:53 AM // 06:53
|
#16
|
Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
|
Quote:
Originally Posted by Shayne Hawke
Monks with Fast Casting, or Mesmers with Divine Favor.
Ritualists with Divine Favor.
Necromancers with Fast Casting.
Assassins with Strength or Expertise. Warriors with Critical Strikes or Expertise. Rangers with Strength or Critical Strikes.
The list goes on. There are a number of skills that had to be toned down at low levels because they were too strong when used by another class, or had their functionalities reworked to prevent cross-class abuse. Allowing characters to spec into either primary would ruin all of this work, and it would also create some devilish combos. We don't need more balance issues like that.
It baffles me that you say you recognize that there's a uniqueness factor in the primary attribute and yet you still can't seem to see a reason as to why it would be designed like this.
|
Exactly my point, if every class had a chance to "abuse" the skills that other classes use exclusive to themselves how can you call it imbalanced? For example, if every class could use strength then it would be balanced. You would just see a wider variety of builds. Yes im sure a"meta" would develop but there is always a counter to a build that is meta. I just think that it would allow players to have more fun developing new builds....it would be refreshing i think in a way.
I saw some people thought that other professions would be discriminated against. I don't think that is true in the least bit. Every profession has great skills that are exclusive to themselves. Its not like you would see a million people running soul reaping monks or divine favor rits [which would be funny]because the options for new builds would be limitless as far as i can see. However i do see how a lot of people reading this are leaning towards the abuses that would occur with melee specifically which i find funny.
I'll just ask this. If every profession could use each other professions' skills how is it imbalanced? It would just lead to a ton of powerful builds in every profession imho.
|
|
|
Mar 22, 2010, 07:18 AM // 07:18
|
#17
|
Imma Firin Mah Rojway!
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
|
Quote:
Originally Posted by Terrible Surgeon
-blah blah-
I saw some people thought that other professions would be discriminated against. I don't think that is true in the least bit. Every profession has great skills that are exclusive to themselves. Its not like you would see a million people running soul reaping monks or divine favor rits [which would be funny]because the options for new builds would be limitless as far as i can see. However i do see how a lot of people reading this are leaning towards the abuses that would occur with melee specifically which i find funny.
I'll just ask this. If every profession could use each other professions' skills how is it imbalanced? It would just lead to a ton of powerful builds in every profession imho.
|
Joke thread, wasn't there a huge problem with this before that lead to a big ban?
/request thread close
|
|
|
Mar 22, 2010, 07:18 AM // 07:18
|
#18
|
Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
|
This would be bad because we would have certain classes that would be better then others, which then would leave some classes very unplayable.
If this was the case there would be no reason at all to use a monk again, because a N/Mo would be able to heal better and longer then a Mo/.Same thing with E/Mo there would be no reason to use a monk,because the ele can heal better and longer.
The necro would be the choice class to play any of the caster classes.
On the physical side, the warrior's strength or the rangers expertise would be the choice for all of the physical classes.
|
|
|
Mar 22, 2010, 07:20 AM // 07:20
|
#19
|
Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
|
I just thought of this. What if the elite skills of the specific attribute were still held exclusively by a profession? Like warriors could buff up critical strikes but could not use seeping wound?
|
|
|
Mar 22, 2010, 07:26 AM // 07:26
|
#20
|
Krytan Explorer
Join Date: Oct 2009
Guild: hopper
Profession: A/
|
Quote:
Originally Posted by Zodiac Meteor
Joke thread, wasn't there a huge problem with this before that lead to a big ban?
/request thread close
|
yeah you're right, i just wanted to see what people thought.
Needs closed
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 07:05 AM // 07:05.
|