Jun 05, 2008, 11:02 PM // 23:02
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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Should we have class-specific fixed bar PvE skills?
Preface: yes, basically an Ursan QQ thread, but not like you would expect.
This is actually something I've discussed on these boards before, but taken one step further.
At the time, I missed an important point.
Now I believe I've found common ground and perhaps even a solution.
Ursan makes players reliable, because it gives them a fixed and powerful bar.
Genius.
However, Ursan gives everyone the same fixed and powerful bar.
Boring.
So how do we make everyone happy?
Class-specific fixed bar PvE skills.
Give every class its own Ursan.
Powerful enough to challenge Ursan, yet keep your class identity.
Especially the less popular classes would benefit greatly.
At the click of a button, your skill bar is replaced entirely with a BMP-like mix of powerful PvE-only and PvP skills.
To illustrate,
a Mesmer becomes a real shutdown machine,
a Dervish becomes the proverbial grim reaper,
a Ritualist becomes a bottomless spirit spawning pool
and so forth for the more popular classes as well.
All this said and done, I do realise that no matter how powerful you make an unpopular class, there will always be prejudices and class discrimination.
And for those cases, there will still be Ursan.
Please discuss.
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Jun 05, 2008, 11:07 PM // 23:07
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#2
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Lion's Arch Merchant
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maybe you can get a job at ANet.
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Jun 05, 2008, 11:07 PM // 23:07
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#3
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Krytan Explorer
Join Date: Sep 2007
Profession: Rt/
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No.
Having UB is bad enough. Giving every class overpowered fixed bars specific for that class is kinda redundant imo. Just create your own good builds to play with.
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Jun 05, 2008, 11:13 PM // 23:13
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#4
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Forge Runner
Join Date: Aug 2006
Profession: R/
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The point is to create something equally effective compared to Ursan to stop the monopoly of Ursan on the game.
While I would rather have Ursan toned down a bit, seeing as that will never happen, I'll /sign this one.
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Jun 05, 2008, 11:15 PM // 23:15
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#5
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Jungle Guide
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
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I'd have to disagree, although I like your reasoning.
The problem is, if you make powerful "archetype" classes, those skillsets would be limited to certain functions, and you'd fall into the trap of, as in the case of DoA, only certain classes being picked.
That's why Ursan was genius of a sort, is that it generalized everyone, so that even those who played "unfavored" classes could now be picked and play in coop PvE again. Sure, it may not be how the class was meant (Ursan casters are funny) to be played, but it allows interaction and can be fun.
Really, there already are "definitive" power builds for most of the professions, and with a little adaptation and/or ingenuity, can be made workable anywhere. It simple remains with the players to make use of them, I don't think I'd want to play with people who only accept the spoonfed class types anyways, which is why I haven't touched Ursan except for story specific reasons.
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Jun 05, 2008, 11:19 PM // 23:19
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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Quote:
Originally Posted by deank81
No.
Having UB is bad enough. Giving every class overpowered fixed bars specific for that class is kinda redundant imo. Just create your own good builds to play with.
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Good sir (or madam, take no offense), you are undoubtedly right.
The keyword of a fixed bar, however, is reliability.
You cannot rely on everyone to have a good build.
Ursan solved this problem. But it solved it very narrowly.
What I've learned in these past few months is to stop worrying and love the b(e)ar.
The fixed bar can be taken so much further.
The Bonus Mission Pack and Costume Brawl both proved the success of fixed bars.
We're only talking about the logical next step here.
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Jun 05, 2008, 11:20 PM // 23:20
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#7
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Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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/not signed.
The argument that people who don't like ursan is this : "It's WAYYYYYY Over powered." This suggestion does nothing to resolve that, it just adds another full set of WAYYYYYY overpowered "skill" bars to the mess. No thank you.
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Jun 05, 2008, 11:23 PM // 23:23
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#8
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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"lets fix the games overpowered stuff, by not changing IT, but instead changing everything ELSE to overshadow it entirely with MORE overpowered skills!"
no.
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Jun 05, 2008, 11:31 PM // 23:31
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Profession: W/
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Quote:
Originally Posted by Magikarp
"lets fix the games overpowered stuff, by not changing IT, but instead changing everything ELSE to overshadow it entirely with MORE overpowered skills!"
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Clearly, ArenaNet does not deem Ursan Blessing to be overpowered.
Otherwise, it would have been nerfed by now.
I'm willing to accept that. I even cheer for the fact that it has allowed many casual players to access places they could never have reached without it.
And I still stand by the fact that it can be taken further, if this is the way things are going.
Let's have fun with it and let stay "in character" all the while.
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Jun 05, 2008, 11:39 PM // 23:39
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#10
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Lion's Arch Merchant
Join Date: Apr 2008
Guild: [LoA]
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Just because you give a person a fixed bar (even if it's an awesome one) it doesn't mean they will be able to use it. The average player, from my own experience entirely, is a moron. Ursan lets stupid players be good and good players be lazy.
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Jun 05, 2008, 11:39 PM // 23:39
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#11
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Wilds Pathfinder
Join Date: Mar 2008
Location: Odense, Denmark
Profession: E/
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Quote:
Originally Posted by Marverick
The point is to create something equally effective compared to Ursan to stop the monopoly of Ursan on the game.
While I would rather have Ursan toned down a bit, seeing as that will never happen, I'll /sign this one.
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agreed and /signed.
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Jun 06, 2008, 12:30 AM // 00:30
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#12
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Krytan Explorer
Join Date: Mar 2008
Profession: W/
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Any mention of ursan will bring in the waaaaaaaaaaaaaaahmbulance
On topic: if you combine this suggestion with ursan, then classes with a less favourable build could go usan, while the rest use their class bar.
I don't really like forcing people to use set builds though, so this would need to be monster skills not just d-slash warrior, for example.
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Jun 06, 2008, 12:55 AM // 00:55
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#13
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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No.
12 chars
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Jun 06, 2008, 01:17 AM // 01:17
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#14
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Desert Nomad
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
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Quote:
Originally Posted by fog_of_redoubt
maybe you can get a job at ANet.
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qft +1+1+1
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Jun 06, 2008, 01:18 AM // 01:18
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#15
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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go read the skill descriptions of the other two blessings.
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Jun 06, 2008, 02:07 AM // 02:07
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#16
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Wilds Pathfinder
Join Date: Nov 2006
Location: NJ
Guild: To Gain Extra Mobility We Play [NUDE]
Profession: W/
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Quote:
Originally Posted by Kaleban
I'd have to disagree, although I like your reasoning.
The problem is, if you make powerful "archetype" classes, those skillsets would be limited to certain functions, and you'd fall into the trap of, as in the case of DoA, only certain classes being picked.
That's why Ursan was genius of a sort, is that it generalized everyone, so that even those who played "unfavored" classes could now be picked and play in coop PvE again. Sure, it may not be how the class was meant (Ursan casters are funny) to be played, but it allows interaction and can be fun.
Really, there already are "definitive" power builds for most of the professions, and with a little adaptation and/or ingenuity, can be made workable anywhere. It simple remains with the players to make use of them, I don't think I'd want to play with people who only accept the spoonfed class types anyways, which is why I haven't touched Ursan except for story specific reasons.
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I Love this guy.
Exactly right. If we were to create class specific builds like OP suggests it would create discrimination and get rid of the equality that Ursan gives. Everyone has the same skills so no one is better than anyone else. If you give warriors a skill that gives them +300 hp, and another that gives mesmers +1 energy regen, then mesmers will be discriminated against and people will only want warriors.
Nice try, but i would be worse than having Ursan as it is now.
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Jun 06, 2008, 02:31 AM // 02:31
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#17
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Wilds Pathfinder
Join Date: May 2007
Guild: Scions of Carver [SCAR]
Profession: E/
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I like the idea (looks at spots 6,7,8 on ursan bar). Well whatdya know, we got tons of room for skills. I'd love to see ele-specific ursan skills (bear shower ftw?) or some other super awesome AoE damage spell . It could make ursan a little more enjoyable for specific classes
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Jun 06, 2008, 02:34 AM // 02:34
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#18
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Krytan Explorer
Join Date: Oct 2005
Location: Los Angeles
Guild: none
Profession: E/Mo
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/ not signed, not ursan, not a lemming
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Jun 06, 2008, 02:54 AM // 02:54
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#19
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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i got an idea.
make zealous weapons not work under ursan, or at least make them give the -1 regen.
game over (or atleast, slows them down to a spead challenable by a balanced team)
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Jun 06, 2008, 03:36 AM // 03:36
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#20
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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I imagine the OP as wearing a top hat and suit, with a monocle.
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