I don't know how do I begin exposing my opinion on this. Let me try.
I agree that having this many profession choices is great. I am kinda new to Factions and Nightfall and every day I find amazing things about the new professions, really. What I am asking here (I know there is zero chance to be heard by ANet, though) is to ANet allow all classes to be available right in the first campaign of Guild Wars 2. I understand there will be races in GW2, so having new races on the new campaigns would be awesome, but please, please no new professions.
Guild Wars is a much more tactics based MMORPG than any other available. Balance, team work, strategy are key to the game. When you add new professions to the equation you may ruin all that balance. I know players can improve over time, but I find it amazing how easier it is for me to walk around Southern Shiverpeaks with professions and skills from the new campaigns. Probably because they didn't exist when that area was created.
I don't think ANet needs new professions to raise interest and sell new campaings. Honestly speaking, did Eye of The North fail on sales? I believe there are other things that could help selling new campaigns (skills! skills! skills!) such as new areas, new items, new "attractions" (missions, hardcore areas, AB and Hero Arena like PvPs, and others), new skills (skills! skills! skills! both for the existing professions and title-related skills), new titles, of course and many more.
I hate to compare Guild Wars with other MMOs because I like to think it is different. But take Lineage 2 and WoW, for example. None of them added new professions (or classes) to their respective expansions and they still sold pretty well.
As I said, I don't think having 10 (more or less) professions right from the start would hurt Guild Wars. Much on the contrary, it would help since people will get the feeling they have many choices to play with. It may also help spread profession distribution (for example, if I want to play melee damage I will have three professions to choose from, if I want to play ranged damage I have another three options, if I want to play support I have another three different options and so on).
Well, I don't know if this is a good idea. Maybe most people here don't agree with me. But I felt like sharing with you. Thank you.
Last edited by Rash; Apr 09, 2008 at 04:46 AM // 04:46..
new professions keep it interesting for those who have been playing since the beginning or for a long time.
besides they are also based in the sort of location the campaign is.
ie - factions (Asian/oriental) has Assassins and Rits
Nightfall (African) Paragons (spear) and dervs.
i say bring out new professions as the game progresses further.
and imo eye of the north didn't do as well as Anet had hoped seeing its only $10-$15 at Target now.
okay, this was one of my pet peevs actually...
My main started out on my ele, whom I had done alot on, until I saw the derv and started completely from scratch.
I really wish I had had a derv option back in the day, because now my ele just sits getting dusty with all his now pointless titles/armor/weps.
Anyways, If they do start out with all proffessions included, like has been said before, it could be a progression system. And I dont know if it came out already or if it will, but the new WoW expansion has something like a "Black Templar" or something like that, that you can only get once you progress to like lv70.
A system like this, but in terms of kills might be a good idea.
I would even go as far as saying that I would love to see none of the non-core classes in Guild Wars 2, provided that the mechanics will largely be the same. Unless these classes get a complete overhaul.
The core classes already have everything covered and are not based on using broken crap. Introducing new classes means you have to find something that is unique to them; (just a general view) Assassins got Shadowsteps and insane spike power. Ritualists Spirits and Weapon Spells. Paragons Shouts and Chants. Dervishes got crazy spike skills as well, as well as crap that makes them immune to conditions. Yes, Warriors and Elementalists can spike hard as well, but these classes have very obvious drawbacks. Eviscerate isn't energy based, Warriors can't be immune to blind, Warriors can't shadowstep. Elementalists usually get disrupted big time by Rangers and Mesmers. Just to name a few. And yes, that is balance.
Can anyone tell me, what these new classes brought to the game, apart from having a negative effect on balance?
If i was part of Anet staff, i would be lobbying all day long to resolve the "monk problem".
Yes. There is a problem with monks. Almost all teams, of 8 players, bring 2, or even 3 monks !
And, of course, there isnt 1/4 of players that enjoy watching red bars and pink triangles.
In conclusion, players are often "forced" to play monk. This is a design flaw.
Now, you're the game designers, deal with it.
I don't know how do I begin exposing my opinion on this. Let me try.
I agree that having this many profession choices is great. I am kinda new to Factions and Nightfall and every day I find amazing things about the new professions, really. What I am asking here (I know there is zero chance to be heard by ANet, though) is to ANet allow all classes to be available right in the first campaign of Guild Wars 2. I understand there will be races in GW2, so having new races on the new campaigns would be awesome, but please, please no new professions.
Guild Wars is a much more tactics based MMORPG than any other available. Balance, team work, strategy are key to the game. When you add new professions to the equation you may ruin all that balance. I know players can improve over time, but I find it amazing how easier it is for me to walk around Southern Shiverpeaks with professions and skills from the new campaigns. Probably because they didn't exist when that area was created.
I don't think ANet needs new professions to raise interest and sell new campaings. Honestly speaking, did Eye of The North fail on sales? I believe there are other things that could help selling new campaigns (skills! skills! skills!) such as new areas, new items, new "attractions" (missions, hardcore areas, AB and Hero Arena like PvPs, and others), new skills (skills! skills! skills! both for the existing professions and title-related skills), new titles, of course and many more.
I hate to compare Guild Wars with other MMOs because I like to think it is different. But take Lineage 2 and WoW, for example. None of them added new professions (or classes) to their respective expansions and they still sold pretty well.
As I said, I don't think having 10 (more or less) professions right from the start would hurt Guild Wars. Much on the contrary, it would help since people will get the feeling they have many choices to play with. It may also help spread profession distribution (for example, if I want to play melee damage I will have three professions to choose from, if I want to play ranged damage I have another three options, if I want to play support I have another three different options and so on).
Well, I don't know if this is a good idea. Maybe most people here don't agree with me. But I felt like sharing with you. Thank you.
WoW is adding new professions with their latest expansion.
I would even go as far as saying that I would love to see none of the non-core classes in Guild Wars 2, provided that the mechanics will largely be the same. Unless these classes get a complete overhaul.
The core classes already have everything covered and are not based on using broken crap. Introducing new classes means you have to find something that is unique to them; (just a general view) Assassins got Shadowsteps and insane spike power. Ritualists Spirits and Weapon Spells. Paragons Shouts and Chants. Dervishes got crazy spike skills as well, as well as crap that makes them immune to conditions. Yes, Warriors and Elementalists can spike hard as well, but these classes have very obvious drawbacks. Eviscerate isn't energy based, Warriors can't be immune to blind, Warriors can't shadowstep. Elementalists usually get disrupted big time by Rangers and Mesmers. Just to name a few. And yes, that is balance.
Can anyone tell me, what these new classes brought to the game, apart from having a negative effect on balance?
Paragons and Sins are the only ones really breaking the game tbh. Also your view of balance makes no sense, the new classes suffer from these drawbacks too.
anyway i think its pretty safe to say that ALL the classes would be balanced accordingly, if they were all implemented into GW2. Unless anet hasnt learned anything ._.
Last edited by street peddler; Apr 09, 2008 at 10:16 PM // 22:16..
Paragons and Sins are the only ones really breaking the game tbh. Also your view of balance makes no sense, the new classes suffer from these drawbacks too.
anyway i think its pretty safe to say that ALL the classes would be balanced accordingly, if they were all implemented into GW2. Unless anet hasnt learned anything ._.
LOL paragons and sins brakeing the game LOL you must work for anet they have been neffed almost to the point where they might be consided unplayable.
Anyway, I think in GW2, all Profession would be Ballanced, cause it's already all right there.
It's easier to fix a Puzzle with everything on the Table rather than, 4/10 of the Puzzle away for the while.
And then when it comes, you get confused and tired, cause you finnished the 6/10 of it, and it all seems it doesn't go.
That's the problem in GW, when GW2 is coming they can think of all the Professions rather than adding new ones and finding a way how it could fit with the rest.
LOL paragons and sins brakeing the game LOL you must work for anet they have been neffed almost to the point where they might be consided unplayable.
LOL ever wonder why theyve been nerfed so much there smart guy, shadowstepping and instagibbing, unstrippable instant buffs for the party and dps of a warrior.
i dont like new professions before factions and nightfall professions where introduced pvp was very well balanced and fun until they came along.
instead of making so many new professions they should just keep expanding the current professions instead like how WoW and runescape does.
I hate to compare Guild Wars with other MMOs because I like to think it is different. But take Lineage 2 and WoW, for example. None of them added new professions (or classes) to their respective expansions and they still sold pretty well.
Quote:
Originally Posted by Nevin
WoW is adding new professions with their latest expansion.
Sry Streetpeddler is correct and you are just trolling/flaming now.
Sins shadowstepping was overpowered in GvG splits because it had infinate range. Made splits and flag running very easy. Thats why shadowstepping now only works at aggro bubble distance.
Paragons were so overpowered in PvP that they became part of the meta overnight. That is why all there shouts had their duration drastically reduced.
The REASON they were nerfed was because they were too good when they were first released.
They broke the game when they FIRST came out and THEN had to be nerfed. Don't go "paragons and sins break the game LOL" and then troll the guy. You both are right. Sins and paragons were nerfed. And they were once overpowered.
I think the best way to do it from an armor and titles point of view is the possibility of changing race/class midgame. So, I could play an Asuran Ele one quest, then go into and outpost and come out as a human ranger, or suchlike.
This sort of thing is especially important with the HoM. If they release an expansion with Cantha, and we can play a Tengu Chronomancer, but all of my rewards from GW1 are on my now unfavored human ranger, say, I would be incredibally annoyed.
The Burning Crusade added races, not classes (or professions). And Wrath of the Lich King will add a hero class that will work as an alternative class for you character once it reaces a certain level. So it won't be a class that you play right from the start and do anything with it (it looks like it will have a specific purpose).