Oct 15, 2006, 05:25 PM // 17:25
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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intersting.. I think its something that could work
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Oct 15, 2006, 05:28 PM // 17:28
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#3
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Desert Nomad
Join Date: Jun 2005
Guild: The Amazon Basin [AB]
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/signed
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Oct 15, 2006, 05:33 PM // 17:33
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#4
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Wilds Pathfinder
-->
Join Date: Aug 2005
Location: The Northeast
Guild: Knights Of Thulcandra [KoT]
Profession: W/E
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One of the best ideas I have heard.
/signed up the butt
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Oct 15, 2006, 05:40 PM // 17:40
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#5
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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/notsigned
I for one enjoy the flavor classes far more than two new attributes for the wammo.
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Oct 15, 2006, 09:45 PM // 21:45
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#6
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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Ranger?
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Oct 15, 2006, 09:51 PM // 21:51
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#7
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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Demonology is a more correct term for that Necromancer attribute
I suppose the new-attribute idea is fine, but it would have to pertain to the 'specialist' ideal that two new classes would have.
Elementalists can have "Arcane Arts" - that's a nicely broad attribute line.
For Rangers... Tracing/Tracking perhaps.
Last edited by Terra Xin; Oct 15, 2006 at 09:54 PM // 21:54..
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Oct 15, 2006, 09:56 PM // 21:56
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#8
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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Sort of like "epic levels" in dnd. A few questions though: What would be requirements to get these attributes? Hitting level 20? Getting all attr. points/ a new quest?Certain exp level?
And what about monks? Any ideas for that?
Overall its a very interesting idea, I'd really like to see where this idea gets taken. I'll withhold a /signed or /unsigned for now, so that I can give it deeper thought when I'm less tired. Nice idea though.
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Oct 16, 2006, 02:44 AM // 02:44
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#9
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Lion's Arch Merchant
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/signed.
i think something like this was metioned before already
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Oct 16, 2006, 03:23 PM // 15:23
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#10
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Academy Page
Join Date: Sep 2006
Profession: N/R
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hmmmmm
This could be done in one of the new chapters, insted of a coupple of new proffessions. But it would only really work once - what would you add (for example) to a Necro after Deamonology? Ghostology? but that would be like spirts use by Rits...
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Oct 16, 2006, 03:31 PM // 15:31
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#11
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Academy Page
Join Date: Sep 2006
Profession: N/R
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wow... my first doubble post.. sorry
Last edited by Kitharin; Oct 16, 2006 at 03:33 PM // 15:33..
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Oct 16, 2006, 03:40 PM // 15:40
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#12
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Krytan Explorer
Join Date: Oct 2005
Location: Nova Scotia
Guild: #Dismantle
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if you really want new attributes for your characters, try experimenting with new secondaries for them. Why implement this change, when secondary attributes can be so interchangeable?
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Oct 16, 2006, 03:45 PM // 15:45
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#13
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Pre-Searing Cadet
Join Date: Aug 2006
Location: Seattle, WA
Guild: Riddle of Kings
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Adding a new attribute line to the professions could at least partially solve one major problem-- that of trying to add 25 new and *unique* skills to each profession with each new chapter.
We are already seeing a lot of repetition in the core profession skills, and we aren't even into chapter 3 yet. If Anet wants to keep adding skills with each chapter it's going to become an increasingly difficult challenge for them to surmount. (I know they've said they probably won't add new skills with each chapter, but that causes problems of its own which belong in a separate discussion.)
However, if instead of trying to add 25 skills to the existing attribute lines they add a new attribute line to each profession, those 25 skills can all be put into the new line. Not only does that provide 25 truly new and unique skills for the profession, it also adds all kinds of new combinations with the other attribute lines as well as secondaries.
It would encourage players to start characters from the core professions as well as the expansion professions, and give them reason to rediscover their existing characters.
It would also bring a widespread change to the PvP metagame, and probably shake things up there for a while (in a good way).
Some additional ideas for new lines: I'd love to see dual-wielding added to the warrior this way. I'd also like to see a profession given shapeshifting abilities (the ranger, perhaps?). Maybe elementalists could receive a summoning ability (not just elemental djinns, but the ability to summon earthworks for protection or winds to make projectile missiles miss, for example. Of course, those could all be incorporated into the current ele attribute lines, so not the best suggestion maybe.)
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Oct 16, 2006, 04:19 PM // 16:19
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#14
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Academy Page
Join Date: Sep 2006
Profession: N/R
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Quote:
Originally Posted by Lady Revanche
Some additional ideas for new lines: I'd love to see dual-wielding added to the warrior this way. I'd also like to see a profession given shapeshifting abilities (the ranger, perhaps?). Maybe elementalists could receive a summoning ability (not just elemental djinns, but the ability to summon earthworks for protection or winds to make projectile missiles miss, for example. Of course, those could all be incorporated into the current ele attribute lines, so not the best suggestion maybe.)
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I'd love to see these too! the ele's summonings would be cool. Shapeshifting has been sugested as a whole new professtion, I'm not sure weather i would prefer it as a new profession or just as some extra skills.
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Oct 16, 2006, 07:25 PM // 19:25
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#15
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Maybe in the future. Theres still some room for new professions.
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Oct 16, 2006, 09:05 PM // 21:05
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#16
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Frost Gate Guardian
Join Date: Apr 2006
Location: Planet Earth (sometimes)
Guild: Nowhere To Run, Nowhere To [Hide]
Profession: R/
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Someone's said before that we should get a new attribute depending on our secondary as well, something like Flaming Sword (just an example) attribute for a w/e, or something like that.
But /signed for either.
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Oct 16, 2006, 10:16 PM // 22:16
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#17
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Banned
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/unsigned
This just isn't a good idea IMO. Why fix what aint broken? This would add new attributes, new skills, and etc., which would basically completely change gameplay. Most of those suggestions fit into existing attributes, and those that don't could just become a new class. Plus, owners of past chapters would be screwed over, as their Necro cant use the z0mg-dem0n-sumin!!! MAYBE a system where.. say... for example... Elonian Necros don't have Death Magic, but Demon Magic... but then within 2 expansions, there will be three types of necromancers, each with (assumably) different capabilities and stuff. In other words, new professions that have 90% the stuff identical except a single attribute.
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Oct 16, 2006, 10:23 PM // 22:23
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#18
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Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
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I don't think it's a fix i think it's an addition....
overall a cool idea.. as people said maybe after a few more professions this would be a fun feature as it wouldn't require starting a new character to get new skills and having a new way of playing.
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Oct 16, 2006, 11:48 PM // 23:48
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#19
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Frost Gate Guardian
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Quote:
Originally Posted by NeHoMaR
Why not add totally new attributes to existing classes, instead of new classes? (in future chapters)
Examples:
Necromancer: Demon Magic (summon demons, etc)
Assassin: Stars Mastery (new weapon, stars)
Warrior: Pole Mastery, etc.
Mesmer: Alteration Magic.
Elementalist: 5th element magic?
Ritualist: Dark Magic (direct damage)
Dervish: Water/Fire Prayers.
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New classes are still better, but it would basically get more class ideas/concepts into the game. I \halfsign as long as it was done like this:
Necromancer: Demon Magic (summon demons, etc) - makes a Warlock type class
Assassin: Throwing Knife Mastery or Stealth. either would make a Rogue class
Warrior: No new attribute, just add 2 handed Swords, 2 handed Axes, and 1 handed hammer (they can use current skills, just vary the attack damage/speed). adds more weapon and skill choices.
Mesmer: Alteration Magic, stuff which effects recharge, cast, attack, and movement speed. - makes a Time Mage class.
Elementalist: seperate Lightning and Air elements. Fixes something which should have been done to begin with.
Ritualist: Elemental Summoning (see FF's summoner). makes a Summoner class
Dervish: Water/Fire Prayers. makes a Magic Swordsman class
Monk: Fist/Hand-to-hand Combat. makes a Fist Fighting class
Ranger: Animal Form. makes a Druid class
Last edited by curtman; Oct 16, 2006 at 11:59 PM // 23:59..
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Oct 17, 2006, 12:53 AM // 00:53
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#20
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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/signed X2
imagine all the people in the past who have argured that we should not have a new class just so that it can weild two handed swords/polearms or what not since theres already an existing class that does similar. This would shut them up imho.
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