Oct 23, 2006, 07:13 AM // 07:13
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#41
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Exoudeous
How often do you put a melee weapons stats past 12? the points are better used on other supporting stats.
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Always.
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Oct 23, 2006, 12:16 PM // 12:16
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#42
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Krytan Explorer
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Quote:
Originally Posted by NeHoMaR
Marketing? I have Factions, and I am NOT insterested in Assassins and Ritualists, never played one for more than some minutes. The reason I bought Factions was because the new skills for core professions.
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I said they need to attract NEW players. Old ones that actually care about more skills, etc, will likely buy the chapter anyway. New players who don't even know the old classes won't care if they get an extra attribute or a couple more skills.
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Oct 23, 2006, 03:50 PM // 15:50
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#43
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Frost Gate Guardian
Join Date: Jan 2006
Profession: A/
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Based on what has been said its hard to know if they'll keep a core 6 as the core after NF being they said these 3 games were like a trilogy and end in NF*Please no more mehlo after NF*
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Oct 23, 2006, 04:41 PM // 16:41
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#44
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by prodigy ming
According to the Chinese, metal is one of their 5 elements. According to modern Science, any metal is also listed on the periodic table.
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We arnt talking elements as in what its composd of (again that would work better as a chemist class) We are talking nature elements.
As far as warriors, they are built to be big and make heavy strikes. Polearms need agility and precision, which dont match the warrior character in our game. Just like guns wont work with Rangers. Sure they are a ranged weapon, but it just doesnt fit the class. You wouldnt give hand to hand combat to monks just because they are called monks would you?
Quote:
Originally Posted by NeHoMaR
I see an elementalist in your avatar, so, you mean you dont like, for example, being Ether Magic at 16, with your Energy Storage as primary, and Monk Healing Prayers at secondary? You prefer Ether Magic at 12 as secondary, without the Monk part? Oh!
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That doesnt even make sense
Last edited by Exoudeous; Oct 23, 2006 at 04:44 PM // 16:44..
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Oct 23, 2006, 05:47 PM // 17:47
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#45
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Pre-Searing Cadet
Join Date: Aug 2006
Location: Seattle, WA
Guild: Riddle of Kings
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Quote:
Originally Posted by Exoudeous
Polearms need agility and precision, which dont match the warrior character in our game.
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Er... Are you thinking of staffs rather than polearms? Because polearms (i.e. lances, halberds, pikes, etc) are not weapons that require agility and precision to weild. Their primary use is against cavalry, either by infantry troops (front rows set the butt of their polearms into the ground forming a spikey fence to impale the horses as they crash through the line, for example) or by horsemen who need the greater reach of the polearm from their mounted position.
It sounds like you're thinking of bo staffs and the like, which are not polearms.
Lady
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Oct 23, 2006, 06:35 PM // 18:35
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#46
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Polearms were made to increase the momentum and striking power of Axes and hammers.
Warriors already have strong hitting axes and hammers, so the weapons not only would adding useless skill trees to weapon types they already have, it would make the class unbalanced. Which is why they weapon would be givin to another class that has less armor.
You really need to think what it will do to the game as a whole and not think "OMG IT WOULD B COOL IF IT HAD THIS!!!"
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Oct 23, 2006, 06:49 PM // 18:49
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#47
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Krytan Explorer
Join Date: Aug 2006
Location: Screwston, Tejas
Guild: KOS
Profession: N/Me
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This would be directly in conflict with Guild Wars stated concept of no additional content in chapters that makes you uncompetitive in PVP.
/notsigned
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Oct 24, 2006, 12:27 AM // 00:27
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#48
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Wilds Pathfinder
Join Date: Sep 2006
Guild: Englishmen Don't Drink [Tea]
Profession: W/R
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Begins to make things too complex. It can be hard enough trying to set things up so that they're balanced and you've spread out your att's evenly, but if they do this instead of new professions then you end up at a disadvantage, as you can either be a jack of all trades, with only 4-6 in each attribute, or 12+ in 1 or 2, which could then render you vulnerable.
Only realy way in which this would work as a permanent thing for each new chapter is they gave more attribute points, and i don't see that happening, thus /not signed
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Oct 24, 2006, 08:04 AM // 08:04
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#49
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Lion's Arch Merchant
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Quote:
Originally Posted by Clawdius_Talonious
This would be directly in conflict with Guild Wars stated concept of no additional content in chapters that makes you uncompetitive in PVP.
/notsigned
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Adding a new attribute line does not automatically make people without it less competitive in PvP. If by the same logic, people who only owns the first chapter will continually be at a further disadvantage as we get new skills with each new chapter anyways.
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Feb 09, 2007, 08:55 AM // 08:55
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#51
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Academy Page
Join Date: Jan 2007
Guild: Legie Zatracenych
Profession: Me/Mo
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Quote:
Originally Posted by NeHoMaR
Necromancer: Demon Magic (summon demons, etc)
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I think that this skill is more suitable for a Warlock than Necromancer. Demons aren't dead.
Quote:
Originally Posted by NeHoMaR
Elementalist: 5th element magic?
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And you can have Leeloo as your hero .
Quote:
Originally Posted by NeHoMaR
Ritualist: Dark Magic (direct damage)
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Better suited for a Warlock.
I would like to have new proffesions and not new attributes.
Last edited by Puliver; Feb 09, 2007 at 08:58 AM // 08:58..
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Feb 09, 2007, 09:01 AM // 09:01
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#52
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Wilds Pathfinder
Join Date: Aug 2006
Location: Australia
Guild: Critical Chop [cC]
Profession: W/
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/not signed
Imbalance in guild wars, it is an ok idea but I wouldn't like it to be done
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Feb 09, 2007, 03:17 PM // 15:17
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#53
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I don't think it could be done in the way the game currently is.
Ragnarok online has more than 30 classes, class number is not a problem, XD.
I would also like a little different thing: evolving classes.
You make a second ascension and:
- Your Warrior turns into a Knight, and can learn two handed swords and axes skills...
- Your Elementalist turns into a Wizard and can learn combined elements skills (like Lion's Comfort using Strength and Tactics, skillsusing Fire and Water, or Air and Water, etc...).
- Your Necromancer turns into a Dark Mage
Instead of altering the current classes, new classes would be added, but you don't create characters with those classes, you have to make the older ones, and then you evolve them.
The prerequisite to become one of those classes could be learning at least X non-elite and Y elite skills of its primary profession.
And the 'evolved class' skills could be only available for those with the 'second ascension' granted.
This could be made once there are too many normal classes, that is, about 15-16 of them.
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Feb 09, 2007, 06:07 PM // 18:07
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#54
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Desert Nomad
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Excuse me, but Guild Wars is not World of Warcraft, nor Ragnarok, nor Lineage.
And adding new attributes don't unbalance game, you can have a class with hundreds of attributes; doesn't matter when you can use only 2 o 3 because limited attribute points.
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Feb 09, 2007, 08:16 PM // 20:16
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#55
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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/signed
this definetely sounds like a good idea
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