Dec 06, 2006, 11:38 PM // 23:38
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#1
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Wilds Pathfinder
Join Date: Feb 2006
Guild: No guild
Profession: A/E
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No more new class please, or at least make existing chars NEW again!
Here is what my suggestion for Anet:
Make the 10 existing characters NEW again by giving them new attributes and more new skills and new fighting style and new weapons to wield.
For example:
I would like the assassin to have the 2nd Primary Attribute as "Evasion". And new attributes like Shurikin Mastery, One handed Sword Mastery. So that makes the Critical Strikes and Evasion the primary attributes.
Evasion - For each point of this attribute you have a 1% Chance to Evade Incoming Attacks.
Besides, Assassins needs the buff for PVE. (Not PvP). And they really need it.
And some new animation for the assassin like make Unsuspecting Strike as like you teleport behind the enemy and you stab him I dont know etc just some new animation would be cool.
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I would like the warrior to wield two weapons at a time rather than making another new class. Or call it "Dual wielding". And since People likes to call Warriors as tanks, might as well have another attribute as "Defense Stance".
Defense Stance - You cannot use any Stances when this attribute is 5 or higher but for each point in this attribute you gain 3 Armor against Slashing Attacks and 3 Armor against Piercing Damage for each point in this attribute.
With High "Stregth", Warriors still doesnt do major damage compared to derivsh and assassin.
And to balance out the dual wielding, Make the primary weapon as 15-22 If you are wielding a sword and 7-22 For the offhand if you are wielding a sword. And 5-16 for the offhand if you are wielding an Axe. Therefore you have two different swords with different skins.
Dual Wielding - No inheret effect. When you put points in this attribute, Offhand weapons you are wielding increased damage.
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Elementalists are fine.
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Mesmers, Havent played them.
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I would like the paragon have a close-combat with spear/Bardiche/Bamboo Stick etc... Because right now the paragon attacking at a distance is... Man i'm not going to lie but its kinda boring.
Bardiche Mastery - No inheret Effect. Whenever you put points into this attribute, you're damage is increased.
Basically make it a close combat and with different Skills.
Please note that the paragon is a new class so yeah.
Edit: Paragon armors should have wings. I dont care what people say, if male paragon armors shows Nipple then at least add Wings to make people buy it.
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Monk, I dont know. Fist Fighting? I dont know.
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Dervish, I dont know, this is a new class. I dont know and i dont care.
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Make the Necro's Primary Attribute Soul Reaping gain health other than just gaining energy when a soul dies.
Soul Reaping - Whenever a dude dies in the area you gain 4 health for each attribute you have.
Thats about it, I dont know. I guess i just dont like vampires/gothic appearance like the necro
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Ritualist? I dont know, Honestly this class bores me. Needs some work for this... Needs more Thrilling.
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Ranger. Yeeah this class has potential. Hard to master. But i heard the rangers are druids...??? They dont even look like druids! But since druids are Shape Shifters then why not make another Primary Attribute like "ShapeShifting" and a new attribute such as 'Crossbows".
Shapeshifting - I dont know, something similar like in Diablo2...
Crossbows - You have 50% chance to shoot 2 arrows but the range is very short.
Edit: I have no against new classes but my ranger is just sitting there, needs more excitement and new stuff. At least make 2 classes and changes for the 10 existing characters.
Last edited by chicks boy; Dec 06, 2006 at 11:43 PM // 23:43..
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Dec 06, 2006, 11:55 PM // 23:55
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#2
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Banned
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The only thing I like is giving paragons Melee Spear Attacks. That would be a nice addition, but not too many... we don't want paragons tanking, just able to defend themselves better when attacked head on.
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Dec 07, 2006, 12:01 AM // 00:01
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#3
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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...
/not signed horrible idea
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Dec 07, 2006, 12:27 AM // 00:27
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#4
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Wilds Pathfinder
Join Date: Feb 2006
Guild: No guild
Profession: A/E
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Quote:
Originally Posted by Zui
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/not signed horrible idea
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Not signed because of the idea of giving new attributes for existing classes?
Or
Not signed because having me suggesting what the attributes should be like?
Or
Not signed because of my horrible grammar? And that you didn't quite understand me very well and that you prefer nerdy grammars?
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Dec 07, 2006, 12:31 AM // 00:31
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#5
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Wilds Pathfinder
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The basic idea that they should expand the current classes more then they have in the past and maybe more parts of the game and not make new classes sounds good to me however the specific way in which you described does not sound as good.
Can't /sign it.
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Dec 07, 2006, 12:35 AM // 00:35
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#6
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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Yeah.. this would mess the game up.. I would want to remake all my characters.. Plus this would take an extra YEAR for ANet to do. It's like doing 6, +2 for each campaign that comes out. Maybe even more then a year. How long did it take them to do the original? Multiply that by 2 probably.
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Dec 07, 2006, 12:42 AM // 00:42
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#7
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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Doesn't seem like you put much thought or effort into this. I'd have liked the idea if it was presented better probably. Before A,Rt,P, and D I had wanted them to just add different attributes every time, but now I don't know... I think either way it's a bad idea to add more to the game, it doesn't make it so absolute or reliable if there are so many things out there that can counter things. I just don't know.
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Dec 07, 2006, 01:27 AM // 01:27
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#8
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/notsigned
The idea of adding aditional attributes instead of new classes has been suggested before and I generally approve of it. However, your specific suggestions just aren't that great and are a bit over powered.
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Dec 07, 2006, 02:55 AM // 02:55
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#9
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Attributes are thin already. Also this particular suggestion is poorly conceived...
"Eles are fine" .... if you are gonna add a new primary attribute, you better think it out and at least attempt to balance it out for each class.
Since GW is about balance of each class, something that 'looks cool' doesn't really cut it to be implimented. Sure Dual Weild Swords etc would be cool, but have you thought of the problems of say 2x Attack speed, a sort of super frenzy.
Melee combat paragon is already in the game... its called a warrior.
Dervish are more druids than rangers, and yes they shapeshift.
75% evasion > +40AL... heck you can get +60AL with 75% evasion already.
Fist fighting... Erm 60AL melee anyone?
Soul Reap is already one of the most powerful Primary attributes already, the only one in comparison is possibly Expertise... it doesn't need a buff.
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Dec 07, 2006, 03:13 AM // 03:13
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#10
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Banned
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Quote:
Originally Posted by chicks boy
Not signed because of the idea of giving new attributes for existing classes?
Or
Not signed because having me suggesting what the attributes should be like?
Or
Not signed because of my horrible grammar? And that you didn't quite understand me very well and that you prefer nerdy grammars?
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You think using proper grammar makes you a nerd? I like to think of it as making you less of an idiot...
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Dec 07, 2006, 04:07 AM // 04:07
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#11
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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As always, an evasion attribute is broken, although you place it on assassin, assassin skills themselves suffer an extreme weakness to evasive and blocking capabilities, and even a slight passive evasion can cause random shutdowns of entire Assassin combos, it is essentially a skill based ability, and should always require a skill, because countering evasion requires a skill.
I can agree on the basic concept, there are alot of minor things that can be added to exsisting classes, especially those with only 4 attriutes, which would attract new players, increase the diversity of class functions and combinations, wile avoiding future classes which are too simular to meet originality.
A Katana Mastery Attribute for Assassin would be an easy way to please Samurai fans, and with a unique and dynamic skill type and function, it could introduce some much lacking functions in Assassin capabilities.
A Melee or "Reach" weapon like polearms for Paragon would introduce the most common weapon of real battle, wile avoiding simular weapon use in a new class, and also add some diversity.
There is alot to offer with creative additions like this, and because these additions would amount to significant improvements to gameplay, Anet could even overcome adding a new class for a chapter. There are some issues, but I think the ultimate end would be very fruitful for the game.
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Dec 07, 2006, 04:29 AM // 04:29
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#12
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Wilds Pathfinder
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Quote:
Originally Posted by BahamutKaiser
There is alot to offer with creative additions like this, and because these additions would amount to significant improvements to gameplay, Anet could even overcome adding a new class for a chapter. There are some issues, but I think the ultimate end would be very fruitful for the game.
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Yeah, I agree. Two handed weapons other then hammers for warriors anyone? Shadow magic (much like smiting for monks) for necromancers? Arguably curses could be compared to smiting but I was thinking more direct shadow damage which curses is not so great with.
More attribute options could expand the game greatly if some real thought is put into it. People could be playing the same class but have completely different uses for them on the same team. Very neat stuff.
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Dec 07, 2006, 04:59 AM // 04:59
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#13
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Banned
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why give them new attributes if you got "the secondary profession"?
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Dec 07, 2006, 05:38 AM // 05:38
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#14
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Desert Nomad
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/notsigned for your ideas
/signed for not adding new classes
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Dec 07, 2006, 08:25 AM // 08:25
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#15
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Site Contributor
Join Date: Oct 2006
Location: Finland
Guild: Runners of the Rose [RR]
Profession: R/
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/not signed for your ideas.
Why are people complaining all the time that the assassin needs new attributes and buff for PvE? They do just fine the way they are now, as long as you take the time to learn their fighting style.
And all this talk about special shuriken attacks/attributes/weapons... geez, people, this isn't Naruto, this is Guild Wars.
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Dec 07, 2006, 10:07 AM // 10:07
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#16
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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Afaicr this has been suggested before and before and before...
Search is your friend.
oh and /notsigned
On another matter...
You suggest new attributes for certain classes but you don't care about the others?
Sounds like this approach is more selfish than constructive.
Last edited by Emik; Dec 07, 2006 at 10:09 AM // 10:09..
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Dec 07, 2006, 10:26 AM // 10:26
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#17
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Ascalonian Squire
Join Date: Nov 2006
Location: Wales, UK
Guild: [FAE]
Profession: Me/Mo
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I don't think any of these suggestions would make the game better, honestly.
New animations, fair enough, but after a while I quit paying attention to the animations. One handed sword mastery? Can't you just go secondary Warrior?
Evasion would be too overpowered to be a constant ability. I don't think sins need the buff for PvE, but I do think sin players need a few pointers on how to play them.
Wings on armor sounds tacky and unwieldy. If you want close combat on a Paragon then go secodnary w/a/d and use their corresponding weapons.
Quote:
Dervish, I dont know, this is a new class. I dont know and i dont care.
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Soul Reaping is awesome as it is.
Druidism, the religion of pre-Christian Britain, featured nature-worship and human sacrifice, but also had a place for Bards. Blake regarded Druidism as a universal proto-religion.
www.blakearchive.org.uk/glossary.html
May sound ranger-like but not close enough.
I don't know, just seems like redundant, overpowered or pointless changes to me.
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Dec 07, 2006, 10:31 AM // 10:31
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#18
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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I reckon the idea is awesome, but its flawed in so many places as people have already said.
/notsigned
One last thing, skills such as Evasion should be placed on to all classes, i mean, do you think Rits dont have legs or something, they can dodge!
Critical Hit is another, it should go with all Physical Damage Weapons.
And as a Counter, Surging Magic, when your staff/wand randomly fires an overpowered projectile, it would work the same as Critical Hit. It pretty hard to hit something's weak spot if you technically attacking with vapor and stuff.
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Dec 07, 2006, 10:37 AM // 10:37
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#19
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Ascalonian Squire
Join Date: Nov 2006
Location: Wales, UK
Guild: [FAE]
Profession: Me/Mo
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Quote:
Originally Posted by Aegeroth
Critical Hit is another, it should go with all Physical Damage Weapons.
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All melee weapons have a chance to critical that goes up with with the weapon's attribute.
http://gw.gamewikis.org/wiki/Critical_hit
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Dec 07, 2006, 10:49 AM // 10:49
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#20
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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/not signed, I think all (yes all!) that char types are best how they currently are.
Assassins are fine how they are, there balanced, they can unlease a large attack stream doing massive damage and multiple conditions at the cost of suffering from weak defense. They are how there meant to be Assassins, get in, kill something and get out. Not get in, kill, stay in, try to kill, die.
Warriors are the general char type, there are primary defensive while still being able to do considerable damage (more so if u drop the defensive side of them) They arent meant to be high damaging Assassins with betta armour. A dual weilding Warrior would be simply a Berserker. which is an all offensive char, which is a role played by assassins, there for its not needed.
If you havnt noticed virtually every primary attribute is linked to energy management not health, (critical hits, expertise, soul reaping, etc. even divine has energy management links due to skills and the fact it reduces the amount of casts needed to be used on allys to keep them healthy) the only ones not linked being fast Casting, spawning powers and Strength which playing into those char types strengths. Granted Divine and Mystisim have health abilitys but once again this are because thse are features that are needed for the class since its fits with the lore.
Yes Melee Paragon we already have there called Warriors.
Ritualists are great fun to play, especially as spirit-lords. However this can feel a little too passive to people who want to kill everything them selves and not think of the work 'team'. In which can buy some Channeling skills and use them instead.
As for Rangers being druids, well in the sence of being one with nature yes they are, in the sense of following multiple gods yes they do ie. the gods of tryia, in the sence them being shapeshifters, erm no, druids arnt always shapeshifters, ur thinking of WoW druids.
Last edited by Sophitia Leafblade; Dec 07, 2006 at 10:55 AM // 10:55..
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