Aug 14, 2006, 12:49 PM // 12:49
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#21
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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yeah dual weilding is defiatnly a cool thing
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Aug 14, 2006, 01:21 PM // 13:21
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#22
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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try adding in a glove slap, that's quite popular among duelists^^.
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Aug 24, 2006, 02:49 AM // 02:49
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#23
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Ascalonian Squire
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More WoW ripoffs... Ok you can not disarm people in this game, If anything I would make anything considered "disarming" force them to lose adrenaline. the 5 things you added overwhelm, unbalanced, un-guard, etc are just ridiculous. Why not make these like hexes. If you haven't noticed yet guildwars doesn't add new conditions/skill types to the game, They create new ways to manipulate given mechanics. So that pretty much eliminates the whole fencing line. As for the class Idea I would hate to see it be wasted on another sword warrior... You can't force something to target you! Stop adding that into all of your class ideas, I hate to say this again but... Guildwars doesn't = WoW. The rings are boring and you may want to re-think the numbers on your "dual wielding swords" the damage is way to high, and guess what? we already have an assassin. Your primary attribute is not balanced, with 16 attribute points no one will ever catch up to you unless they're in a run buff which is pretty retarded.
Last edited by SaosiN17; Aug 24, 2006 at 03:26 AM // 03:26..
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Aug 24, 2006, 03:05 AM // 03:05
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#24
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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Quote:
Originally Posted by SaosiN17
If you haven't noticed yet guildwars doesn't add new conditions/skill types to the game, They create new ways to manipulate given mechanics. So that pretty much eliminates the whole fencing line.
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So...The entire (Lead)(Offhand)(Dual) System wasn't new? And binding rituals aren't new? And I suppose Echos and Chants aren't new either?
I think the class is brilliant and would play well after balancing. Of course, play-testing woudl be best, but it probably will never happen ;_;
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Aug 24, 2006, 03:24 AM // 03:24
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#25
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Ascalonian Squire
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Skill types, such as conditions or hexes which is what they are, If you would have quoted just a little more you would have seen that I suggested his un-guard, etc type skills to appear as hexes.
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Aug 24, 2006, 04:46 PM // 16:46
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#26
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Ascalonian Squire
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Any sort of taunt skill will never work in GW. Even suggesting something similar shows you have no concept of how the game is designed. Never suggest skills that are only for PvE, as PvE is irrelevant.
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Oct 05, 2006, 07:55 PM // 19:55
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#27
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Ascalonian Squire
Join Date: Sep 2006
Guild: Descendants Of Ancaria [DA]
Profession: R/
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I like this build, different from assassin and warrior yet still melee, and I like the whole disarm attack etc thing and the 2 swords a really neat idea, how about a green in each hand?
~Doom
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Oct 25, 2006, 12:02 AM // 00:02
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#28
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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omg i was like halfway through writing the EXACT SAME THINGG when i decided to look at the pro index
like lit. our primary attribs woulda bin the same
lol
this would be sucha cool class
SKILL SUGGESTION:
FLICK [Elite]: imagine flicking someones sword away, distracts em, go in for kill
25e (next attack) 60
Foe cannot block for 5-10 seconds
next 1-3 attacks you deal are critical hits
ok, since this guy and his armor or gonna look like a elementalist waving around a stick,
i suggest as a anotther atrib to counteract the low AL when he duel rings a wammo:
Parrying: for every atrib point in this atrribute, 3% more of the time you will block attacks
SKILL 2:
Tail in Legs:RUN AWAY!
5e (instant) (instant)
anytime your health reachs below (or something similiar to this) "x" you blind opponent for 10-15 sec
BUT YOU MUST THEN RUN until foe is out of aggro circle
ARENANET PLZ MAKE THIS PROFESSION!!!!!!!
Last edited by jaeharys targaryen; Oct 25, 2006 at 12:22 AM // 00:22..
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Oct 25, 2006, 03:40 AM // 03:40
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#29
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Imbalance
Quote:
Pose
One of the unique playing style of a Fencer is that they can apply different “Pose” to their opponent, and combo from it. Pose is somewhat similar to Conditions, in that they add a negative status to the target, but it will be very short lasting (for now, will say last 2 seconds). And only one Pose maybe applies on a single target (the new one will replace the previous one).
* Open – Skill cast take 50% longer
* Un-guard – decrease AL by 25%
* Cornered – decrease Movement Speed by 33% and back a step
* Unbalance – 50% chance of missing
* Overwhelm – decrease attack speed by 25%
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Adds too much complication to the game. With all these conditions people are barely taking it. Adding 5 new "conditions" just for 1 class will be detrimental to the game and its population. I suggest you throw those out and just write out the effect (and make them different). People can take new skill effects but they can't take a global "condtion/effect" that is only available in 1 class.
Quote:
This system is design to allow dual any two same-type of weapon.
In Blacksmith NPC, you will have the option to “Bind” two single hand weapon (sword, axe, wand, etc) into one dual wield “package”. This allow more freedom in choosing what two weapon you want to bind together, depend on their look or stats. When Bind, the weapon’s mod will be Halved. This mean that if one weapon had a mod of lengthen poison time by 33%, the combined dual weapon package will have the stats of lengthen poison duration by 17%. You will be able to unbind them for another fee. (the attack damage will be depend on the attack pattern, soon to be discussed below)
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Making something new just for 1 class is unacceptable for Anet. They will not throw a new NPC or NPC function out there to benefit one class. Because if they do, players will whine and complain that their fav profs need one too.
Binding is TOO GOOD, it's extra stats for being this class and paying money.
Quote:
Again, you are sacrificing your off hand slot for more damage.
I think with this system, it would offer more freedoms (unlike the daggers), but still keeping it in fair balance.
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This will be anything but balance. Your class must have a drawback for doing something extraordinary. Assassin only get to use 1 weapon and has basically the armor of a caster (while being a frontline person, most of the time the first and only frontline attacker) for massive amount of damage from skills and dual attacks.
This character gets semi-benefits from dual attacks and dual wield weapons that have stats of their own. Say.. 2 swords. That's 2x the 20/20. With the special "binding" ability, this class will upset the already imbalanced game mechanics off scale.
I don't get how duelist dual wields in the first place. Usually they are envisioned to only have 1 rapier etc. Boost up the damage of this class and only give 1 handed weapon. If you want to make it more connected to what people think, make that offhands are restricted for this class. The damage boost and the above-mid (somewhere around Ranger) armor should balance this class out. The lack of 2ndary item with stats will be quite deep, so I say make the armor class lesser than those of a Ranger and boost up the rapier and other weapons' damage. The last thing you want is a somewhat tankish character with a lot of damage.
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Oct 25, 2006, 04:24 AM // 04:24
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#30
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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You might like Rikimaru's concept class of Duelist better.
http://www.guildwarsguru.com/forum/s....php?t=3071828
but since I am a fissy guy, I will reply with some reason why I wrote it so.
Quote:
Originally Posted by AuraofMana
Adds too much complication to the game. With all these conditions people are barely taking it. Adding 5 new "conditions" just for 1 class will be detrimental to the game and its population. I suggest you throw those out and just write out the effect (and make them different). People can take new skill effects but they can't take a global "condtion/effect" that is only available in 1 class.
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Pose are not really a Condition. Think of them more as a position that people are in when in a fight, like you swing wide and become "Imbalance", or they counter your swing which leave your guard wide open. It is not like you are bleeding. In ways, they are more like Assassin's Lead-attack, off hand attack type of thing, design more to use as a combo. (but I want a more flexible combo of attack with this class) Also they last only for short term, (2 seconds was the first suggested value). With out pose, I feel they would be just a blend of swordmastery skills.
Quote:
Making something new just for 1 class is unacceptable for Anet. They will not throw a new NPC or NPC function out there to benefit one class. Because if they do, players will whine and complain that their fav profs need one too.
Binding is TOO GOOD, it's extra stats for being this class and paying money.
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In regarding to the Duel Wield system.
I for one dislike some of the new-classes offer by A.net, thinking they are still not that orignal enough. Therefore, I hope to see something new.
Keep in mind that Dual wielding would not just benefit one class. Like all weapons, all class can wield such thing, just how efficent is the question. A Warrior can duel wield with 2 axe too, but with out having points in a Dual Wielding attribute, it would function more as a visual change, and still attack much like if he were with 1 weapon. However, should you have Fencer as a prim or 2nd class, you can gain better benefit from it.
I think it would be as similar to adding a new weapon type to the game.
And It is true that the duel wield can be made to be like the duel daggers (already pack into one), but I think that would just be too inflexable, in not able to choose what weapon you would like to dual wield.
Quote:
This will be anything but balance. Your class must have a drawback for doing something extraordinary. Assassin only get to use 1 weapon and has basically the armor of a caster (while being a frontline person, most of the time the first and only frontline attacker) for massive amount of damage from skills and dual attacks.
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1 draw back is you must put points into the attribute in order to gain extra advantage to it, as well as attribute into that weapon's attribute. Another, as said, is that you won't be able to equip a shield or off-hand item. They could be compareable to Hammer or Scythe.
(using a Assassin's armor is a poor example, as a Warrior/Assassin can also use dagger too)
Quote:
This character gets semi-benefits from dual attacks and dual wield weapons that have stats of their own. Say.. 2 swords. That's 2x the 20/20. With the special "binding" ability, this class will upset the already imbalanced game mechanics off scale.
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Remember, you are not attacking with 2 swrod at the same time, but still one at the time. It is the 3rd strike that you will perform such dual attack, but than it depend on your attribute into dual attack mastery. On paper, you are suppose to get more damage, since you are sacrifsing your off-hand for it. Also the bonuse stats of the weapon are half.
But you did make a good point about it will benfit the rich a bit better (say in example of 2-green vs 2-regular). Hopefully that won't be too much of a factor in the scheme of things.
Quote:
I don't get how duelist dual wields in the first place. Usually they are envisioned to only have 1 rapier etc. Boost up the damage of this class and only give 1 handed weapon. If you want to make it more connected to what people think, make that offhands are restricted for this class. The damage boost and the above-mid (somewhere around Ranger) armor should balance this class out. The lack of 2ndary item with stats will be quite deep, so I say make the armor class lesser than those of a Ranger and boost up the rapier and other weapons' damage. The last thing you want is a somewhat tankish character with a lot of damage.
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Well, it is always hard to persuade people to like or not like something. I respect what you like or not like, and will leave at that.
Thx for the review and bring out your concern. I would neve call this class perfect. As you got some good ideas, feel free to write up your own 1-hand Rapier class too.
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Oct 25, 2006, 10:19 PM // 22:19
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#31
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Nice update on this concept, others werent as good as this one. I want know where u got those pictures, pretty cool looking. Id play this kind of class, kinda interesting and deep, like a mes. Nice job.
/signed
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Oct 25, 2006, 10:38 PM // 22:38
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#32
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Quote:
In regarding to the Duel Wield system.
I for one dislike some of the new-classes offer by A.net, thinking they are still not that orignal enough. Therefore, I hope to see something new.
Keep in mind that Dual wielding would not just benefit one class. Like all weapons, all class can wield such thing, just how efficent is the question. A Warrior can duel wield with 2 axe too, but with out having points in a Dual Wielding attribute, it would function more as a visual change, and still attack much like if he were with 1 weapon. However, should you have Fencer as a prim or 2nd class, you can gain better benefit from it.
I think it would be as similar to adding a new weapon type to the game.
And It is true that the duel wield can be made to be like the duel daggers (already pack into one), but I think that would just be too inflexable, in not able to choose what weapon you would like to dual wield.
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Thought you meant the binding would only work for this profession. However, Assassin still do not receive the choice of only wielding 1 dagger and a offhand/shield. I doubt most Assassins would want to though =/
Quote:
1 draw back is you must put points into the attribute in order to gain extra advantage to it, as well as attribute into that weapon's attribute. Another, as said, is that you won't be able to equip a shield or off-hand item. They could be compareable to Hammer or Scythe.
(using a Assassin's armor is a poor example, as a Warrior/Assassin can also use dagger too)
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Hammer and Scythe doesn't hit 2x in the time of 1.
Warrior/Assassin lack the energy and that's its drawback. It's like you can use Warrior/Ranger for an armored ranger (IDK why anyone would, but meh), energy will be a problem to balance it out.
The balance of GW can be set into something basic (with a lot of assumptions):
Armor, Energy, and Damage.
Warrior has high armor and high damage but low energy.
Elementalist has high damage and energy but low armor.
Assassin has VERY high damage, decent energy, and low armor.
etc.
I didn't see the armor >>
It's pretty much Ranger energy with Casterish armor, so it is actually less powerful than Assassin in terms of energy. I assume the weapons will have higher damage than daggers. Assassin has Critical Strike, however, so I think you should raise the armor a little bit.
I think the poses make this class very strong, so in the end it did all balance it out.
I do like the poses thing, but most people do not like to remember complicated stuff only for 1 class. I bet the Assassin combo thing pissed a lot of lazy people off. It is quite sad =/
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