Aug 10, 2006, 09:31 AM // 09:31
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#61
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Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
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Imagine the scenario - DotA. It started with very few heroes, and now there are plenty of them to choose from and each one of them is different. That will happen with GW - there will me MANY heroes to chose from which hopefully will be different enough and unique.
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Aug 10, 2006, 10:14 AM // 10:14
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#62
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Desert Nomad
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/signed
I've been saying this since before Factions was released, and with each chapter released, it gets more true.
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Aug 14, 2006, 12:06 AM // 00:06
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#63
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Underworld Spelunker
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Quote:
Originally Posted by Cybah
come on. in ~2 years is gw dead (gw2 ftw - new engine,...)
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they have already changed the engine to add dx 9 support.
maybe you missed the interview where the owner stated they can stream engine upgrades in at will to keep the engine current instead of having to replace an outdated engine
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Aug 14, 2006, 12:45 AM // 00:45
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#64
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Wilds Pathfinder
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Quote:
Originally Posted by warriorsmiley
Adding more classes means HUGE skill balancing. As i see it dervish's already have a huge balance issue with there primary attribute as it is as its too strong. There is no reason why a dervish should be able to use COP and get a huge boost in energy & hp. COP is a Divine Favor skill and seeing dervish's use it I almost forgot that seeing as his health bar shoot right back up to full.Also them adding new classes makes them have to rework core skills around making them almost useless because this class has a attribute line that makes it overpowered. I see them adding these 2 classes because of how much the assassin and ritualist failed. People only used them for 2 reasons npc gank(assassin) and spirit spammers (ritualist which ritual lord has a major issue seeing as every other skill similair to it is a stance and that is a skill). Assassins really truely have no reason to be in a pve team seeing as there damage output could never be the same as a warriors and seeing as a warrior can out tank and damage them makes them useless.
Point being adding more classes means adding more skills and attribute lines. Which in terms means MAJOR balancing issues and seeing as they dont really do a good job of balancing the game as it is already...
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Ya, the dervish was too strong at the event, but it will be balanced. It was the very first time players were ever allowed to use them and, in my view, it was a "go test the new classes for us pvper's, so we can know how to balance them before Nightfall comes out" kind of thing.
Plus, assassin and ritualist didn't fail. They were just not understood at first and now people are (finally) seeing how they work.
Just so you know, ritualist have more than just spamming spirits. They can also heal pretty good.
And assassins, LMAO!!!! They are really good in a pve team. Ya, they can't tank, but they aren't meant to tank! They are meant to deal a lot of damage, and they do that really good. Seriously, I'd like to see you try to deal as much damage with a warrior as an good assassin can. I'm pretty sure the only reason you could possible think that assassins are worthless in pve, is if you have never been in a group with a good assassin.
Also, it sure seems like they are balancing this game fine to me so far.
Quote:
Originally Posted by Nickhimself
what happens in like, 5 years when there are 50 professions?
I mean, Dervish and Paragon are already extremely stupid sounding names. Just think of what we'll be playing in a couple years.
Domeritadorian and Shrantalakar
They'll run out of retarded names eventually, and one day in the year 3015 we'll just get two new classes: James and Mark
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Um, maybe Arena Net thinks these names sound African? I dunno, but I do agree that they probably could have come up with better names for the professions.
But hey, if it gives new classes and new possiblities and combinations, then I'm ok with bad proffesion names.
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Aug 14, 2006, 01:51 AM // 01:51
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#65
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Academy Page
Join Date: Oct 2005
Location: California
Guild: Order of TeH Cookie [NIBL]
Profession: Mo/
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/signed
new proffessions are fun and all but pretty soon itll just be too much, 20different proffessions and thousands of skills to remember... no thanks
that and the fact that they just trash expansion proffessions.. no more new skills/armor/weapons for them, after their game is done so are they
i would rather them do is make the core ones better and perfect them rather than just creating some temporary ones until they can throw them out to replace them with new shiny ones
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Aug 14, 2006, 01:52 AM // 01:52
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#66
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Ascalonian Squire
Join Date: Feb 2006
Location: Canada
Guild: Clever Guild Name
Profession: Mo/Me
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I hope they stop at 12. No less, no more.
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Aug 14, 2006, 03:40 AM // 03:40
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#67
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: monsters I N C
Profession: W/Mo
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i think new classes are fine , as they add to possible combos for players, but i think anet needs to build a better pve world. i was able to complete factions in 2 days total 22hrs play! tyria took much longer, and it seems they had put much more thought into it.
and yes im a hardcore pve'r
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Aug 14, 2006, 04:43 AM // 04:43
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#68
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Lion's Arch Merchant
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Quote:
Originally Posted by gamecube187
Ya, the dervish was too strong at the event, but it will be balanced. It was the very first time players were ever allowed to use them and, in my view, it was a "go test the new classes for us pvper's, so we can know how to balance them before Nightfall comes out" kind of thing.
Plus, assassin and ritualist didn't fail. They were just not understood at first and now people are (finally) seeing how they work.
Just so you know, ritualist have more than just spamming spirits. They can also heal pretty good.
And assassins, LMAO!!!! They are really good in a pve team. Ya, they can't tank, but they aren't meant to tank! They are meant to deal a lot of damage, and they do that really good. Seriously, I'd like to see you try to deal as much damage with a warrior as an good assassin can. I'm pretty sure the only reason you could possible think that assassins are worthless in pve, is if you have never been in a group with a good assassin.
Also, it sure seems like they are balancing this game fine to me so far.
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If it takes a good assassins to match a medicore warrior, then assassins is fundamentally flawed.
Its like saying a good swordsman (a good player) maybe able to kill someone with a fork(assassin), but that doesnt' mean a fork is better than a sword (warrior). ok thats the best analogy i can come up with.
Point is, I am seeing all there threads blaming assassins' "popularity" on the player... but fail to admit assassins needs balancing as well.
I don't care if Anet intend this to be some sort of elite class where only the good players can play them, if the majority of the people think they suck, Anet failed.
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Aug 14, 2006, 08:10 AM // 08:10
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#69
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: monsters I N C
Profession: W/Mo
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as a primary assasins are tricky to play, but as a secondary they are quite usefull. monk and war can use the stances, as can a ranger. so theres more than one way of looking at it.
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Aug 14, 2006, 08:26 AM // 08:26
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#70
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: Nefarius Union
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i dont think its a big deal.
in factions:
first 2 months was packed with new characters.
but in missions, how often do you see them in action.
IMO dervishes and paragons are going to be abused in the same way.
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Aug 14, 2006, 08:45 AM // 08:45
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#71
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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my only concern is a new chapter every 6 months, within a year we will have 3-4 chapters out, and honestly i do not think the game as a whole is growing, sure new people pick up the new game like factions, but most of the new guys you see are re-rolls, with 3-4 chapters i believe the community will be so spread out, it will hurt the game more then imporve it.
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Aug 14, 2006, 08:46 AM // 08:46
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#72
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Ascalonian Squire
Join Date: Feb 2006
Guild: Ball of Solid Steel [boSs]
Profession: Mo/W
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/signed I like the Hairdresser idea :P
And Petzoo would be nice cos i can never get to spider XD
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Aug 14, 2006, 08:41 PM // 20:41
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#73
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Pre-Searing Cadet
Join Date: Aug 2006
Guild: monsters I N C
Profession: W/Mo
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yea dervish and paragon will be totally abused, and it will take some nerfing to lvl the playing field(for pvp). I wasnt really impressed with either, though i thought the armor looked kewl, lol. the syth attach reminded me of farming char in pre searing,(chop chop chop) kinda boring.
though overall i think new classes do bring depth to the game, and new chapters increase the size of the guildwars world. and thats all good for us pvpers.
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Aug 14, 2006, 08:58 PM // 20:58
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#74
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Pre-Searing Cadet
Join Date: Aug 2006
Profession: R/
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I agree with the OP, too many classes will lead to a redundancy for others
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Aug 15, 2006, 02:06 AM // 02:06
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#75
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Quote:
Originally Posted by Quid Pro Quo
Personally I like to see lots of professions. It makes each of them more unique each time more are created.
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It makes them more unique in terms of players playing them (though for three months after an expansions comes out, 50% of the players seem to just play the new classes).
However, it makes each class feel less unique. Channeling overlaps with Air Magic, Restoration overlaps with Healing Prayers, and Daggers, Scythes, Swords, Axes, and Hammers all overlap (in general gameplay). While there are obviously new things with each class, they essentially become recombinations of old attributes, etc. They aren't adding entirely new gameplay with each class. I'm not saying they can come up with 8-10 utterly unique attributes with each expansion. The fact is, they probably can't. But it just waters down existing classes (and the new ones) when new attributes are similar to old ones, so maybe they should slow down.
I'm surprised they haven't just introduced new classes with old attributes. Paragons could have used Marksmanship instead of Spears, which I'm sure someone at ANet considered but discarded. I think it will come eventually, so maybe it would be best to start sooner rather than later.
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Aug 15, 2006, 09:31 AM // 09:31
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#76
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Krytan Explorer
Join Date: Oct 2005
Guild: Vandal Hearts [VH]
Profession: W/
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Quote:
Originally Posted by gamecube187
Ya, the dervish was too strong at the event, but it will be balanced. It was the very first time players were ever allowed to use them and, in my view, it was a "go test the new classes for us pvper's, so we can know how to balance them before Nightfall comes out" kind of thing.
Plus, assassin and ritualist didn't fail. They were just not understood at first and now people are (finally) seeing how they work.
Just so you know, ritualist have more than just spamming spirits. They can also heal pretty good.
And assassins, LMAO!!!! They are really good in a pve team. Ya, they can't tank, but they aren't meant to tank! They are meant to deal a lot of damage, and they do that really good. Seriously, I'd like to see you try to deal as much damage with a warrior as an good assassin can. I'm pretty sure the only reason you could possible think that assassins are worthless in pve, is if you have never been in a group with a good assassin.
Also, it sure seems like they are balancing this game fine to me so far.
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Seeing as the Deverish was way to strong in the preview event they gonna have to water it down alot making it less useful then it was. Paragons spears need some serious rethinking i mean just standing there throwing it at a softie (60 armor target) im hitting for constant 40-50's, and im attacking as fast a melee character from a decent range in my opinion thats over powered. Spears have about the same damage as bows but with the attack speed of a axe or sword (great balancing there huh).
Assassins are useless like i said they run in do there combo jump out and have to regen energy before they can do anything again. Where as a warrior can sit there take the beating hit eviscerate on a target and hit for 70ish damage and cause a deep wound at the same time adding more to the damage. There is no attack skill a assassin has that even compares to eviscerate.
By me saying assassins and ritualist failed i mean (pvp wise) there only being used for the 2 reasons i stated before npc ganking and spirit spamming. And talk about balancing Ritual Lord recharges spirits for a rit but its a skill, Mantra of Recovery recharges spells which is a stance, Serpents Quickness recharges skills but is also is a stance, they all have the same general purpose but 2 of the 3 are stances that is great balancing if you ask me.
Ill give them credit they may say they working on skill balancing on leave it at that. How bout bug fix's? When in a gvg/ha/ta/ra your player gets stuck. That has been around for a long while has it been fix, nope. Chest spawning in places where you cant reach them they said they fixed it but guess what it still happens. There are many other bugs that have been around for a while but these 2 happen to me often enough. Now why work on 2 new classes when your product is still full of annoying bugs. Lets not forget when they do upload a skill rebalance it takes them usually 2-3 days to fix other bugs they added or to fix skills the update messed up. What im trying to say is improve on what you got now before you release another rushed/unfinished product and players have to wait months for bug fix's and skill rebalancing.
Last edited by warriorsmiley; Aug 15, 2006 at 09:37 AM // 09:37..
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Aug 15, 2006, 02:37 PM // 14:37
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#77
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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/signed
Shoehorning in new classes every six months is the wrong way to keep peoples interests. I still havent even made an Ass or Rit (i made a new ranger instead) and I spent lots of time in cantha with my old characters. New content and new areas to explore is enough.
Also agree with the above post, Rit and Ass need to be adressed so they have more versatility in PvP. (Bored of Rit Lords and AoD's)
Last edited by Lykan; Aug 15, 2006 at 02:40 PM // 14:40..
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Aug 15, 2006, 03:04 PM // 15:04
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#78
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: anarchy
Profession: Me/Rt
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I would not mind seeing 1 new profession every 6 months. instead of 2. I still havent developed my Sin and Rit fully. I would like to see like a true expansion for prophecies, that would put people back into the original, it will still be optional and they can fill in the blank areas of the map. I think that would be an awesome thing. Plus bring all of the expansion characters skills up to the core game. Hopefully Nightfall will be the last new land for a while(not forever but 3 expansions for the first 3 chapters), and let the next few chapters expound (add quests to existing continents/ add areas to the blank areas) just an idea.
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Aug 15, 2006, 04:12 PM // 16:12
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#79
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Lion's Arch Merchant
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/signed, and it doesn't do much for this thread that after reading the first page, one of the posts against was incoherable blabber.
As long as they keep adding skills+content, we can make do with the professions we have. And personally, chapter 3 should be for PvErs (which it is, I just want to stress this point) considering how much chap 2 did for PvPers.
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Aug 16, 2006, 10:26 PM // 22:26
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#80
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Frost Gate Guardian
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For the record, my A/Mo solo kills anything not a W/Mo or R/N with little-medium effort. The A is not bad for pvp, just the people using them.
Last edited by curtman; Aug 16, 2006 at 10:35 PM // 22:35..
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