Jul 03, 2006, 06:23 AM // 06:23
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#1
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Academy Page
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Tertiary Profession?
I feel that factions sways away from Guildwars core play by introducing professions that are similar to other professions. For example, assassin is loosely based on an Ranger / Warrior / mesmer combo and vice versa with the ritualist which is loosely based on a Monk/ele/ranger(beast/spirit) combo. (please don't argue that they have unique game play/style because that is not the point of the post and also I said loosely)
I think to continue Guildwar's game methodology, Anet should remove both Assassin and Ritualist from future expansion packs, and introduce the tertiary profession.
Okay, just bear with me here.
Firstly, what is a teriary profession? It is a profession which can be unlocked by combining two original guildwars professions (original 6) and playing to a certain level (most likely level 20, but could be set lower, say level 15 or even 10). This tertiary profession can be where the Assassins and ritualists reside.
How it works is this:
A ranger can choose a warrior secondary, play to level 10 to unlock the third profession, which could be a beserker. It will work the same whether it's R/W or W/R, it will always be beserker.
What do we get for the third profession? One or two extra attributes, and a handful of skills. These skills are determined whether you're a R/W or a W/R. A W/R will get more warrior like skills and a R/W will get more stealth/ranger like skills.
How does the third profession look like? Graphical markings such as auras, animation differences, armor additions (as in, if you take monk/ele and get ritualist as third, chains appear on your armor, and you get a head wrap or whatever), etc. will make the third profession stand out. Also, in the party screen, your third profession may look like "Mo/E - Rit" with these professions denoted in three letters more (lol, for assassin maybe W/R - Asin).
Why oh why do we want a third profession? Simplicity. With the advent of many future expansion packs, Anet cannot continue to add more professions into the fray and expect players to know how to play with each. Just imagine, Chapter 4, we'll have 10x9 different combinations of characters in the game. With each character having 150 skills, it is extremely hard for players to be knowledgable for 90x150 different builds. Also, it continues to get extremely hard for Anet themselves to continue to think up of 150 skill sets, AND give additions to original professions. (It is obvious in factions that they have ran out of ideas since they created "duplicate" skill sets to increase the strategy)
Also, many people know what a W/R is like. They know how a warrior plays etc. This makes the foundation of gameplay. However, a third profession can help spice things up a little. A W/R is still a W/R, but with a different edge than previous Prophecies or Factions players. Okay, W/R may not be as good of an assassin as a R/W is, but they can wield daggers and do dagger skills. Whereas a R/W - Asin will be able to shadow step and use shadow skills.
.....................
Well, er thanks for reading. I've just realized a large flaw in my idea, to make a third profession for each combo would require 6x6x5 / 2 number of different third professions. That would certainly not improve the game to any point. However, if we could maybe reclassify the original 6 guildwars core classes, then maybe this idea would work.
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Jul 03, 2006, 06:27 AM // 06:27
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#2
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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You won't see a tertiary profession, nor will you see any expansion upon assassins or ritualists in future expansions, unless those expansions come back to Cantha as they are Canthan specific. The next expansion will contain 2 more new classes which will be specific to that chapter. Just like M:tG introduced specific concepts and cards in various expansions that didn't carry over to other expansions, or only carried through a set of themed expansions, finish the set, that special nolonger occurs in other sets.
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Jul 03, 2006, 06:51 AM // 06:51
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#3
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Sub class has been suggested before.
Its a good way to add more class, but with the current system of GW, it just won't work out well. For one, it would be lots work with new skill and attribute, as well as graphically. For another, it would limited such class way too much, forcing them be be of a specific role for the entire game. Also how would you adjust for changing 2ndary class? And since there are huge number of skill, it will become dilluded, where won't be seeing much interesting or new playing mechanics/style that could be added.
I love the dual class system of GW, and hope it won't change.
However, as some other has suggested before, could simply rename eaco fo the proff name to each class combos, thought I just think it is not really needed.
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Jul 03, 2006, 07:01 AM // 07:01
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#4
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Banned
Join Date: Jul 2005
Location: Tampico, Mexico
Guild: Blood Eagle [BE]
Profession: W/Mo
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this works with other games, where skill balance is not a delicate issue as it is here
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