Jun 13, 2006, 04:18 AM // 04:18
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#2
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Its a little late to say no classes for Chapter 3....seeing as its already got around 8 months development time under its belt already.
But, they did tell us that there will be future chapters that do not include new professions. Think about it this way, 2 new professions every 6 months? I'm sure they'd run out of ideas, or there would just be so many professions that players would probably complain.
Though if you look at games like Neverwinter Nights, that use the D&D system, there are many different classes to play, and many of them do have small crossovers, but they are all still quite unique. We only have 8 right now, how many does D&D have?
In my opinion, I like new professions. I'm excited to see what Chapter 3 has to offer. But I also agree that an expansion without new professions and just new content would be just as great. And both have been promised to us. Since its your choice to buy an expansion or even to merge it into your other accounts, you can pick and choose whether you want to buy Chapter 3 with its 2 new professions, or if you want to wait for Chapter 4 and hope that its a new chapter with just a large amount of new content.
Whatever they come out with, I'm looking forward to both. Mostly because I'm hoping a no new profession chapter will include either a massive amount of content (very large new map, weapons, armor, exciting quests) or will be cheaper in price.
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Jun 13, 2006, 04:27 AM // 04:27
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#3
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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It's an invalid assumption that a player has any other expansion then the "current" version of guildwars.
Long time players will have a lot to choose from and may feel blown away by chapter 5 for example, but I think a lot of players may only have 1-3 chapters.
It's people that feel they have to unlock 100% per job via PvE that going to really feel the pain if they started GuildWars latter on.
I'm also looking for new jobs. Not only that the radio interview with one of the co-founders mention that all "expansion" jobs are far mor specialized and hard er to play vs the "core" professions which will always have a wide varity of play styles within that profession.
Also there were doging the question about the "new" professions in latter chapters. Aka little to hardly anything new for them. Maybe some armor and some skills? that would be about it. I think there going to maintain the expansion jobs to be able to hold there own in reguards to design of the class as to what there specialized in but that be about it. Where we should see new stuff over time in the core jobs to broaden there playability.
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Jun 13, 2006, 07:58 AM // 07:58
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#4
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
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I think you are in a minority here XD
Guild Wars will pretty much never be static at the rate that it is going... Skill balances, new classes... even if someone doesn't bother with the new expansions, he will run into the new classes eventually.
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Jun 13, 2006, 08:05 AM // 08:05
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#5
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Ascalonian Squire
Join Date: Nov 2005
Location: The Granite Citadel/Durheim Archives
Guild: Guards of the Granite Citadel
Profession: W/E
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I do agree that the Factions expansion was a bit of a let down, in the fact that areas which badly needed improving (e.g. guild menus) were ignored. After all, this is GUILD wars, and the guild system seems to have been largely neglected - what do we have now, alliances? That's just an extended guild system, anyone could have thought of that.
I assume that creating new professions and making improvements to existing features are not mutually exclusive, and I hope that in the future anet will not let itself down in the latter area.
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Jun 13, 2006, 08:55 AM // 08:55
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#7
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Frost Gate Guardian
Join Date: May 2006
Guild: Freedom Of Midnight
Profession: E/
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I think they might in the end allow you to make a char with as many profession's as you want (i.e. you setup the attribute skills, say 6 or 7 of them, strength, healing, fire, death, wilderness survival, etc) in one of the later chapters.
If you still only have 200 attribute points it will be a game of skill due to the fact of all the different skill's/spells you will be able to pick, and there will be a lot of unique builds (ton loads really).
You never know, it may or may not happen.
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Jun 13, 2006, 10:22 AM // 10:22
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#8
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Wilds Pathfinder
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i have 8 characters on the go.. and must be honest the upkeep is hard work.. im reaching a point of choosing my favourite 4 and only concentrating on them..
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Jun 13, 2006, 12:52 PM // 12:52
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#9
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Desert Nomad
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I simply like the options of having more. So, I'm wanting more classes and since Anet pretty much said they wouldn't add elves (heard that somewhere, don't remember where) I pretty much wouldn't care about other races but know many others want them.
I agree that adding new skill sets (not just new skills) would be nice.
2 handed weapons to warriors
single handed blunt weapons
crossbows (as a non-ranger skill line - since they are easier to use and fire)
But others such sets that completely alter a class into something else with a single skill line. Something that might turn a ranger (or the assassin) into a "rogue" with trap disarming and "sneak attacks" for example (grasping there, but you get the idea).
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Jun 13, 2006, 01:05 PM // 13:05
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#10
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
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I'd prefer new attribute lines over new professions
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Jun 13, 2006, 01:48 PM // 13:48
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#11
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I think for chapter 4, instead of adding new classes, they should give the current classes new skill sets. Like give monks martial arts or give elementalists elemental pets/summons.
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Jun 13, 2006, 01:56 PM // 13:56
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#12
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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I'd also prefer new attribute lines over new professions. In my personal opinion, the two new professions were the worst thing to happen since IWAY in Guild Wars' history (although I don't mind because I'm probably the only person that dislikes them). The prophecies professions are amazing and they could do with beng beefed out a little such as one new attribute line per class for variation. Like a previous poster said, dual-wielding warriors would be a good addition - on the other hand, thinking up a new attribute for elementalists would prove diffcult since there are only 4 elements. I'd rather have quality over quantity any day.
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Jun 13, 2006, 02:03 PM // 14:03
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#13
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Banned
Join Date: Mar 2006
Guild: :P
Profession: E/Me
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i personly think that anet has limited themsevles with the set up they have. However I want to see if they can really come up with new class. How they are going to be different i don't know.
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Jun 13, 2006, 02:18 PM // 14:18
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#14
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I'd rather see a max of 10 Professions (8 is enough tbh) since anymore than that and you'd just have too much variation. How the hell are they gonna balance it out? Mesmer, Rangers, Necros, Assassins and Ritualists are/were shunned classes. Ranger was suddenly made popular by Rangerspike then more so by Barrage/Pet, Necros true powers came out with the AoE proving how useless Eles were in comparison to SS, Assassins have too crap armour and too many bad players, Mesmers... no fancy effects... they do 'nothing' so no-one takes em, Ritualists i dunno, but i can take a guess they're not exactly sort after.
The more they add the less unique they get and the larger parties you'll need to give them all a fair chance. How easy is it for an Assassin to get a group in the Fire Islands if there are plenty of people around? I can guess pretty impossible, crappy armour, melee range and Wild Blow to completely remove evasive stances...
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Jun 13, 2006, 02:26 PM // 14:26
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#15
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Krytan Explorer
Join Date: May 2006
Location: Florida, USA
Guild: Imperial Order of the Iguana [IGGY]
Profession: R/
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Quote:
Originally Posted by Vilaptca
Though if you look at games like Neverwinter Nights, that use the D&D system, there are many different classes to play, and many of them do have small crossovers, but they are all still quite unique. We only have 8 right now, how many does D&D have?
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Many D&D classes don't have any purpose in GW. For example, just what would a thief do in GW? Allowing them to pick chest locks would bring howls from othe rplayer who need to buy keys. Maybe a thief class could reduce the size of his aggro field for "sneaking" around the map?
GW, good as it is, lacks *MANY* features found in a P&P game like D&D, and that limits the kinds of classes that make sense.
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Jun 13, 2006, 02:29 PM // 14:29
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#16
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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Well, Sofia, I think the real problem with more new professions is where do you fit them into the "standard group" in the mid to high game?
The Rit has managed to earn a place, at least sometimes. But the assassin is usually left on the bench when it is time for a serious group.
I would really like to see new professions, but can they have a role to play? My assassin, I like him a lot. But the assassin henches nearly all the time.
Larger groups are probably not the answer, since the new slots would still be filled by the conventional characters.
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Jun 13, 2006, 02:32 PM // 14:32
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#17
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Krytan Explorer
Join Date: May 2006
Location: Florida, USA
Guild: Imperial Order of the Iguana [IGGY]
Profession: R/
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New professions will start to resemble older ones, but with different artwork.
So my suggestions is to allow us to play non-human toons. I, for one, would love to play a Naga. Essentially, all these "professions" would be is different character art; no new game mechanics required. Art already exists for:
1) Dwarves
2) Tengu (note Silverwing as a henchman)
3) Naga/Serpent people
Heck, we could even let people play Charr!
Same stats as humans, just different art.
I would pay $50 to play a Crystal Desert Serpent or Jade Sea Naga as an elementalist/ranger with a Dune Lizard pet.
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Jun 13, 2006, 02:37 PM // 14:37
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#18
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Krytan Explorer
Join Date: May 2006
Location: Florida, USA
Guild: Imperial Order of the Iguana [IGGY]
Profession: R/
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Quote:
Originally Posted by Evilsod
Assassins have too crap armour and too many bad players, Mesmers... no fancy effects... they do 'nothing' so no-one takes em, Ritualists i dunno, but i can take a guess they're not exactly sort after.
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People need to give the new classes time to mature before wonderign if they were good additions.
Although I have to admit, the Assassin needs some serious help, beyond the poor tactics of its players. They should be the best single-target spikers in the game, and they're not.
I do see groups advertising for Ritualists now, especially in Tyria. Usually, they're wanted for protection/healing, though many people now realize that a good Ritualist can out-spike and out-AoE even the best mage.
It takes time for people to learn how a new class can be best used. I suspect Ritualists will eventually become as popular as Rangers.
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Jun 13, 2006, 02:57 PM // 14:57
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#19
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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I would much rather have more skill lines for each existing profession rather than completely new professions.
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Jun 13, 2006, 03:07 PM // 15:07
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#20
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Wilds Pathfinder
Join Date: May 2005
Location: Pittsburgh
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Classes are nice. I hope races aren't added to the game.
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