Apr 28, 2006, 04:37 AM // 04:37
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#1
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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This game need to be more flexible!
- Skills that uses adrenaline should not be exclusive to Warrior
- Maintainable enchantment should not be exclusive to Monk (Right now we have 2 for Assassin, but I like to see more)
- Traps should not be exclusive to Ranger. It is reasonable for Assassin to use traps also.
===== Shadow Field: Trap. When it is triggered, teleport nearby foes to random location within {unknown} range.
- Preperation should not be exclusive to Ranger. (Sharpen Dagger sound more like a preperation, instead of a "magical" enchantment)
- Health sacrifice should not be exclusive to Necromancer. (I already seen one sac skill from Ritualist, just like to see more)
I thought Anet's goal was to make this game like Collectable Card Games. Well, I can tell you from my experience of playing MTG for 3 years, the best part about CCG is the flexibility for you to be creative.
Last edited by lightblade; Apr 28, 2006 at 05:07 AM // 05:07..
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Apr 28, 2006, 04:46 AM // 04:46
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#2
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The Greatest
Join Date: Feb 2006
Profession: W/
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Cant really see how a spellcaster would get adrenaline....maybe assassin.
Mesmers have some maintanable enchantments.
Rangers are treehuggers, traps are pretty much nature.
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Apr 28, 2006, 05:52 AM // 05:52
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#3
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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Quote:
Originally Posted by Bloody Death
Cant really see how a spellcaster would get adrenaline....maybe assassin.
Mesmers have some maintanable enchantments.
Rangers are treehuggers, traps are pretty much nature.
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Traps? Nature? Those go together like kool-aid and motor oil.
I think even a warrior should be able to make traps. Strongest class should be able to fell a tree and make some trap out of it. Actually I think every class should have traps. Putrid trap for necros (lol it could spawn a bunch of lvl 1 minions that bodyblock). Fire/Air/Earth/Water traps. Illusionary traps. etc
and sharpen daggers does sound like a prep. and infuse health sacs health and its monk.
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Apr 28, 2006, 06:08 AM // 06:08
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#4
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Differnt class have differnt "Nitch" and specialization. Need also to consider ite primary attribute, armor, energy and other things. (like having a Warrior trap skill would just take away the uniquness of a ranger) Some playing mechanics can go to other class, but hopefully won't see it being over use.
Also remember about the 2ndary that you can have.
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Apr 29, 2006, 01:20 PM // 13:20
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#6
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Krytan Explorer
Join Date: Mar 2006
Guild: Jeepers Kreepers
Profession: R/Mo
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True what has been said above. Each class has their thing that makes them unique although I don't think that traps is something that should be unique to rangers. Rangers have their nature rituals. Sometimes you will get some overlapping but thats fine. However sharpen dagger does sound like it should be a prep.
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Apr 30, 2006, 05:23 AM // 05:23
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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A warrior can make a trap, W/R, an Assassin can use adrenaline skills A/W, and an elementist can use maintained enchantments, E/Mo.
Wile I would like to see some creative and diverse improvements to energy costs for classes like elementist, like maintainable DoT spells, the majority of skills are unique to certain classes to ensure a diversity of gameplay techniques with original tools/costs/effects. Wile something like maintainable cost is far from a class defining cost, Exhaustion and Adrenaline are. I think at some point another adrenaline skill cost based job should be made, I don't think it is any of the ones we have now.
What I would like to see is for certain expensive and elite enchantments be made into skills and shouts simular to troll urgent or "Watch Yourself" so they arn't subject to stripping, so certain classes are not so vulnerable. Primarily classes like Elementist, and now ritualist, who have the longest casting times making for the easiest interrupts, and killer recast times, these don't need to have completely enchantment based buffs which are another easily countered technique.
Guild Wars is a rather flexible game, the preservation of certain unique actions doesn't make it inflexible. There are some things that could be improved upon, there always are, and hopefully Anet will continue to improve the game as they already do.
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Apr 30, 2006, 11:19 AM // 11:19
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#8
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Wilds Pathfinder
Join Date: May 2005
Location: Worthing, UK
Guild: (Don't fear) The Beaver
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Warriors use adrenaline skills because of their low mana total.
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Apr 30, 2006, 09:58 PM // 21:58
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#9
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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/unsigned
There's a reason why certain classes have things exclusive to a Primary profession(primary attribute and armor) and exclusive to a secondary(skills//adrenaline).
There's also a logical reason why this is let's look at the warrior:
Melee fighter, high armor to offset the melee range(hence one of the most vunrable target postitionaly harder to drop). Low energy regen to offset the high armor(hence no casting tons of spells from the frontline). Adrenaline to offset the low energy regen. Adrenaline also compliments the melee aspect of the warrior.
Hmm, we just went in a big circle.. Everything compliments somthing else for a reason to keep a warrior from being totaly overpowered. The same goes for all professions.
Although sharpen daggars really should be a preparation, I agree with that.
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Apr 30, 2006, 10:14 PM // 22:14
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#10
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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The dual class mechanic gives you flexibility.
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