Apr 05, 2006, 08:58 PM // 20:58
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#21
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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eww..not the dreaded SteamPunk
ok, so long as they dont introduce anything at all like guns and gunpowder....all the machines and machina type stuff should run on magical energies and crystals ect, not real world stuff, otherwise you get all kinds a shtick going on.
mordekai, i dont think they will actually *support* the non Core6..thats why i call them the Core6, because they will be in every game and *always* supported...sure, they will allow you to go to another chapter with your elementalist/assassin or your ritualist/necromancer....however, i dont think you will get any quests, specialist items or skills available for those chapter specific classes in other chapters....
after all, they have said (somewhere, i cant remember where) that they will always be new stuff for the core classess..that makes it sound like they are the only ones they will *constantly* be rehashing stuff for and making sure theres new content in each and every chapter...
i dont mind the new classess every chapter thing, but after a while, if every class was *supported* in each new and preciding chapter, it would get VERY messy...not to mention the fact that they realy want you to group up with a reasonable selection of classess (even though it ususally ends up being 4 wammos and a couple of monks lol)...imagine, if the new class types dont cover the needed skills....need a mage to firestorm the baddies while yer warrior types fence the buggers into a corner? sorry, everyone is busy playing pirates and illusionists and shadowwalkers and skyfliers, oh my....
if they allow you to use the *specialist* classes, true, but make you realise that only the Core6 will get to *REALY* do the main work in all the sucseeding chapters, it means that yeah, you will try them new *specialist* classess out, but end up usually using a Core6 as your Primary and using whatever class you like today as your secondary once your accended...
and note....now we know that even the Canthan characters need to get their own version of accention...
i was right about that, maybe i will be right about the trend in classes and specialist class....
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Apr 05, 2006, 09:36 PM // 21:36
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#22
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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I would prefer new classes for these...but lol
I think its a lot easier to do for warrior...because what would the other classes get?
Purply Stuff Magic (Mesmer)
Increases Purple magic's effeciveness.
Fi-Wa-Ai-Rth (Ele)
When your powers combine...I AM CAPTAIN PLANET.
Self Mutilation (Necro)
Helps you make scars...free of charge.
Beast Bow Mastery (Ranger)
Allows your pet to equip a bow.
Moles....Loving the Children (Monk)
Increases scandals.
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Apr 05, 2006, 09:47 PM // 21:47
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#23
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Expansions:
Warrior: 2 handed axes, 2 handed swords, 1 handed hammers
Ranger: Beastmastery MELEE STAFF!!!, Flying pets
Elementalist: Gravity , Temporal (time), Steel
Necromancer: Zombie Magic o.o
Mesmer: um...sorry, no ideas T_T
Monk: weather control? "Oh mighty dwayna, may it rain on my enemies hails the size of charr coughballs"
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Apr 05, 2006, 09:49 PM // 21:49
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#24
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by Mandy Memory
Beast Bow Mastery (Ranger)
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"I am using Hamester Shot!"
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Apr 05, 2006, 09:56 PM // 21:56
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#25
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Furnace Stoker
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Think of all the armor sets..
Note: Added more skills, anyways.. Anyone have CONSTRUCTIVE suggestions to attributes? For new classes or just stand alone ideas.
Last edited by Nevin; Apr 05, 2006 at 09:58 PM // 21:58..
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Apr 05, 2006, 10:19 PM // 22:19
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#26
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Warrior: Brute
(use 2-Hand weapons)
Ranger: Hawk/Falcon Mastery
(Be a Hawker, additional flying to to do more damage)
Elementalist: Conjuration
(summon elemental dijins)
Necromancer: Soul Walking
(leave your body and fight as a spirit)
Mesmer: Mirrior Magic
(mimic and reflect back spells)
Monk: Avatar Procession
(Gain the power of gods for limited time)
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Apr 05, 2006, 10:41 PM // 22:41
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#27
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Furnace Stoker
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Quote:
Originally Posted by actionjack
Necromancer: Soul Walking
(leave your body and fight as a spirit)
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That'd fit Spiritualists better.
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Apr 05, 2006, 10:51 PM // 22:51
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#28
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Mehtani Keys
Guild: The Extraordinary Revolution [ReVo]
Profession: P/W
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Levitating Elementalists... ooooh I could picture that... they float instead of running... bwhahaha.
And about 2 handed swords and axes... I wish they could implement that asap.
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Apr 06, 2006, 06:11 PM // 18:11
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#29
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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well if you want warrior type skills, just look in the manual ^^
(meanig the ultimate fighter handbook from dnd...it lists loads of stuff, and im sure a bunch of creative types like the devs can *ahem* become inspired by a few of them...frell, just take a look at all the weps...)
i do like the sugestions, especially the zombie magic ^^ i was chatting to a friend who complained about the fact that necros were nothing more than daytime vampires >.<
i mean, i want my zombies, dag nabit! Anita wants to wander about, rasing whole graveyards to fight (and onother thing, a zombie shouldnt have a countdown like the fiends, they just end up loosing bodyparts..too much damage and they end up doing a black knight impersonation, bouncing about as a torso with no arms or legs, or even a head thats wiggling till you call em off ^^ now THAT would be a great party trick hehe)
i do agree, there needs to be 2 handed weps..and some one handed that are curently 2 hadned..hammers, for example...i know they would weigh less, so thier attk would be lower, but you can offset them with a shield ect...
and Hand-and-half swords...also knows as a bastard sword....they are 2 handed for small types, but 1 handed for larger.....not sure how they would get the 2 handed/1 handed, unless they added a part about seperating the swordsmanship into 2 handed and 1 handed, and if you took one, it was connected to the other....however if they gove you more wepon skill types, they might have to give you more skill points to use it with...or make warriors specialise in one at a time....REALY at one at a time....like only one wepon type at all....hm...
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Apr 06, 2006, 11:58 PM // 23:58
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#30
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Furnace Stoker
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Yeah, I'm quite dissapointed with the meatballs.. I want zombies and skeletons...
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Apr 07, 2006, 12:17 AM // 00:17
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#31
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I would say that not releasing 2 new classes in every expansion, but perhaps every other expansion, may secure the content of the game, but, They need to add something significant and totaly new to every expansion in order to justify 50 dollar expansion costs. Also, there is no point in making stand alone expansions if you can't use a new class, but need other stand alones expansions to use the classes for those expansion, that is a total rip off.
Now by considering the idea that 2 new classes woln't be in each expansion they may just mean only 1 class for some expansions, or something totaly unique besides a new class, but a couple of levels to run around on and a new type of PvP just doesn't justify 50 dollars. And wile any dedicated player will most likely buy them to stay current with the content, it is a seriously cheap blow to the consumers to give alot in some expansions and only a little in others, at least for the same cost.
As for adding new attributes to exsisting classes, that is completely counter productive. Not only will you be wasting time rebuilding exsisting classes, instead of making new attributes and skills for a new class, but you will be further limiting the material that can be used in a new class. I expect they will expand the exsisting characters, and should, but adding totaly new attributes to an exsisting class takes up as much resources as a new class altogether, and creates just as much balancing payload without the entirely new persona of a new class. They can make 1 handed versions of 2 handed weapons and 2 handed versions of 1 handed weapons for the warrior without making totaly new attirubes and skills. They could limit some skills to a certain weapon even if they both use the same attribute, like 1 handed sword skills and 2 handed sword skills, wile some are universal, without creating a totaly new attribute, for what is basicly a minor modifcation to an exsisting option.
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Apr 07, 2006, 12:34 PM // 12:34
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#32
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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well they seem to be making a new storyline every chapter, bahamut, dear
so long as each chapter dosent just have the same storyline....(appear of BadGuy, chase BG, loose BG valuable item, find BG valuable item, kick BG ass into deadsvill)
we should be ok.....
since they tell us they will be updating the Core6 each chapter, that will mean new (or revamped or renamed) skills each chapter....
perhaps thay did the pvp and pvp-in clowngear stuff with factons chapter to give more pvp style this chap, but will do more pve next chap...(dear server gods, i hope so, for their sakes)
even if they didnt give a new class or 2 in Chap3, so long as they added enough pve only content, i would be happy....considering the amount of reworked or disguised pvp style content they have shovled on us in factions, i would think it was only fair to give that right back in chap3....so lets see some pve-in clownhats for the pvp-only lot....for exaple, lets have crafted by player items that are usefull in pvp matches....so that a pvp has to get a pve to make sometihng for them...
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