Mar 12, 2006, 12:11 AM // 00:11
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#21
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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Correction to previous statement, Arbalests were weilders of very large crossbows, my bad, what I was thinking of was a Janissary. These were very much like a royal guard and siege units. Origins in Turkey. The country, not the dinner.
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Mar 12, 2006, 02:07 AM // 02:07
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#22
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Wilds Pathfinder
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I fail to see what this would add to game play. Would basically be a ranger with slightly different balance--not interesting.
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Mar 12, 2006, 03:30 AM // 03:30
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#23
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Quote:
Originally Posted by Thom
I fail to see what this would add to game play. Would basically be a ranger with slightly different balance--not interesting.
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Well, besides giving players something different for a change instead of staring at a Ranger. It should be implemented not only because its different, but it can offer unique skills. People with no imagination won't see much of anything as being interesting.
Instead of summoning nature spirits, they can summon more offensive beings and be able to have pets that are not so natural. Like a "Summon Posse" skill that would summon a gang or sorts with chains that come in and restrict an opponent fot x-amount of seconds but the opponnent can be released if the caster attacks and given an x-amount of adrenaline.
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Mar 12, 2006, 04:01 AM // 04:01
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#24
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Academy Page
Join Date: Mar 2006
Guild: Guardians of Shadow Pass
Profession: Me/N
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Quote:
Originally Posted by Omega X
Instead of summoning nature spirits, they can summon more offensive beings and be able to have pets that are not so natural. Like a "Summon Posse" skill that would summon a gang or sorts with chains that come in and restrict an opponent fot x-amount of seconds but the opponnent can be released if the caster attacks and given an x-amount of adrenaline.
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Sweet fancy Moses! SUMMON POSSE! That is just freakin' badass! Would definatley add some "cool" factor to the game.
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Mar 12, 2006, 04:14 AM // 04:14
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#25
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Frost Gate Guardian
Join Date: Dec 2005
Guild: sins will never vanish [NoiR]
Profession: Mo/Me
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so u want a gunner? make a mesmer with 16 fs and spam stone daggers bam like a machine gun
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Mar 12, 2006, 05:04 AM // 05:04
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#26
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Frost Gate Guardian
Join Date: Feb 2006
Location: Iowa
Profession: R/E
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how bout a expansion that takes us to a place were they have forsaken magick for technology
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Mar 12, 2006, 05:06 AM // 05:06
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#27
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Academy Page
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Quote:
Originally Posted by xiv
so u want a gunner? make a mesmer with 16 fs and spam stone daggers bam like a machine gun
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Only thing that would be missed are those rare % instant kill HEAD SHOTS!!!
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Mar 12, 2006, 05:07 AM // 05:07
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#28
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Academy Page
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Quote:
Originally Posted by Alotia Slipfeet
how bout a expansion that takes us to a place were they have forsaken magick for technology
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I thought one of the "sides" we had to choose for Factions did this... Or did I misread something and I have no clue what I'm talking about.
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Mar 12, 2006, 05:20 AM // 05:20
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#29
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Desert Nomad
Join Date: Aug 2005
Location: Boston, MA
Guild: Blood Of Orr [BoO]
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There's a reason why in D&D they don't use guns. To appease those that want guns, they made AD&D. If you want an RPG that has guns, find one that is more appropriate. I know of a few- Vampire The Masquerade is one of them. (Not a bad game... I'd give it a B-)
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Mar 12, 2006, 07:32 AM // 07:32
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#30
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Haha.. I remember few month ago to have guns in GW would be death.
My personal stance on guns in Guild War would be a modified old flint lock (or even fuse) musket, somewhat similar to 15th centry musket or hand cannon. Would be something slow between shots, but higher damage than the bow. My Engineer has a Musket mastery too. But enought about me.
Puting a class that just focus on one weapon would be a bad idea. It would need something else beside the specialization in guns to make it more balance and more verstile to play. (Ranger's can do more than just shoot arrows). So on that note, I would say no....
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Mar 12, 2006, 08:13 AM // 08:13
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#31
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Europian Comando force
Profession: W/Mo
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GUNNER FTW!!!
/Signed
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Mar 12, 2006, 08:15 AM // 08:15
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#32
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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sounds good to me
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Mar 12, 2006, 08:39 AM // 08:39
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#33
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Academy Page
Join Date: Jan 2006
Guild: Nl
Profession: Mo/W
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sounds like the dwarf in sacred underworld
i liked that dwarf...
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Mar 12, 2006, 08:52 AM // 08:52
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#34
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Ascalonian Squire
Join Date: Mar 2006
Guild: Pinoy Alliance
Profession: Mo/E
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lets close this thread down
problem is i dont know how
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Mar 12, 2006, 09:01 AM // 09:01
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#35
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Quote:
Originally Posted by Alotia Slipfeet
how bout a expansion that takes us to a place were they have forsaken magick for technology
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I like that Idea. Though judging from the weak responses from the conservative players, even that would be a taboo. "if you want magic technology, go play <insert dumbass game here>. That would ruin a realistic game like GW" or something stupid like that.
I just can't see how someone can argue realism in a fantasy game such as GW.
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