Oct 21, 2005, 11:33 PM // 23:33
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#21
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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You will have to post a link for me to believe that A.Net has stated anything to the effect that they wouldn't add ninjas. Gaile Greys interview with Gamespot recently revealed that the Developers are trying to incorporate cultural diversity, this game is not controlled by western bias.
Reference http://www.gamespot.com/pc/rpg/guild...w_6134551.html
Besides that, my suggestion is for Shinobi, same thing, better name. Also, Dwarfs are just as cliché as elves, it is hypocritical to pretend to avoid some clichés wile others are just as prevalent. And every class, save perhaps mesmer, can be branded as a cliché copy of something from the millions of games before, to pretend like everything you don't like is under some veil of unoriginality is pathetic, there are hundreds of games with warriors and the like, hundreds of games with healers, elemental casters, psychics, necromancers, and rangers. None of them are brand new, the key is to make an original function for these kinds of professions in this game, which is what I have done for "ninja". It is truly no different then any other class here, like the healer who is called monk instead of the cliché Cleric or Priest, I chose Shinobi for the express purpose of originality and accuracy in title, and I developed a attribute style which is original and functional for this game.
Lastly I will point out, that A.net is a smart enough company to consider suggestions beyond their position. For instance, the developers intended to end the lvl max at 20, but after much suggestion A.net admitted that if player demand was strong enough they would consider increasing the lvl cap.
The Ninja is about as cliché as everything else in this game, just because it is more popular then nearly any other title doesn't make it a poor option, truth be told, more popularity is the best reason to introduce it. Any other dual wielding class, Assassin, Rogue, Thief, Pirate, can all be branded cliché just as quickly as Ninja, but ninjas is obviously the most attractive and popular, and it is also the least embarrassing. Names like Rogue and Thief are Clichés of D&D and unattractive games as such, Ninjas are the most widely accepted and cool combatants, and have much more appeal.
D&D and WoW have Rogue, FFXI has Ninja, the least used and most accurate name for a Dual wielding, martial arts type is Shinobi.
From a marketing standpoint, A.net can pretty much rely on the sale of an expansion to the larger majority of the current players, regardless of what the expansion has to offer. On the other hand, new gamers will be drawn to the expansion by Shinobi class more then any other class you can post. Classes like rogue and thief will turn off alot of modern, self-conscious, and unpracticed gamers, compared to Shinobi which will fly several copies of the shelf for the express interest in anything that has to do with ninjas. I bet you that nobody is waiting for GW to have Rogues or Assassins before they buy the game, likewise there are thousands of players who will hop onto anything with a mild scent of martial arts.
But if you think that D2 and the following of Ninja games doesn't permit a martial arts class to be accepted, then we can just as readily justify the replacement of Warrior, Elementist, Ranger, and Necromancer, because they really cant be any more cliché or repeat of games like D2 then Ninja. Honestly, Necromancer is basically the same damn thing as the D2 version, with the same name, just Incorporated into this game.
P.S. Why Player hate?, when you can participate? Got Game?
Last edited by BahamutKaiser; Oct 22, 2005 at 09:41 PM // 21:41..
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Oct 22, 2005, 12:06 AM // 00:06
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#22
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Ascalonian Squire
Join Date: Oct 2005
Guild: Wiltwangsons legionnaires
Profession: W/N
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-i agree strongly that the shaman is way to closly related to the Diablo 2 druid (2 animals to turn into, bear and wolf)
-i also think a ninja would just be slightly outa place
-and i would be realy pissed if they added another race into the game say dwarves or elvs, that would just totaly ruin part of teh feel to the game becasue the dwarves u aminly see as enemys our just helping in teh backround
- except if in the expansion the lost city of orr is found and its inhabitants turn out to be elves and i dont know u are able to create somthing new from there
-one that i sugjest is a dragoon or a fencer
this could introduce spear type weapons and could be more weapon with magic attacks vs. a warriors weapon/adrenain
-but other than that i do not know wat else could be added that wouldnt be to aleinated from the rest of ascalon
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Oct 22, 2005, 03:40 AM // 03:40
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#23
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Ascalonian Squire
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It's spelled 'cliche'.
Also, why the strong defense of ninja/shinobi? Such a class simply wouldn't fit into the current setting of Guild Wars, flavor-wise--now, if they add a more Eastern-flavored society with the new expansion, then perhaps so.
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Oct 22, 2005, 09:28 PM // 21:28
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#24
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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If all I get for another 30 or 50 dollars is the current setting, then I'm not going to buy an expansion. GW is good, but why spend money for more of the same thing.
As for orr, and elves, I don't know where you got this topic, I mentioned the surviving Orrians being asian, since Ascalon has mostly caucasian, and Kryta has african ppl, I would naturally assume Orr had asian ppl, the Viser being the primary example, he looks relatively asian or arabian.
The world in GW doesn't stop with what is currently on the map, so cultures and continents of origin are not barriers. New continents are already under consideration. Maybe the title didn't clarify the subject of new class for an expansion. This is the part where I go back in time and change the title to suggest that this thread is about ideas for classes in an expansion (nuclear sarcasim cannon FIRE).
As for elves, I think dwarves are 'cliche' enough, elves are even worse. As for not being Dwarves because they are currently enemies, well if that restricts us from being dwarves then I guess we can't have any White Mantle enemies. There already are good and evil forces in the Dwarven race, so being a good Dwarf is not Taboo at all. Either way, this isn't a thread about races, so take that discussion somewhere else. Personally, I think the idea of adding new races is a cheap way of passing up the opportunity to make a new class. A new race doesn't evolve gameplay, it just gives you costume variations.
Dragoon, expecially a FF style Drg, is an intellectual property of SE and there is no way in hell it would be passed as a class in this game. It is funny how players will reject developed ideas because they are simular to something in another game, then suggest a obvious copy of something from their favorite game.
I came up with these ideas over a great deal of developement and brainstorming. Listenning to others make false and insignificant jestures against it is offensive. You can like it or you can dislike it, Either way, I did enough research and investment to ensure that this idea is stable, and concrete enough to move to developement boards.
Last edited by BahamutKaiser; Oct 22, 2005 at 09:42 PM // 21:42..
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Oct 23, 2005, 05:33 AM // 05:33
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#25
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Krytan Explorer
Join Date: Aug 2005
Profession: N/E
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What is this thread about again? Self-indulgent idea spamming?
We don't know what the professions are, so what exactly is being analyzed? Nuffin.
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Oct 23, 2005, 05:49 AM // 05:49
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#26
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Desert Nomad
Join Date: Mar 2005
Location: Canada, eh?
Guild: Legion Of Valhalla
Profession: E/
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Quote:
Originally Posted by BahamutKaiser
I've been thinking about new classes since the game first came out. The current classes and gameplay are great, but I'd like to play as something besides a warrior, a melee job besides a warrior. So I looked around on the official website to see if anything had been mentioned about expansions and new classes and I found this in the FAQ section. (skip the quote if you don't care).
And they mention new proffesions again in the next statement. So I'll assume there's new proffesions on the horizon, so I started coming up with ideas for new classes. Even the most recent interview with Gale Grey at GameSpot confirms that new proffesions will be in the second chapter, so argue that with GW if you don't agree. Some bases to touch on are what the class is, and what to name it, how it can work in the storyline, the basic attributes and skill types they would have, weapons, armor, and keeping them original from other exsisting classes.
There are 6 Current classes, of them 2 are physical and 4 are mages, 1 is melee and 5 are ranged, this leaves us with 1 melee/physical class and it is the only class that makes use of adrenailin. So it's my conviction that there should be at least 2 more melee jobs to increase the diversity on the battlefield, as it stands mostly warriors and newbs engage other warriors in melee combat and everyone else is running and casting/firing at eachother (execptions exsist, like geomancer and smiters).
The 2 classes that I came up with are some sort of Shape Shifter, and some sort of Ninja. I have already wrote on a Shinobi class idea, so I'm more interested in voicing ideas for shape shifters.
Well most of you know what a shape shifter is, so I'll skip that, but what to call it, Shape Shifter is a bit long and bland. So I look around online for folklore on shapeshifters and werecreatures, and this is what I've seen so far. We can call any of them Were(animal), "were" meaning man, but thats realy weak, so something more like lycanthrope, this is Greek for "lycos" wolf, and "anthrope" man. But since it would be kind of boring to have shapeshifters that only turns into werewolves I thought lycanthropy would be a good secondary attribute for one of the forms he could take. So I moved onto different names for multiple shapeshifting. Metamorph which leans toward rocks, Druid which has more to do with nature and trees then animals, Animagus which just sounds gay (unless you realy like Harry Potter and your 13), ShapeShifter......... , and then I found a bit on Shamen.
To me Shamen fits the bill, whether it be a native american shamen or an african one, they basicly fit the ideal for naturalist type magician who is more attuned to nature, and there are many lores about shamen priests and witchdoctors who could shapeshift into animals. You've probably noticed by now that I put alot of consideration behind what to call it, this is because the exsisting classes have very realistic and defined names, there arn't many broad titles like wizard, and monk has been defined by his role of spiritual enlightenment rather then a combatant. Also names like Thief, Assasin, and Wizard are very broad. Anyone can be a thief, by stealing, or an assassin by contract killing, or a wizard because they cast magic, but this game models very defined and discriptive names that mean exactly what they are, and not just something you can do.
Basicly, there is one melee class, warrior, and he fills the role of blockade and advancing, his attack power is strong enough to put any other class down if he reaches him so the name of the game when playing anything else against a warrior is keep away, and the best at this is probably ranger, because he has multiple slowing moves and he can run away wile his pet attacks his enemy. The mages form thier own kind of circle of power, Monk beats necro because healing magic is more effective then lifesteal and smiting does double on summoned creatures, necro beats mesmer because he can maipulate hexes and curses, as well as provide a small fighting force which is to much to hex to death, mesmer beats elementist because he is a master of energy manipulation and pretty much dominates elementist with backfire, and elementist can wipe out a monk faster then he can heal with interupting spells or so much damage that it kills a monk all at once. Good players can use an assortment of skills from any class to beat any other class, so there is not finite circle of power, these classes were just made to be a little bit more effective against eachother.
Well the physical circle of power is a bit small, Warrior and Ranger need 2 more pals to revolve around. So I imagined Shamen as an energy > adrenaline type melee job with the ability to raise his overall speed health and power with shapeshifting, and Shinobi (Assasin or Ninja) as a highly tactical melee job that is adept at countering melee attacks and manuvering. Exactly how this circle of power would work between a Warrior, Ranger, Shawmen, and Shinobi would work is unknown, I could speculate but 2 of them arn't exsisting so how they would work if Developers added them could be vastly different then I imagined or work different then I imagined. Anyhow, here is my basic idea for Shamen and Shinobi.
Shamen - Shape Shifting Proffesion
Primary attribute - True Metamorphisis
Secondary attributes - Lycanthropy, WereBear and/or WereCat, and Ritual
The Shamen would have an additional 10 energy on his armor just like other mage classes, but only 1 energy regeneration bonus, and about the same armor rating as ranger.
True Metamorphisis - improves the power of Morph skills
True metamorphisis would carry any skills that allow the player to actually transform, Wolf Change, Bear Change, Cat/Tiger change, and maybe another skill or 2, most primary attributes arn't known for thier number of skills but the effect they have with additional points. This would allow any class to second Shamen to morph, but Shamen would retain the ability to increase thier morphing power. The morphed forms could work like maintained enchantments, simular to mending, except they wouldn't be subject to all of the enchantment breaking spells in the game instead they would lose 5 energy when hit by enchantment breaking spells, they would require a casting cost, and then a maintaining cost. These would then give the player a sudo-perminant increase in certain stats. Increased points in True metamorphisis would improve the Morph enhancement. One of the important aspects of this class would be how the character would change, the old D2 shapeshifting was kind of fake with your armor and weapons disappearing and taking on the form of a large werebeast, instead I suggest a more sudle change. Using a Morph would look simular on all characters, reguardless of class, the face would take the appearance of a beast, the body would be about as buff as a warrior, or bigger, but the cloths would still be visable and you would still be wielding the weapon of choice in your hand. For the 2 or 3 Morphs there would be 1 model each for all "sub-morphed" characters, the only distinguishing difference would be what color the hair on exposed parts of the body, it would be the same as the hair color you chose, so your were character could be any color hair selectable. But I mentioned sub-morphed because Shamen would have an alternate more enhanced look, with 1 point added to True Metamorphisis the morph form would take on the advanced look exclusive to Shamens, this would have a greater morphed state which is a bit larger and muscular and more animal looking. This is because Shamens are supose to have a beat on shapeshifting, and because of the clothing restraints, other classes will be wearing thier same armor, so a warrior can't Hulk out and break his armor and you don't even want to see an elementist grow 10 inches in the arm, his pricy coat would be ruined, on the other hand, Shamen would wear overlayed bone armor simular to Native American warriors, this is designed with room to grow so their armor still fits when they morph all the way.
Lycanthropy - Improves melee damage and critical while in Werewolf form and increases the power of Lycanthropy skills
Lycanthropy would be the Werewolf shape change, this Morph focuses on Attack Speed, and Movement Speed. The Wolf Change skill would be a True Metamorph (TM for short) skill which cost 15 energy to cast and -2(-1 with 10 points in TM) mantinence cost, it grants the effect of 5%+(1% for each point in TM) increased attack and movement speed and +1 health regeneration. Werewolf form would retain moves that add damage with any melee weapon, enchantments or stances which increase movement or attack speed and feasting moves moves which regain health. These moves are only available if they maintain the Morph status, without it they cannot use Lycanthropy moves, most of them would be adrenalin based, and since the Shamen has to maintain his Morph to use these skills they would cost less adrenalin then warrior skills to use. Points in Lycanthropy enable characters to use claw weapons (a 2 handed weapon which actualy works in both hands, double strike) which deal slashing damage.
Werebear - Improves melee damage and critical while in Werebear form and increases the power of Werebear skills.
Werebear is a poor name for the attribute and if anyone has the time to look up Greek for bear I would much rather call it (Greek for Bear)+anthopy. Werebear is a Morph that decreases damage taken. Bear Change skill (also a TM skill) would cost 15 energy to cast and -2(-1 with 10 points in TM) mantinence cost, it reduces all damage taken by 2+(1 for every 2 points in TM) and adds +1(+2 with 10 points in TM) health regeneration. This attribute would retain skills which add extra bashing damage to any melee weapon, reguardless of weapon type, making any weapon you use a bashing weapon, these skills also entail many knock down moves and crushing moves which cause weakness. Again these moves are subject to the werebere form and cannot be used without it, and cost less adrenalin to execute. I havent thought of a good mauling weapon for them to use, basicly any melee weapon will suffice, this form adds more damage then werewolf of course, but since it's bashing no matter what they are limited.
Weretiger - Improves melee damage and critical wile in Weretiger form and increases Weretiger skills.
I'm not sure this is a nessisary class as much as it is a desired one, there are many inherit problems with being a werecat. One is the relation to the Lion/Humanoid looking Char, anything that looks simual to exsisting enemies is kind of taboo, Werebird = Tengu, Werecat are simular to Char, Scale are kind of lizard/salamander looking, so this may not be a good idea. Also Werecat/Weretiger is a lame name and could use a better cosign. This could take up 2 positions, either it could be a Big Weretiger instead of Werebear to replace Werebear, or It could be a tactical melee fighter with dagger type weapons. I would think it out further but I'm not sure this is even worth having as an attribute.
Ritual - Improves Ritual spells and increases damage with Spear weapons.
This is a mixed skill set to cover neccisary combination of healing and energy restoring spells. I say neccisary because Warrior in particular only has 2 points of energy regeneration, and with a 2 energy maintinece cost they cannot gain any energy leaving them with only 5 energy to maintain the morph and no regeneration. Ritual spells would mostly be adrenalin and low energy cost healing spells which you can cast on yourself or others, starting with an inspiration signet which restores 3-10 energy working just like healing signet (same cast and recast time) and weak healing spells which can be cast on teammates, and dances which cost adrenalin. Because Shamen have low energy they wolnt be able to continuously heal wile in morphed form. Thier dances are high adrenalin cost party effect spells which can heal health or energy or a number of statues on a party, with the same range as heal party skill. Early on they would have rain dance which removes 1 ailment from all party members, then other dances like aura dance which gives teammates a small amount of energy, and other dances that work just like heal party or remove 1 hex on all teammates. This allows shamen to help cure the party with the adrenalin they build, many other classes with shamen second that find themselves in a bind for healing may take up some dances to help keep the party healthy instead of morphs. As for the spear it is a defensive weapon and the very few skills for spear are all reduced damage multihit attacks which are ment to build adrenalin or imparing skills to save themselves, like spear foot, Shamen can use spears with thier Were forms for attack moves but the increased spear damage from ritual is half as effective as Warrior weapon attributes. Spear is suggested as piercing damage.
Just like any class Shamen has skills to face any opponent, but will not be able to use all of them, they are ment to be a low attention class as you can simply Morph and attack, and dances effect all teammates without targeting, but they have the very apparent weakness of energy cost, and if they lose all thier energy then they lose thier Morph, also they may want to change back to heal others. Morphed forms are made to add damage to any melee weapons so they can use a Morph and Swordmanship with warrior secondary and match a warrior for melee damage, thier Morph skills add just as much damage to any weapon as Warrior masteries do. Of course, this would be the worst job to fight a mesmer with, mesmers could suck up thier energy quickly, which is why it is important that Shamen have energy restoring skills and even a hex removing dance at some point towards the end, as well, Werebear would have 1 or 2 hex resisting or removing skills to help combat mesmers.
As for a ninja type job, I was interested in making a job that uses hand to hand attacks, dual wielding attacks, and Samurai Katana attacks. The class I came up with covers several opportunities and ideas, the warrior class leaves little to be used as a secondary for any of the exsisting classes, and the shamen class idea uses mostly skills which focus on themselves and not outside attributes. This class is designed to use tactical melee and physical skill which can be used even by casters to do effective damage even on a warrior in melee combat or defend oneself from melee attacks, the ability to utilize both effectively will lie in the Primary trait for this job hindering other classes from being effective at both.
The reason I don't support the titles of rouge or thief are because they don't literally describe set of skills as they do the kind of actions and one takes or his association. All of the exsisting profession titles are very specific to the type of skills they will use, like the 4 mage classes instead of a cliche title like wizard who generally uses magic. The same difficutly exsists with thief and rouge, murauder and many of the other coined titles from other games. Many players were suprised to see a monk that revolves around healing, as if all real monks are not about spiritual enlightenment rather then martial arts. The monks have been given an oriental look, but thier skills are natural to a monk type lifestyle, no one would consider a catholic monk doing martial arts, but you can understand an "eastern" style monk using spiritual techniques. Thus a ninja class supports the exact function of his skills, espionage, martial arts, and tactical well thought out attacks commonly placed with assassination. The most acceptable titles for a ninja class are Ninja (that was hard), and Assassin, but I rather the title of Shinobi, which is Japanese for ninja.
The word ninja comes from the art that Shinobi use, called Ninjutsu or Ninjitsu. Ninjas are commonly understood to be superior martial artist, and stealthy assassins and spies, also commonly understood to be good at wielding 2 weapons. What you may not know is that the focus of Ninjitsu is espionage, and that they combine the best of all martial arts techniques to develope a superior fighting style overlooking the exact form other martial arts for functionallity. The reason I think a ninja type class would be better than any other martial arts is because ninjas are associated with nearly any kind of martial arts, and most other martial arts titles would define narrower forms of martial arts, and I would rather wrap all martial arts under one title so players have a selection of martial arts to cover many desired appearance and play styles.
The general armor settings for Shinobi would have the same defense as ranger armor and the same energy regeneration, but have no added mana, as well, and the Hand and Foot armor would have added damage on them, this would add a small amount of damage to thier Hand and Foot attacks in Kung Fu, since Kung Fu is somewhat mild in damage and it is important that Shinobi can do a little better in thier own kind of attack I think this is important. Thier armors would feature a variety or additions, of course the added energy armor that everyone has, but they would have armors that defend against many differnt kinds of attacks. +10 to physical defense per piece on this set, +15 to piercing defense, reduces damage, and thier 15K set would have +5% evasion against physical attacks. You'll notice that Shinobi isn't particularly effective against magic damage, thats thier general weakness. The look for these armor would generally be tight fitting cloths (as if all the female cloths isn't tight fitting already) that is light looking with armored plates and guards on some of the more physical sets and claws or spikes on the boots and gloves of each set. The exception would be thier energy set which wouldn't have clawed gloves and boots and wouldn't have extra damage for thier Hand and Foot attacks, but have 2 more energy on the gloves and boots then other classes sets do. A simple getup for Pre-Searing, the physical set would have the highest damage on the gloves and boots and have plates and guards on the shoulders, shin, fore arm, etc. and have longer stronger looking claws. On the energy gear I suggest a kind of Dressy formal robes, like lords would wear to banquets, not the really long sleeves though, that just doesn't fit combat, just more casual then formal I guess. And the 15K armor, I imagined a kind of totaly black costume with obsidian looking black arm, leg, shoulder guards and breastplate, as well as a kind of shadowy smoke or mist eminating from the armor (if the graphics can handle it).
Shinobi - Tactical melee profession
Primary attribute - Ninjitsu
Secondary attributes - Kung Fu, Wing Chung, and Kenjutsu
Ninjitsu - Improves chance of critical strike and combination of martial arts skills.
Ninjitsu gives the Shinobi the ability to use 2 or all 3 of his other attributes together more effectively, as well as having a few powerful espionage skills which will be most effective with Shinobi since Ninjitsu is thier primary attribute. Each point in Ninjitsu increases the critical damage that they do with any weapon, and adds a chance to do a Kung Fu attack proceeding any attack. The chance to add and extra Kung Fu attack gives the Shinobi more reason to power up thier Kung Fu attacks as well as another martial art and use them together, since he will get added damage and hits from hand and foot attacks wile attacking with a weapon. This will make more sense once I've explained Kung Fu. There will be a number of skills tied to Ninjitsu which are used for hiding, escaping, and backstabing, more skills than normally tied to a Primary, but many of them wouldn't increase much or at all with added skill points and are functional even without having ninjitsu. Skills like turning clear, burying underground and climbing in trees (like monsters do) to ambush enemies, and backstabing moves which only work if possition properly (demanding that you be invisible to sneak up on enemies), as well as special ambush moves that only work if your burried or in a tree. One point in Ninjitsu changes all 1 handed melee weapons to underhanded grip, just like the Tengu (Shinobi can even run like Tengu).
Kung Fu - Improves the damage of Hand and Foot attacks, increases the number of strikes in Hand and Foot attacks, and increases the effectiveness of Kung Fu skills.
This allows players to attack unarmed, players would have to unequipt both hands in order to attack with Kung Fu, but are able to use Kung Fu skills even if they have a different kind of weapon in thier hand. This allows players using any kind of weapon to use Kung Fu skills, so they can carry any kind of weapon for its bonus effects and still use Kung Fu attack skills. But with Kung Fu utilizing adrenaline powered skills in quick repitition to compete effectivly players will need to use thier Hand and Foot attacks to build adrenaline quickly. These Kung Fu attacks are bashing damage and they hit very quickly, with added points in Kung Fu their attack does more damage, but also adds another strike to the attack every 3 skill points. Starting with a 1-2 punch, at 3 points in Kung Fu thier natural attack would do 1-2 punch and then a swift kick, at 6 points they would do 1-2 punch and a double kick, at 9 12 and 15 points (which can be reached with runes) they would randomly alternate from the 1-2 punch double kick and use differnt combinations as well which do a bit more damage or hit up to 5 times. Because added points in Kung Fu increase regular damage and number of hits Kung Fu users cannot do critical damage without points in Ninjitsu, but the nature of Kung Fu attacks is to get several hits quickly and unleash adrenaline based skills often, with 4 and 5 hit combos per attack the Kung Fu player is constantly hitting his opponent, if you consider the relitively fast speed sword and axe attacks land this is not suprising. Some of the skills however take time to execute, like a powerful punch, so unlike Warrior weapon skills which execute on the next swing, many Kung Fu attacks take a moment to execute just like spells, which causes the constant attack to pause, then unleash a consentrated strike. Kung Fu attacks aim for very paritcular parts of the body only taking an armor reduction for the armor on that part of the body, and several of them would be knock down moves as well as other crippling and imparing moves executed through accupuncture and secret skills. I chose Kung Fu as the unarmed attribute for Hand and Foot attacks because Kung Fu is also a very broad art which widely associated with unarmed combat. The skills would do pretty good damage but more closly effect statuses and knockdown rather then damage, the added damage is realy just a compinsation for the second or two pause in which they lose thier continuous Punchs. This is good for interupting and keeping an enemy "entertained", and is more effective against mages, simular to hammer attacks.
Wing Chung - Allows the use of 2 weapons and increases the chance to block melee attacks wile dual wielding with added points in Wing Chung, as well as improving the effectiveness of many Wing Chung skills.
This is an attribute that many players can enjoy since it allows the wielding of 2 weapons, notice that the 2 weapons would strike just as fast as 1 weapon of the same type, but no amount of points in Wing Chung increases the damage they do, 1 point in Wing Chung allows the use of 2 weapons so the only way to do more damage is to put points in Ninjitsu or use swords and axes with mastery attribute. This initially adds alot of damage, but not as much as you might think. Added points in Wing Chung allow characters to increase thier defense against melee attacks, and the skills for Wing Chung are simular, defense and counter moves for melee and arrow attacks, this allows Shinobi or any other class to increase thier defense more then thier offense, they can block attacks and use powerful counter moves. The catch is that some of the counter moves increase in damage with points in Kung Fu, like a counter move that blocks the next melee attack and does + X damage (based on Wing Chung) and Knocks down for X seconds (based on Kung Fu), this means that players will desire points in Kung Fu to increase the damage of some counters. These skills would be mostly energy based with only a few adrenaline skills and only a few of them as direct attacks, like a simple dual strike attack. Weapons related to this attribute would be very large, from mini Katanas, to Nunchauks, to Sais, a variety of different melee weapons which have several different damage types, slashing, bashing, and piercing. This allows players to equipt whatever weapon they think is cool for a Ninja (or Shinobi in this case). Oh yeah, for those of you who don't know what Wing Chung is, it's an art that studies in the use of multiple weapons, ending with dual butterfly swords (real butterfly swords). Many of the sword type weapons would be tied to sword mastery attribute and gain damage with more points in sword mastery as well as function with sword skills.
Kenjutsu - Improves melee damage and critical wile using a large Katana, as well increasing the damage and potency of Kenjutsu skills.
Kenjutsu is an art of the Samurai, the art of Katana wielding, alot of players will want to play as a Samurai, with thier 2 handed Katana, and not just some TMNT with 2 swords or 2 nunchauks, this is thier attribute and weapon choice. I wen't with Kenjutsu because I didn't want to make this a Samurai Class, this is simply an art of samurai swordsmanship. Samurai are also known for thier use with 2 swords, spears, and bows, and I'm not associating this attribute with all of that. The damage type here is the same as many axes, none, it is straight physical damage, wile many of the skills will use different damage types like piercing, slashing and even bash, the normal attack doesn't have a specific damage type. The attack intervals on a Large Katana (2 handed) would be the same speed as a bow, which is kind of slow, but have the Highest damage compared to other weapons, Bows are ranged and do a bit more damage then 1 handed weapons, but weapons like Hammer and Large Katanas are melee, and Large Katana would be slower then the Hammer. This doesn't mean the attack animation is slow, rather very fast, but they are not wild, continuous swings, they are consentrated and focused strikes which is the attack style of a Samurai (executing enemies in the fewest and most lethal strikes). The skills would be mostly signets, they would be very powerful and increase in power with points in Kenjutsu. Like most signets they are slow to recharge, and with very few adrenaline and energy moves they wouldn't put down several powerful attacks, rather they would move in, and use 1 or 2 skills to do a great deal of damage. These signets, even though they are melee moves, would have casting times and recharge times simular to an elementist spell, but do unparralled damage on a single opponent some on several opponents. Because of the casting time they forfiet thier ordinary attack momentarily, but they would hit exceedingly hard and dash toward thier opponent to execute the attack even if their target moves away. The more advanced skills would require certain conditions or more time or energy to do a great deal of damage in certain situations, wile my idea for an elite mega-damage skill would require energy and adrenaline to execute an instantanious but exceedingly powerful attack (+ up to 100 damage and ignore all armor.... and can't miss). It may seem like overkill, but it is, like many elite moves which do way more then your average skill, this job focuses on doing alot of damage in one place instead of chasing around trying to hack down your opponent. Also a mid game skill that negates knockdowns and interuption wile using the next signet. These powerful attack signets are related to the 7 tenants of kenjutsu which model samurai behaivior and thier different attack styles.
All of these marital arts attributes are much more effective for mage classes to use, from knocking over your opponent repetatively, to blocking melee attacks, to running away and using a few high damage Kenjutsu skills, this gives players the option to dual wield any weapon (even wands......), use melee attacks with relitive effectiveness even with a mage class, and allow players to escape or pursue eachother with dashing and jumping attacks and maneuvers. Alot of them sound broken, or too powerful altogether, but even though Ninjitsu supports the combination of Shinobi attacks it does not allow them to put points in all of them. Also, Shinobi is lacking in healing moves, it can have something simple and weak but it is ment to rely on escape, hiding, evasion and blocking skills to reduce damage rather than healing oneself. Using Shinobi or Shinobi secondary is a great way to use melee attacks in any combination, but you will end up relying on something else or someone else for healing, and wile have to play your character very tactically to be effective, a Shinobi who uses his skills is designed to overcome gerneal melee attacks, a Shinobi who doesn't use his skills properly is the worst melee fighter.
As for story line, there are new continents to discover and places to go in the expansion, any class added to the game will invovle new characters and trainers, maybe even new areas. The origin for a shamen class or a shinobi class could be writen in many ways, they do not have to hold the cultural steriotype that are associated with them in real life, but I have invented a few concepts of my own.
The lost continent of Orr where dedicated worshipers of the "Old gods", and they upkept the ancient dwelling place of the gods til the distruction of Orr. The story line even mentions that Orr did not enter the guild wars til Kyrta and Ascalon persued battle over the ancient city of the gods. So assuming Orrians where akin to temple alcolytes and temples.... what not, you can assume they leaned toward monks (who honor the gods and upkeep temples). Monks are a bit more asian looking anyways, Ascalons, ians or whatever they are called, are caucasion and and Krytans are black, so I thought Orrians would have been oriental. The viser that you cross in some of the later missions (so called last survivor of Orr) is somewhat oriental looking too. So, I thought it would be reasonable to say that Orrians where oriental, and influenced the attire which monks wear, and that shinobi could come from Orr as well. Shinobi are keepers of secrets and hide thier art from others as well, wile Orr was still standing they were sworn to maintian thier art in secrecy, but Orr is gone, and they no longer have a country to serve, so the surviving shinobi decide to put thier art too use, and thus it becomes a new class.
As for Shamen, they are more of a secluded culture, kind of like Native Americans before these continents were discovered. So they would best originate from an outside continent or an undiscovered area of the outskirts of the desert. They could be pilgrims or explorers from another continent, who end up practicing thier art in Tyria, and as you reach expansion areas thier culture and lands could be introduced.
They may seem a little odd in pre-searing, any job added will need an introduction and additions since there haven't been any backgrounds placed for new classes, for all I know. There are places in Ascalon where new characters can be hidden, shinobi can be placed in places like the catacombs and the mountains, and shamen can be placed in Green Hills County, and Regent Valley, there is actually a caravan parked in greenhills county with no purpose, except that there is a merchant and some peasants just standing there.
I know alot of people will want to submit ideas for other classes, but I'll ask that you follow a few simple rules. Don't copy and paste a Job you saw from another game, a name and 1 ability that they used isn't an idea, if you think that kind of proffesion would work in this game then make a legitimate statement on how it would play in this game. I.E. a thief that backstabs....... is very brief, you didn't come up with anything, your stealing and idea from another game and you didn't even derive an outline for the other 120 skills they might use. And if you wish to write an entire idea for a class then start another thread, this one is long already. Also, it isn't neccissary to come up with an entire skill lists for a class, we are not developers and they will not copy ideas right off a forum, a simple outline of how it works and what kinds of moves is enough. And if you have an objection then back it with a credible explanation, there are no psychics here and we will not be reading your mind, if all you have to say is you don't like it and you don't think it "fits" then I'm sure your mother will care more.
If you have some time I could use some help temperring ideas and whatnot, I know it may be pointless, because A.net may very well overlook these ideas altogether, but I have time to kill and I enjoy coming up with ideas for new classes. I think there is a live chat on this site, or we could get on TS and discuss ideas. I know there are alot of players who want dual wielding, and ninjas, and shapeshifters, as well as a million other things in the expansions, I hope that my ideas are acceptable means to add enjoyment an expansion to the game and that they would be used by A.net.
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omfg... you have too much time on your hands...
according to microsoft word, 6,000 words... I've only written one thing that was so long... and that's because I had nothing to do the entire day (mine was 10k words, by the way).
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Oct 23, 2005, 06:42 AM // 06:42
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#27
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Delphian Scribe
Join Date: May 2005
Location: Holland
Guild: No guild ;_;
Profession: N/Me
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to the poster above me you have to post some critics about the proffesions
I think that the Shamen/Shemen would be fun but how would the other skills be used when you are in your werewolf/bear/cat form?
because when your shaman primary you would almost always use the transformation skills and when you are a werewolf how are you supposed to use your secondary skills?
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Oct 23, 2005, 12:38 PM // 12:38
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#28
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Krytan Explorer
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Actually I think as long as the classes are balanced and well designed, its all good.
As for the possible new class, I say Engineers, as suggested earlier on by someone, is the most favorable imo for the following reasons:
1. They already exist in the pve part of the game.
2. They are somewhat different from the rest of the classes due to their tinkering with machinery and gadgets.
Nevertheless, any new class ideas will bound to share some similarity with the existing classes due to the diversity of skills that has been covered, hence, we cant be so picky as to ask for absolute originality.
Last edited by Nightwish; Oct 23, 2005 at 12:42 PM // 12:42..
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Oct 23, 2005, 09:56 PM // 21:56
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#30
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Banned
Join Date: Aug 2005
Location: N.Y.C.
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Quote:
Originally Posted by NatalieD
I can't believe someone thinks that ninjas are less cliche and embarassing than thieves or rogues. Haven't you seen http://www.realultimatepower.net/?
And the ninja attributes... you have separate "kung fu" and "wing chung" attributes, along with "kenjutsu", in a class called "shinobi"... that's just... *headdesk*
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But see, it's all ok, because we don't call it a ninja, even though that's all it really is. A ninja called something else. lol
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Oct 23, 2005, 10:14 PM // 22:14
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#31
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Banned
Join Date: Oct 2005
Location: California Best State In the World
Guild: Undead Poet Society
Profession: R/Me
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i think the shapeshifter is a good idea because it seems like something they would actually put, since the people who made guild wars were the people who made diablo, diablo 2 back when they worked with blizzard
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Oct 24, 2005, 03:26 AM // 03:26
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#32
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I think there needs to be another melee profession, and that profession should be good against hexes. Hexes are kinda heavy in this game, and there isnt a whole lot of counters to it. Some, but I think it needs more. Maybe the new prof. would have something like wards that block hexes.
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Oct 24, 2005, 01:46 PM // 13:46
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#33
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Dolus Of Amicitia
Profession: E/R
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Really like the Shaman idea. Not too keen on the Ninja. Been said too many times and is now just a cliche, much like the elves.
Here is my profession idea:
Soldier (Warriors are different because they conquer and attack, whereas soldiers defend and protect)
Primary Attribute: Armed Defense. With each point in this attribute, you gain a 1% bonus to armour (clothing only)
Polearms Mastery: No inherent effect. With each point in this attribute, skills related to polearms become more powerful.
Leadership: No inherent effect. With each point in this attribute, skills related to commands and shouts become stronger.
Fencing: No inherent deffect. With each point in this attribute, skills related to swordplay and fencing become more powerful.
Logic: For each point in this attribute, the duration of hexes are decreased by 2%.
Suggestions? Comments? Flames?
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Oct 25, 2005, 03:36 AM // 03:36
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#34
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Krytan Explorer
Join Date: Sep 2005
Location: New Zealand
Guild: Inyurface Gaming [IYF]
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[QUOTE=lyra_song]
I myself would like to see an Engineeer class. Imagine a character whos
primary roles is in mechanical devices and chemical mixes.
The reason i choose this is one simple reason. Theres already engineers in the game!!!!
I'm sure you've met Stone Summit Engineers and Ascalon Engineers. It only makes sense that we should be allowed to be one.
QUOTE]
yes I too would like to see an engineer class.... I made a post ages ago about new classes and put engineer and apothecary down as my ideas...
But your view on engineers is way better IMO
engineers could also dig trenches to increase evasiveness or something
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Oct 25, 2005, 05:53 AM // 05:53
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#35
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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How the hell would a dragoon work?
It's just a warrior who rides a horse from point A to point B and then dismounts to fight (yes The Patriot got it wrong)
logic needs to be taken out, its too situational. Maybe have like Courage or Bravery. They would serve as boosts and buffs.
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Oct 25, 2005, 06:56 AM // 06:56
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#36
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Desert Nomad
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Quote:
Originally Posted by Lampshade
How the hell would a dragoon work?
It's just a warrior who rides a horse from point A to point B and then dismounts to fight
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A warrior who rides a horse and then dismounts to fight with a gun, no less.
Sadly, kids today only know the word from Final Fantasy, so they think it means someone who fights with a spear, especially while jumping around.
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Oct 25, 2005, 08:53 AM // 08:53
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#37
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Academy Page
Join Date: Aug 2005
Guild: Perfectly Normal Beasts [MEAT]
Profession: Mo/Me
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Seems to me a lotta people are just throwing around ideas they might like to have if they made their own totally new mmorpg.
#1: Don't hope for ideas that are so so similar to other games. People are throwing around shaman and mounts and shapeshifting just exactly like blizzard with world of warcraft and diablo2. Even though there is some evidence (Kiiiilllllrrroooooooyyy) that the designers might occaisionally fool around in mockery of past popular gaming experiences, I highly doubt they would do so in dramatic forms as people are suggesting.
#2: Try to think along the lines of the story of guild wars. Where in the hell has there been anything even remotely like a ninja? Think of some things like possibly creating a Charr character in which in the next chapter a group of Charr disbands from other Charr to ally with humans, thus making it so Charr can also be characters. Or the most likely one: Dwarves. Even in this first chapter dwarves have been allies from early on in the plot in northern shiverpeaks. Make a dwarf where his primary attribute is to resist magic spells and instead be an all out brawler and move the axe attacks and berserker attacks to a dwarf profession while the warrior becomes more finesse.
#3: I also agree with many of you including bahamut that a spear-throwing character would be good. someone who may not deal as much dmg as a ranger, but can fire at a rate much much faster (I never have liked the 3-5 sec total bow attack time). This character should have speed much more inherently build into it. I understand that it sounds a lot like a dryad from warcraft 3, but I again like the idea of resisting magic and spells on this type of character. I might like to see this profession be a Forgotten. I am almost 100% sure that the Forgotten are going to have a huge role in the next chapter.
They were very thoughtful and organized ideas, but I just think for realistic ideas, they need to be much more suiting to a guild wars type of setting.
(btw, it is ok to have more than one melee person or ranged projectile physical dmg dealer. who ever said that you have to have an unequal or exactly equal proportion of type of professions-casters, dmg dealers, etc)
Yuna of Spira
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Oct 25, 2005, 01:37 PM // 13:37
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#39
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Wilds Pathfinder
Join Date: Jul 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: Mo/
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Quote:
Or the most likely one: Dwarves.
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Hehehe remember that all proffesions so far have male and female.....
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Oct 25, 2005, 03:39 PM // 15:39
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#40
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Desert Nomad
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Quote:
Originally Posted by yuna of spira
Or the most likely one: Dwarves.
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Dwarves as a class? Old school!
Quote:
Make a dwarf where his primary attribute is to resist magic spells and instead be an all out brawler and move the axe attacks and berserker attacks to a dwarf profession while the warrior becomes more finesse.
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I kind of doubt they're going to revamp an existing class just to make more room for another.
Quote:
#3: I also agree with many of you including bahamut that a spear-throwing character would be good. someone who may not deal as much dmg as a ranger, but can fire at a rate much much faster (I never have liked the 3-5 sec total bow attack time).
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3-5 wha? Bow attack speeds range from 2 seconds to 2.7 seconds. And you can get down to 1.33 with Tiger's Fury. There's not much room there for speed improvement.
Quote:
This character should have speed much more inherently build into it. I understand that it sounds a lot like a dryad from warcraft 3, but I again like the idea of resisting magic and spells on this type of character.
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Resisting magic and spells is a job for individual skills, not a whole class...
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