Aug 01, 2005, 01:46 AM // 01:46
|
#1
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
|
New Class Vs. New Attribute
What would you rather see in the upcoming expansion?
A new class of characters
(IE: Strategist, Fencer, Rider etc)
-or-
A new attribute fore each of the current characters?
(IE: Spear Mastery(Warriors), Throwing Knives (Ranger), Martial Arts (Monk), Transformation (Necro), Summoning/Space Magic (Elementist), who knows (mesmer))
Honestly, I would like to see a bit of both but if I had to choose, I would rather see a new attribute
Last edited by BeowulfKamdas; Aug 02, 2005 at 12:19 PM // 12:19..
|
|
|
Aug 01, 2005, 02:48 AM // 02:48
|
#3
|
Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
|
New hobby attributes - miner
Mo/W/Miner
"I've cleared this zone and got no loot, now i'm leeching the soil baby!"
|
|
|
Aug 01, 2005, 03:03 AM // 03:03
|
#4
|
Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
|
To me, it depends on how new classes would be introduced. If we have to play new classes by making a new character from presearing through the game again, (ie. unable to change primary class), then I'd probably prefer new atts first before new classes. If we could change our existing characters' primaries to be the new classes (and there are plenty of new skill quests and skill points introduced), then I think new classes would be more fun.
One thing I DONT want to see are new "classes" added to new "races", and then we get Dwarven Warrior, Dwarven Mage, etc, as our new "classes".... I want the new classes to be distinct from existing ones, not just a racial-retread of current classes.
Are new atts even on the agenda (has anet said anything)? Does that mean they will need to give us more att points or something? Does that mean, if they want to add new atts, EVERY class has to get an equal number of new atts? Sounds like it might be more work than adding a new class. Unless different classes can have different numbers of attributes, and they add them progressively over time.
Actually - I'd like to see more skills first. Eg. Warrior's weapon skills are pretty limited in number...
Last edited by Rieselle; Aug 01, 2005 at 03:06 AM // 03:06..
|
|
|
Aug 01, 2005, 03:04 AM // 03:04
|
#5
|
Academy Page
Join Date: Jul 2005
Location: California
Guild: Legio X
Profession: E/Me
|
I'd rather have summoning for Elementalists. Summon dragons and stuff
|
|
|
Aug 01, 2005, 05:42 AM // 05:42
|
#6
|
Academy Page
Join Date: Jul 2005
Guild: Legionnaires of Tyria [LoT]
Profession: N/Me
|
HA your ideas are fun but i think they should add RACES! im sick of seeing humans everywhere.
|
|
|
Aug 01, 2005, 08:00 AM // 08:00
|
#7
|
Jungle Guide
Join Date: May 2005
Location: NC
Guild: DKL
|
New armor... because that would really piss some FoW folks off. Actually, I like it being just humans. I would like to see a mew profession or two. I would not like to have to rinse and repeat the original storyline though.
|
|
|
Aug 01, 2005, 04:49 PM // 16:49
|
#8
|
Academy Page
Join Date: Jul 2005
Guild: Legionnaires of Tyria [LoT]
Profession: N/Me
|
with new races should come a new story line i say....
|
|
|
Aug 02, 2005, 07:37 AM // 07:37
|
#9
|
Lion's Arch Merchant
Join Date: May 2005
Location: Chicago,IL
Guild: The Knights Of Temerity
Profession: R/Mo
|
Quote:
Originally Posted by Are Cane
I'd rather have summoning for Elementalists. Summon dragons and stuff
|
Then they cease to be "Elementalist" You'd be better off going a whole new class called "Summoner"
Personally I'd like to see a new melee class... the only thing that comes even close to a "pure" melee toon is W/R. I'd like to see the (mulitple times) suggested "class" of a hand fighter in whatever form it could take... even if that meant giving it as a skill to the Monks.
When I think of a war, even in a fantasy setting, I think of more "fighting" going on... not a bunch of casters blasting each other with magic.
|
|
|
Aug 02, 2005, 07:43 AM // 07:43
|
#10
|
Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
|
i want marksmanship to increase bow accuracy and expertise to increase arrow speed..and maybe a dual-wield class..one that is fast and agile..for KotH
|
|
|
Aug 02, 2005, 11:25 AM // 11:25
|
#11
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
|
You pretty much hit 100% of the time unless u have a moving target or a target in a stance. Making a higher hit percentage on a moving target would be hard because it would involve you being able to read what the opponent is going to do.
having expertise increase attack speed vs having it reduce cost of attack skills, well i'd rather have it do the latter becauset the costs of many of rangers attack skills are very high.
Knife handling or throwing would be kinda cool because it would have a smaller range but would attack a bit faster and be able to be used in melee. Fast melee attack speed and mid ranged attack speed.
|
|
|
Aug 02, 2005, 12:11 PM // 12:11
|
#12
|
Ascalonian Squire
Join Date: May 2005
Location: California
Guild: Divine Guardians
Profession: N/Mo
|
More than anything else, I want to see some more group playability added to the necromancer. I'm fairly tired of always sitting around typing "Ne/Mo LFG for UW or FoW" or "Ne/Mo LFG for Mission." Every 8 person UW group wants usually 2 warriors for tanks, 2-3 healers for healing, some rangers maybe... and if they have space they add in the consolatory BiP necro or maybe a mesmer. In PvP, it isnt as bad because I find that one necro is often used for Putrid but generally its still very hard to get added (since someone can easily toss in a necro secondary and just have some other sort of primary and do putrid that way).
Because of that, I want to see either another skill line or more skills (at least for the necros...) before they add more classes. Even before they add more skill lines, I think adding more skills in general would be better...
|
|
|
Aug 02, 2005, 12:17 PM // 12:17
|
#13
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
|
haha the bonus attribute i was thinking for necros was something like transformation. a lot like capturing pets, u gotta capture souls that u can transform into.
After you capture the soul, the same skill you used to capture is the skill you used to transform into the beast. Not sure how the dynamics of the character will be. Then the transformation skill turns into a skill that is unique to each monster. To transform back, you would have to double click a small icon above ur mana back (like dispelling strength of honor or mending)
|
|
|
Aug 02, 2005, 12:27 PM // 12:27
|
#14
|
Pre-Searing Cadet
Join Date: Jul 2005
Guild: Team Ã…sgard
Profession: R/E
|
New armor, new weapons would be nice. New dye colors would also be cool. Not THAT many; I like mixing. But a few more. Rangers should be able to run in PvE at least. If it is their profession, they should be able to do it. X-play mentioned this when they reviewed GW and I though it was a good idea. More Guild Hall maps. Out of all of those I only really like one of them. Perhaps more high level areas for us to farm, and then of course for ANet to nerf.
But for the main question, I would rather see some new classes simply because I am getting bored and have already experienced all the current ones. New classes would bring a lot of things I'm looking for, like new armor, weapons, and attributes for us to toy with.
|
|
|
Aug 02, 2005, 12:41 PM // 12:41
|
#15
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
|
new armor - so far we have a wide range of armor with different attributes to specialize for different builds. Anything new either would be used to balance out the new attributes or be used only for looks. Don't get me wrong, I would love to see a new design for the warrior helms that boost a weapon mastery
new weapons - even w/o the new class, new attributes could lead to new weapons like spears for warriors and knives for rangers
Also for your off topic stuff, maybe you should check out dye mixing.
|
|
|
Aug 02, 2005, 04:05 PM // 16:05
|
#16
|
Academy Page
Join Date: Jul 2005
Guild: Glow in the Dark
Profession: R/Me
|
Think new classes, and maybe the 'hobby class' I read. But it would need some work, becasue this is verry basic :P.
|
|
|
Aug 04, 2005, 01:51 AM // 01:51
|
#17
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
|
Well just came over a few ideas
Monks - Martial arts would let them use weapons like staffs (like fighting ones not throw tiny energy ball ones) or tonfars
Necros - scyth mastery since lots of necros seem to like going melee midas well give em a weapon Perhaps make it as good as a warrior weapon but make the weapon have an innate -1 to energy regen.
|
|
|
Aug 04, 2005, 05:39 AM // 05:39
|
#18
|
Ascalonian Squire
Join Date: Aug 2005
Location: Roanoke, VA, USA
Profession: E/Mo
|
If you guys really think about it, there is really more that 6 class. Think about it.
On your Elementalist side you can be one of these four things: Pryo, Hydro, Aero, and Geo.
Warrior: Swordsman, Axeman, and Hammerman
Ranger: Archer or a Traner
necromancer: Bloodmage, Death bringer, and Curser.
etc......
You know what I mean?
but if we have a completely different class then it would be nice.
|
|
|
Aug 04, 2005, 01:55 PM // 13:55
|
#19
|
Ascalonian Squire
Join Date: Jul 2005
Guild: Abysmal Hounds [HELL]
Profession: E/Mo
|
I would really like to see new races like dwarves and new classes like a rogue type character with the dual wield ability.
|
|
|
Aug 04, 2005, 02:05 PM // 14:05
|
#20
|
Krytan Explorer
Join Date: May 2005
Profession: R/Mo
|
I'd like to be able to customise armour a little more. I mean, at the moment you go to a crafter and he will give you a list of the armour he makes, and that's all you can get. Perhaps allowing you to choose from a variety of designs and then you pay for the STATISTICS would be a good idea? It wouldn't really affect gameplay, but it would be a nice touch.
As for new races, that wouldn't work without either reworking the existing backstory or perhaps unlocking a whole new area, outside of Tyria. Maybe an expansion could add the ability to take a ferry somewhere?
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 03:55 AM // 03:55.
|