I feel that factions sways away from Guildwars core play by introducing professions that are similar to other professions. For example, assassin is loosely based on an Ranger / Warrior / mesmer combo and vice versa with the ritualist which is loosely based on a Monk/ele/ranger(beast/spirit) combo. (please don't argue that they have unique game play/style because that is not the point of the post and also I said loosely)
I think to continue Guildwar's game methodology, Anet should remove both Assassin and Ritualist from future expansion packs, and introduce the tertiary profession.
Okay, just bear with me here.
Firstly, what is a teriary profession? It is a profession which can be unlocked by combining two original guildwars professions (original 6) and playing to a certain level (most likely level 20, but could be set lower, say level 15 or even 10). This tertiary profession can be where the Assassins and ritualists reside.
How it works is this:
A ranger can choose a warrior secondary, play to level 10 to unlock the third profession, which could be a beserker. It will work the same whether it's R/W or W/R, it will always be beserker.
What do we get for the third profession? One or two extra attributes, and a handful of skills. These skills are determined whether you're a R/W or a W/R. A W/R will get more warrior like skills and a R/W will get more stealth/ranger like skills.
How does the third profession look like? Graphical markings such as auras, animation differences, armor additions (as in, if you take monk/ele and get ritualist as third, chains appear on your armor, and you get a head wrap or whatever), etc. will make the third profession stand out. Also, in the party screen, your third profession may look like "Mo/E - Rit" with these professions denoted in three letters more (lol, for assassin maybe W/R - Asin).
Why oh why do we want a third profession? Simplicity. With the advent of many future expansion packs, Anet cannot continue to add more professions into the fray and expect players to know how to play with each. Just imagine, Chapter 4, we'll have 10x9 different combinations of characters in the game. With each character having 150 skills, it is extremely hard for players to be knowledgable for 90x150 different builds. Also, it continues to get extremely hard for Anet themselves to continue to think up of 150 skill sets, AND give additions to original professions. (It is obvious in factions that they have ran out of ideas since they created "duplicate" skill sets to increase the strategy)
Also, many people know what a W/R is like. They know how a warrior plays etc. This makes the foundation of gameplay. However, a third profession can help spice things up a little. A W/R is still a W/R, but with a different edge than previous Prophecies or Factions players. Okay, W/R may not be as good of an assassin as a R/W is, but they can wield daggers and do dagger skills. Whereas a R/W - Asin will be able to shadow step and use shadow skills.
.....................
Well, er thanks for reading. I've just realized a large flaw in my idea, to make a third profession for each combo would require 6x6x5 / 2 number of different third professions. That would certainly not improve the game to any point. However, if we could maybe reclassify the original 6 guildwars core classes, then maybe this idea would work.
w
