Yes, I realize there have no doubt already been a dozen threads of people suggesting the most hideously broken professions they can think of. I hope not to duplicate them.
I wanted, instead, to observe that the dev team is likely to have a really hard time adding new professions.
That may seem like a strange claim, since most CRPGs you've played probably have a lot more than six professions, but give it some thought.
The current professions are strikingly different from one another and fight in very different ways, despite each one covering a great breadth of skills. Sure, there's some overlap (Smiting Prayers look strangely reminiscent, in general terms, of some Elementalist skills), but if you want someone to do _____, it's generally clear what profession is going to provide it. Melee is the domain of warriors, ranged attacks of rangers, healing of monks, spiking of elementalists.
And it's woth realizing that the basic archetypes are all pretty much covered. Tanking, healing, nuking, minions, crowd control...take any non-"hybrid" class from another game, sum up its function in one word, and there's probably already a GW profession corresponding to it.
But even with only 6 professions, some are difficult to get a handle on. It's difficult to convey to someone in one sentence what a Mesmer can do, for example--they have a sort of guiding vision, but it's a little blurrier than that of, say, a Warrior. Rangers are probably best known for bows and pets, but they also cover traps, spirits, and a few other things. The basic problem is that each *attribute* of each profession could almost be a character type in its own right in another game. There's only 6 professions, but they cover a lot of ground.
Additionally, the professions aren't all viewed as equal. I think the devs have done a pretty good job of spreading out abilities and making everyone useful, yet there's still a big difference (moreso in PvE than in PvP) between designing a group that uses no Mesmers, and designing a group that uses no Monks. Healing is simply vital to more group strategies than what the Mesmer provides, and especially to the simpler ones.
So what are they going to add in chapter 2?
I don't mean to imply that I seriously doubt they can come up with something, but consider the challenges they face. If they make a new profession that does basically the same things as an existing one, they're really adding precious little to the game. If they reach downward to more esoteric and indirect support functions, it'll be very difficult for players to form groups that can really use them effectively, and thus difficult for the game to support very many of them. If they sort of heap together a bunch of random skill ideas without any guiding purpose, then the profession will lack the vital spark that inspires unified strategies.
They could go the "hybrid" route, but honestly, that's just cheating. You can already build your own hybrids. The way you can currently combine skills from two professions, but not three, and only one primary attribute, lends a lot of depth to the game while still giving the devs the control to prevent a lot of abusive combinations. Making "hybrid" professions would, in my opinion, greatly cheapen that mechanic.
I read one suggestion that the game needs more "melee" professions. Now, I have nothing against melee professions, but I think what the game needs not more "melee" professions, but more inspired professions. Sure, you can create a profession called a "ninja" or somesuch; that's easy. The hard part is taking that profession and making it as different from a Warrior as a Mesmer is from an Elementalist, or a Monk. The reason the game (wisely, IMO) has a lot of "casters" and few "melee" professions is that "melee" is a particular way of fighting and "caster" means very little more than "not melee"--it covers a huge breadth of possibilities that are as different from each other as any of them are from melee.
So...that's basically the end of my rant. I propose the following question: what should the new professions do? Not, "what specific skills should they have," or "what should they be called," or "how powerful should they be," but what should their over-arching theme be? What should the new professions do, in the way that a Monk heals and protects, or a Warrior melees?
Note that this must be stated in combat terms. Saying "martial arts" or "shape shifting" is useless unless you can describe how shape shifting becomes a unique and viable fighting style, and can complement allies in a group. How is a profession that "shape shifts between a melee creature and a ranged creature" different from a Warrior/Ranger hybrid?
Let me give a possible example (obviously, this would require more articulation to turn into an actual profession):
Shielding and Redirecting
A profession that can cast enchantments in advance to absorb damage, rather than spells afterwards to recover it, and use other tricks that will force enemies to switch between different targets to remain effective; e.g. make one party member resistant by weakening another, transfer health/healing from one ally to another, etc. Hopefully a profession that players could consider as a serious alternative to Monks, without duplicating Monks' abilities. (The Protection Prayers that Monks currently have are helpful, but as a supplement to healing, not as a replacement for it.)
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