Instead of all these new class ideas A-Net should just branch off from already made classes.
Warrior would go: Warrior branches to Fencer (dual-weild, fast crippling, taunts, mostly swords...duh)and Brawler (tanker, survival, battle rage, blood wraith, mostly axes) and Martial arts (kung fu, ninjitsu, judo, aikido, taekwondo, karate, boxing, kicking, disarming, blinding, degen) and Pure Warrior (like normal warrior now).
Ranger would go: Ranger branches to Marksman (surgical shot precision, barrage, power shooting) and Trapper (traps that : poison, daze, cripple, blind, bleed and knockdown) and Beast master (charming up to 4 animals at a time, pet buffing, pet skills, pet knockdown, pet stopping) and Survivalist (wilderness survival, escape, endure pain, troll unguent)
Theres more to come so wait for a while.
Profession Branching.
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more expansion. i like the idee behind warior, but maybe make the change based on you secondar profession. to like a W/E would be a more laid back tank (not as much armor) but deals additional elemental damage and has more energy. W/ Mo could be your martial artist. something like that. because late in the game, some combinations use little to none of the secondary prof.
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I like this idea.. And I was thinking of a similar one.. Except
For example.. You'd start off as a Ranger. Then after you ascend, just like changing your subclass.. You could 'ascend' into another branch of the Ranger.. Which would be Rogue or Druid.. Or stay as your normal Ranger.
That's the basics.. Didn't go into detail with my idea... But I've heard this has been done in other games.
Still, I think this idea would be better suited for GW instead of making new classes, since the current classes already are similar to alot of other classes..
I like this idea.. And I was thinking of a similar one.. Except
For example.. You'd start off as a Ranger. Then after you ascend, just like changing your subclass.. You could 'ascend' into another branch of the Ranger.. Which would be Rogue or Druid.. Or stay as your normal Ranger.
That's the basics.. Didn't go into detail with my idea... But I've heard this has been done in other games.
Still, I think this idea would be better suited for GW instead of making new classes, since the current classes already are similar to alot of other classes..
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Originally Posted by Faustus The Eighth
For example.. You'd start off as a Ranger. Then after you ascend, just like changing your subclass.. You could 'ascend' into another branch of the Ranger.. Which would be Rogue or Druid.. Or stay as your normal Ranger.
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Doesn't that already exist via attributes? I believe it does.
What makes GW great, from my point of view, is that you can be for instance all of those Warrior branches at any given time by simply picking the skills and distributing the attribute points. Don't like that "branch" then choose other skills and weapon for that matter. There're so many skills to choose from that by the time you go through all possible "branches" you will be bored to death.
Stop thinking so damn comlicated. Stricting a profession to branches and whatnot will not make things easier. Instead, it would be complex and annoying. This is not Lineage II to begin with. Anet already put everything you need.. so make use of it. Surely, there're no dual-wielder option or martial arts (how would that fit in the game.. it's not Mortal Combat. I mean what.. you gonna scare your opponent with a crazy monkey style?), but hopefully dual-wield will appear in Ch2, which will make your options even bigger.
I like what id Software (Quake series) says and does. Not the exact quote, but it goes something along the lines of we provide the tools, you (modders) do the rest. Same logic applies to Guild Wars. Anet provides you with a wide range of skill to choose from, how you use them is totally up to you.
And if it matters.. /not signed
What other classes? And similar? How? If you are talking about upcoming professions, then how would you know they would be similar when you have no idea what they will be. Also what makes me ponder is how some people (I am not refering to you, just a general observation) are in total "shock" of how Anet will be able to bring new professions when current ones cover pretty much everything and there's no way there could be any other logic professions fitting in. Or something similar along those lines. But what if Anet thought of 10, just a figure, professions from the start and included only 6 of them in the first release. It makes it all different then.
What makes GW great, from my point of view, is that you can be for instance all of those Warrior branches at any given time by simply picking the skills and distributing the attribute points. Don't like that "branch" then choose other skills and weapon for that matter. There're so many skills to choose from that by the time you go through all possible "branches" you will be bored to death.
Stop thinking so damn comlicated. Stricting a profession to branches and whatnot will not make things easier. Instead, it would be complex and annoying. This is not Lineage II to begin with. Anet already put everything you need.. so make use of it. Surely, there're no dual-wielder option or martial arts (how would that fit in the game.. it's not Mortal Combat. I mean what.. you gonna scare your opponent with a crazy monkey style?), but hopefully dual-wield will appear in Ch2, which will make your options even bigger.
I like what id Software (Quake series) says and does. Not the exact quote, but it goes something along the lines of we provide the tools, you (modders) do the rest. Same logic applies to Guild Wars. Anet provides you with a wide range of skill to choose from, how you use them is totally up to you.
And if it matters.. /not signed
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| Still, I think this idea would be better suited for GW instead of making new classes, since the current classes already are similar to alot of other classes.. |
In a way, this already exists. It's called attributes. There's a huge difference between each profession, and within the profession, the path you choose. For example, fire ele's play completely differently than water ele's. Beast Master rangers differ greatly from Trappers. Death vs. Blood necroes... the list is endless.
NO! Alright. It would be like [Example] having Fencer/beastmaster or fencer/Ranger (normal). Each branch has its own attributes so you could focus on DEEP specifics. As in you could have Fencer/Healer so it wouldn't be W/MO you could kow what that person was focused in.
Also MAYBE [Example] only the beastmaster could give in-depth commands to his pets but any other rangers would still be able to do basic commands like: Attack, Defend Me, Stay. The beastmaster could maybe: Patrol, Attack so-so,Defend so-so, Stay, No attack.
Also MAYBE [Example] only the beastmaster could give in-depth commands to his pets but any other rangers would still be able to do basic commands like: Attack, Defend Me, Stay. The beastmaster could maybe: Patrol, Attack so-so,Defend so-so, Stay, No attack.
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Originally Posted by Hannibel
/not signed
i would much rather have new class's |

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Originally Posted by Deadlyjunk
In a way, this already exists. It's called attributes. There's a huge difference between each profession, and within the profession, the path you choose. For example, fire ele's play completely differently than water ele's. Beast Master rangers differ greatly from Trappers. Death vs. Blood necroes... the list is endless.
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My plans could do [Example]: , Fire dmg, , Fire Attunement (as in the more points you have in here slightly lower casting time, re-cast time and raise dmg. This could also only work during a specific time) and Expertise (would lower costs and casting time).
