K
Who here wants to see more classes added to GW?
2 pages • Page 2
Quote:
|
Originally Posted by Carth`
No new classes please.
One day, some time in the future, all the people asking for new classes now will be complaining as the problems with adding new classes start to manifest themselves. Problems with adding new classes every 6 months: 1. More work for the developers means less time/money/effort potentially spent on other content, such as PvE. I'd rather play through a fantastic PvE game with my current character, than a crap one with a new character. |
Quote:
|
Originally Posted by Carth`
2. Harder and harder to find a certain class for a group, as the population becomes more divided into different classes, vis-à-vis monks. All they can do to combat this, is provide classes like the ritualist that can help a bit with keeping people alive. You'll all be complaining when you have a 1 in 12 chance of getting a monk in your party of 8 because there are 12 different classes trying to complete the missions.
|
Besides, you don't need any one specific class for any mission. What you need is some people to do some specific roles in the mission. You don't scream "We need monk" but instead "We need healer" or "We need Healing Monk". See? And you don't need assassin/ritualist/mesmer/warrior/ranger/whatever in any mission, either.
Quote:
|
Originally Posted by Carth`
3. Frustrating for people who want to try the new classes in PvE. It means you can spend less and less time on each character. I'd much prefer to work on making one character the best I can, than making 8 characters average. I want to roleplay a character. With all these expansions, it's more like a new game every time, with a new character in a new location. Either make an expansion, or make a new game. Don't try to do both or you end up alienating someone. This is related to the problem with the populations being separated, so districts in earlier chapters will become empty.
|
Quote:
|
Originally Posted by Carth`
4. It gets harder and harder to balance the skills with each other as the possibilities expand exponentially. You'll all be complaining to ANerf when your favourite Prophecies skill gets nerfed in order to stop it being too powerful when used with a skill from a new class.
|
Quote:
|
Originally Posted by Carth`
5. The new classes are a gimmick designed to get you all excited and think it will be worth buying a new chapter just to gain access to the new class. If it had a monthly fee, they could just release new areas, but in order to justify paying for a new game, they have to add something else. It's the result of a flawed business model.
|
Quote:
|
Originally Posted by Carth`
But enjoy your new classes anyway.
![]() |
Quote:
|
Originally Posted by Carth`
No new classes please.
One day, some time in the future, all the people asking for new classes now will be complaining as the problems with adding new classes start to manifest themselves. Problems with adding new classes every 6 months: 1. More work for the developers means less time/money/effort potentially spent on other content, such as PvE. I'd rather play through a fantastic PvE game with my current character, than a crap one with a new character. 2. Harder and harder to find a certain class for a group, as the population becomes more divided into different classes, vis-à-vis monks. All they can do to combat this, is provide classes like the ritualist that can help a bit with keeping people alive. You'll all be complaining when you have a 1 in 12 chance of getting a monk in your party of 8 because there are 12 different classes trying to complete the missions. 3. Frustrating for people who want to try the new classes in PvE. It means you can spend less and less time on each character. I'd much prefer to work on making one character the best I can, than making 8 characters average. I want to roleplay a character. With all these expansions, it's more like a new game every time, with a new character in a new location. Either make an expansion, or make a new game. Don't try to do both or you end up alienating someone. This is related to the problem with the populations being separated, so districts in earlier chapters will become empty. 4. It gets harder and harder to balance the skills with each other as the possibilities expand exponentially. You'll all be complaining to ANerf when your favourite Prophecies skill gets nerfed in order to stop it being too powerful when used with a skill from a new class. 5. The new classes are a gimmick designed to get you all excited and think it will be worth buying a new chapter just to gain access to the new class. If it had a monthly fee, they could just release new areas, but in order to justify paying for a new game, they have to add something else. It's the result of a flawed business model. But enjoy your new classes anyway. ![]() |
T
it's getting hard to imagine any new classes that arn't pretty much the same as old ones with tweaks so Im excited to see what will happen next. It'd be nice if only 1 new class each upgrade became available but add further customisation to existing chars. I'd like my armour to look a little more beaten up personally but I wouldnt want that to affect my al. So far Im happy with the way things are going though and I like the new classes although I dont play them (I struggle playing all my other chars as it is) and am excited to see what clever builds you guys will come up mixing th old and new proffs :P
Quote:
|
Originally Posted by llsektorll
you have to understand this game is not all about pve.... pvp is a major portion of this game... and without new professions to test tweak into our builds the game gets boring in teh pvp sector very fast... so i say keep the new profession and skills coming
|
But you're right, if all I played was PvP, I'd want new professions too, to keep me interested, otherwise it wouldn't be worth upgrading.
Quote:
|
Originally Posted by Cacheelma
I'd rather leave the DEVELOPERS to worry about that. They'll do what they can, so if they think they can't afford to make new classes, they won't make one.
|
Quote:
|
Originally Posted by Cacheelma
What would prevent you from choosing a monk for your group, even with 360 professions to choose from? PuG group making is not random matching, you know?
|

Quote:
|
Originally Posted by Cacheelma
Besides, you don't need any one specific class for any mission. What you need is some people to do some specific roles in the mission. You don't scream "We need monk" but instead "We need healer" or "We need Healing Monk". See? And you don't need assassin/ritualist/mesmer/warrior/ranger/whatever in any mission, either.
|
Quote:
|
Originally Posted by Cacheelma
Again, leave that for the devs to worry about. They'll do what they can.
|
Quote:
|
Originally Posted by Cacheelma
I disagree. I don't buy new GW chapters because of the new professions.
|

T
I totaly get what your saying about monk thing. Monks are hard enough to come by as it is. But theres always the henchies and people can reskill themselves to compensate for any short fallings with the groups. I always say and it applies with henchies or real people 'as long as noone does anything stupid this'll be easy' if anything it creates new and interesting challenges to overcome. I monked some missions in Cantha with my Ele which was fun and a challenge to overcome. To be honest it wasnt the most effective build but it solved a problem so I could continue to the end of the game
Yes, saying that someone who heals is just a replacement for a monk is the same thing as saying someone who does damage is just a replacement for a warrior. By that rationale, we only need 2, maybe 3 classes, a damage-dealer, a healer, and maybe a ranged damage-dealer, aka ranger.
New classes offer up different unique effects and combinations to keep things from getting stale. New skills alone cannot fill this role because you still have the same tired attributes, along with the same old primaries and armor/weapon-styles. New classes simply allow for a wider range of uniqueness, which is always good, IMO.
New classes offer up different unique effects and combinations to keep things from getting stale. New skills alone cannot fill this role because you still have the same tired attributes, along with the same old primaries and armor/weapon-styles. New classes simply allow for a wider range of uniqueness, which is always good, IMO.
R
They can add all they want, Wammo's will still dominate the population. lol
But in reality not everyone plays/tries every class. I still haven't devoted myself to make a solid mesmer or elementalist.
My monk has been in retirement, my warrior get little play time.
I say they can add as many classes as they want, it just gives more options for more people.
But I'll admit I love this game just for building. And the more they add the more happy I am. To me the real interest in GW is making builds, trying them, and making more.
Sure to some the PvE content is limited, but playing PvE with different classes and builds makes it feel like different game.
At least it does for me. Now bring on Beast Riders!!
But in reality not everyone plays/tries every class. I still haven't devoted myself to make a solid mesmer or elementalist.
My monk has been in retirement, my warrior get little play time.
I say they can add as many classes as they want, it just gives more options for more people.
But I'll admit I love this game just for building. And the more they add the more happy I am. To me the real interest in GW is making builds, trying them, and making more.
Sure to some the PvE content is limited, but playing PvE with different classes and builds makes it feel like different game.
At least it does for me. Now bring on Beast Riders!!
I don't want extra professions, yes it adds to the fun - I love PvE, it's great. And I want nightfall because I am bored of the game right now - PvP is the only thing keeping me interested.
aNet will probably release more classes to cater to the PvE players *sigh*
Since they are the majority while all the PvP players will eventually get screwed over by the unlimited options and builds making any organised PvP based on luck rather than skill.
The game will keep changing and evolving and it will get to a stage that there will be too many options/builds/skils that skill will not play a part in the PvP side of this game.
I'm all for expansions, but I'm not for expansions that keep changing, morphing and "ruining" the game.
But in reality aNet is a business so they need to realease new expansions in order to make any profit, unless they were to add a month subscription.
So in my opinion, releasing new expansions and new add-ons to make profit is the lesser of two evils.
aNet will probably release more classes to cater to the PvE players *sigh*
Since they are the majority while all the PvP players will eventually get screwed over by the unlimited options and builds making any organised PvP based on luck rather than skill.
The game will keep changing and evolving and it will get to a stage that there will be too many options/builds/skils that skill will not play a part in the PvP side of this game.
I'm all for expansions, but I'm not for expansions that keep changing, morphing and "ruining" the game.
But in reality aNet is a business so they need to realease new expansions in order to make any profit, unless they were to add a month subscription.
So in my opinion, releasing new expansions and new add-ons to make profit is the lesser of two evils.
N
more classes please
I like the ANET Magic the Gathering model
http://pc.gamespy.com/pc/guild-wars-.../680914p1.html
I like the ANET Magic the Gathering model
http://pc.gamespy.com/pc/guild-wars-.../680914p1.html
Quote:
| Strain uses the card game Magic: The Gathering as a metaphor for the way ArenaNet sees the development of the Guild Wars franchise. "Magic: The Gathering keeps re-inventing itself with each new edition and players are never forced to buy older cards to stay competitive. They can always enjoy a one edition game. |
Quote:
|
Originally Posted by Carth`
No, they'll do what they can to sell the game. If they think enough people won't buy it without a new class or a new faction/alliance system, or a new hero that follows you, then they'll waste some time implementing it.
|
Quote:
|
Originally Posted by Carth`
No, but it looks like you missed the point. I don't know how to describe it simpler. Let's say you have a six-sided die, and a 3 on this die is a monk. This is Prophecies. Now let's say you have an eight-sided die, are you just as likely to get the 3 when you roll it as you were with the six-sided die? This is Factions. It's not a perfect analogy, for one thing I doubt the professions are divided equally like this. But it's true. I don't understand how you can't see that having 360 professions would make it very unlikely to find a monk.
![]() |
Quote:
|
Originally Posted by Carth`
I don't see what your point is here. You often do need a monk in a mission. Sometimes you might need a healer monk, but it's still a monk. So what if you need a role rather than a class? Are you saying the new classes will replace the monk's roles? In that case why not just have a monk, and not add a new class. If that's what you meant, I wasn't sure...
|
Quote:
|
Originally Posted by Carth`
Saying "let the devs worry about it" isn't a solution to a problem. It'll be us it affects when there are skill imbalances or nerfs.
|
I'd like to keep adding more professions. but wouldn't it be better if they release them one at a time? This would give the devs more time to be creative, give more skills to the new prof and older (yes, sins and rits too), add new mechanics to the game, fix bugs and give us the much-wanted, much-needed auction house 
Vampiric Gaze while blinded ftw! ^^
Vampiric Gaze while blinded ftw! ^^
E
