Adding new attributes instead of new classes?
NeHoMaR
Why not add totally new attributes to existing classes, instead of new classes? (in future chapters)
Examples:
Necromancer: Demon Magic (summon demons, etc)
Assassin: Stars Mastery (new weapon, stars)
Warrior: Pole Mastery, etc.
Mesmer: Alteration Magic.
Elementalist: 5th element magic?
Ritualist: Dark Magic (direct damage)
Dervish: Water/Fire Prayers.
Examples:
Necromancer: Demon Magic (summon demons, etc)
Assassin: Stars Mastery (new weapon, stars)
Warrior: Pole Mastery, etc.
Mesmer: Alteration Magic.
Elementalist: 5th element magic?
Ritualist: Dark Magic (direct damage)
Dervish: Water/Fire Prayers.
actionjack
intersting.. I think its something that could work
Sereng Amaranth
/signed
The one Casey Squid
One of the best ideas I have heard.
/signed up the butt
/signed up the butt
Knightsaber Sith
/notsigned
I for one enjoy the flavor classes far more than two new attributes for the wammo.
I for one enjoy the flavor classes far more than two new attributes for the wammo.
Xenex Xclame
Ranger?
Terra Xin
Demonology is a more correct term for that Necromancer attribute
I suppose the new-attribute idea is fine, but it would have to pertain to the 'specialist' ideal that two new classes would have.
Elementalists can have "Arcane Arts" - that's a nicely broad attribute line.
For Rangers... Tracing/Tracking perhaps.
I suppose the new-attribute idea is fine, but it would have to pertain to the 'specialist' ideal that two new classes would have.
Elementalists can have "Arcane Arts" - that's a nicely broad attribute line.
For Rangers... Tracing/Tracking perhaps.
Sli Ander
Sort of like "epic levels" in dnd. A few questions though: What would be requirements to get these attributes? Hitting level 20? Getting all attr. points/ a new quest?Certain exp level?
And what about monks? Any ideas for that?
Overall its a very interesting idea, I'd really like to see where this idea gets taken. I'll withhold a /signed or /unsigned for now, so that I can give it deeper thought when I'm less tired. Nice idea though.
And what about monks? Any ideas for that?
Overall its a very interesting idea, I'd really like to see where this idea gets taken. I'll withhold a /signed or /unsigned for now, so that I can give it deeper thought when I'm less tired. Nice idea though.
prodigy ming
/signed.
i think something like this was metioned before already
i think something like this was metioned before already
Kitharin
hmmmmm
This could be done in one of the new chapters, insted of a coupple of new proffessions. But it would only really work once - what would you add (for example) to a Necro after Deamonology? Ghostology? but that would be like spirts use by Rits...
This could be done in one of the new chapters, insted of a coupple of new proffessions. But it would only really work once - what would you add (for example) to a Necro after Deamonology? Ghostology? but that would be like spirts use by Rits...
Kitharin
wow... my first doubble post.. sorry
bigwig
if you really want new attributes for your characters, try experimenting with new secondaries for them. Why implement this change, when secondary attributes can be so interchangeable?
Lady Revanche
Adding a new attribute line to the professions could at least partially solve one major problem-- that of trying to add 25 new and *unique* skills to each profession with each new chapter.
We are already seeing a lot of repetition in the core profession skills, and we aren't even into chapter 3 yet. If Anet wants to keep adding skills with each chapter it's going to become an increasingly difficult challenge for them to surmount. (I know they've said they probably won't add new skills with each chapter, but that causes problems of its own which belong in a separate discussion.)
However, if instead of trying to add 25 skills to the existing attribute lines they add a new attribute line to each profession, those 25 skills can all be put into the new line. Not only does that provide 25 truly new and unique skills for the profession, it also adds all kinds of new combinations with the other attribute lines as well as secondaries.
It would encourage players to start characters from the core professions as well as the expansion professions, and give them reason to rediscover their existing characters.
It would also bring a widespread change to the PvP metagame, and probably shake things up there for a while (in a good way).
Some additional ideas for new lines: I'd love to see dual-wielding added to the warrior this way. I'd also like to see a profession given shapeshifting abilities (the ranger, perhaps?). Maybe elementalists could receive a summoning ability (not just elemental djinns, but the ability to summon earthworks for protection or winds to make projectile missiles miss, for example. Of course, those could all be incorporated into the current ele attribute lines, so not the best suggestion maybe.)
We are already seeing a lot of repetition in the core profession skills, and we aren't even into chapter 3 yet. If Anet wants to keep adding skills with each chapter it's going to become an increasingly difficult challenge for them to surmount. (I know they've said they probably won't add new skills with each chapter, but that causes problems of its own which belong in a separate discussion.)
However, if instead of trying to add 25 skills to the existing attribute lines they add a new attribute line to each profession, those 25 skills can all be put into the new line. Not only does that provide 25 truly new and unique skills for the profession, it also adds all kinds of new combinations with the other attribute lines as well as secondaries.
It would encourage players to start characters from the core professions as well as the expansion professions, and give them reason to rediscover their existing characters.
It would also bring a widespread change to the PvP metagame, and probably shake things up there for a while (in a good way).
Some additional ideas for new lines: I'd love to see dual-wielding added to the warrior this way. I'd also like to see a profession given shapeshifting abilities (the ranger, perhaps?). Maybe elementalists could receive a summoning ability (not just elemental djinns, but the ability to summon earthworks for protection or winds to make projectile missiles miss, for example. Of course, those could all be incorporated into the current ele attribute lines, so not the best suggestion maybe.)
Kitharin
Quote:
Originally Posted by Lady Revanche
Some additional ideas for new lines: I'd love to see dual-wielding added to the warrior this way. I'd also like to see a profession given shapeshifting abilities (the ranger, perhaps?). Maybe elementalists could receive a summoning ability (not just elemental djinns, but the ability to summon earthworks for protection or winds to make projectile missiles miss, for example. Of course, those could all be incorporated into the current ele attribute lines, so not the best suggestion maybe.)
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I'd love to see these too! the ele's summonings would be cool. Shapeshifting has been sugested as a whole new professtion, I'm not sure weather i would prefer it as a new profession or just as some extra skills.
Kool Pajamas
Maybe in the future. Theres still some room for new professions.
Shadowfrost
Someone's said before that we should get a new attribute depending on our secondary as well, something like Flaming Sword (just an example) attribute for a w/e, or something like that.
But /signed for either.
But /signed for either.
Series
/unsigned
This just isn't a good idea IMO. Why fix what aint broken? This would add new attributes, new skills, and etc., which would basically completely change gameplay. Most of those suggestions fit into existing attributes, and those that don't could just become a new class. Plus, owners of past chapters would be screwed over, as their Necro cant use the z0mg-dem0n-sumin!!! MAYBE a system where.. say... for example... Elonian Necros don't have Death Magic, but Demon Magic... but then within 2 expansions, there will be three types of necromancers, each with (assumably) different capabilities and stuff. In other words, new professions that have 90% the stuff identical except a single attribute.
This just isn't a good idea IMO. Why fix what aint broken? This would add new attributes, new skills, and etc., which would basically completely change gameplay. Most of those suggestions fit into existing attributes, and those that don't could just become a new class. Plus, owners of past chapters would be screwed over, as their Necro cant use the z0mg-dem0n-sumin!!! MAYBE a system where.. say... for example... Elonian Necros don't have Death Magic, but Demon Magic... but then within 2 expansions, there will be three types of necromancers, each with (assumably) different capabilities and stuff. In other words, new professions that have 90% the stuff identical except a single attribute.
natuxatu
I don't think it's a fix i think it's an addition....
overall a cool idea.. as people said maybe after a few more professions this would be a fun feature as it wouldn't require starting a new character to get new skills and having a new way of playing.
overall a cool idea.. as people said maybe after a few more professions this would be a fun feature as it wouldn't require starting a new character to get new skills and having a new way of playing.
curtman
Quote:
Originally Posted by NeHoMaR
Why not add totally new attributes to existing classes, instead of new classes? (in future chapters)
Examples: Necromancer: Demon Magic (summon demons, etc) Assassin: Stars Mastery (new weapon, stars) Warrior: Pole Mastery, etc. Mesmer: Alteration Magic. Elementalist: 5th element magic? Ritualist: Dark Magic (direct damage) Dervish: Water/Fire Prayers. |
Necromancer: Demon Magic (summon demons, etc) - makes a Warlock type class
Assassin: Throwing Knife Mastery or Stealth. either would make a Rogue class
Warrior: No new attribute, just add 2 handed Swords, 2 handed Axes, and 1 handed hammer (they can use current skills, just vary the attack damage/speed). adds more weapon and skill choices.
Mesmer: Alteration Magic, stuff which effects recharge, cast, attack, and movement speed. - makes a Time Mage class.
Elementalist: seperate Lightning and Air elements. Fixes something which should have been done to begin with.
Ritualist: Elemental Summoning (see FF's summoner). makes a Summoner class
Dervish: Water/Fire Prayers. makes a Magic Swordsman class
Monk: Fist/Hand-to-hand Combat. makes a Fist Fighting class
Ranger: Animal Form. makes a Druid class
Thallandor
/signed X2
imagine all the people in the past who have argured that we should not have a new class just so that it can weild two handed swords/polearms or what not since theres already an existing class that does similar. This would shut them up imho.
imagine all the people in the past who have argured that we should not have a new class just so that it can weild two handed swords/polearms or what not since theres already an existing class that does similar. This would shut them up imho.
Nevin
Wow, I came up with this concept literally before Factions was released. I got shut down for it, but signed.
chicks boy
maaan im signing /sign
i luuuuuuuuuuuuuuv to see assassins with stealth and dissaprering for few seconds like {Stealth}[elite skill] . you are unseen by foes in 22...54 seconds and you cannot be seen on the minimap. this skill ends if you move or use a skill. YA BABY YA!!!
i luuuuuuuuuuuuuuv to see assassins with stealth and dissaprering for few seconds like {Stealth}[elite skill] . you are unseen by foes in 22...54 seconds and you cannot be seen on the minimap. this skill ends if you move or use a skill. YA BABY YA!!!
Emik
Ok go ahead and try yo rewrite an entire (correction 2) chapters just to fit in another attribute...
Everything is balanced as is and should not be changed. Period end of story.
It's just too absurd...
Having to add different types of wielded weapons is equally absurd.
Swords have a defined damage range coz the databases of the game can easily apply calculations to modfiers within a defined range.
This would also mean that for two chapters there need to be new weapons created. And seeing as Anet aren't going to change any of Proph r Factions content this is highly unlikely to become reality.
/NOTSIGNED
Everything is balanced as is and should not be changed. Period end of story.
It's just too absurd...
Having to add different types of wielded weapons is equally absurd.
Swords have a defined damage range coz the databases of the game can easily apply calculations to modfiers within a defined range.
This would also mean that for two chapters there need to be new weapons created. And seeing as Anet aren't going to change any of Proph r Factions content this is highly unlikely to become reality.
/NOTSIGNED
silence.renegade
Maybe every combination of primary and secondry professions have a unique attribute e.g.
N/Rt - Demonology - Summon ghosts and warrior ancestors.
W/R - Dual WIelding - ALlows two single-handed weapons to be held.
W/A - Dexterity - For every point you attack 1% faster.
And the same thing in opposite e.g
A/W - Dexterity
R/W - Dual WIelding
etc.
i think it is a very good idea
hope they take it up in next chapters
N/Rt - Demonology - Summon ghosts and warrior ancestors.
W/R - Dual WIelding - ALlows two single-handed weapons to be held.
W/A - Dexterity - For every point you attack 1% faster.
And the same thing in opposite e.g
A/W - Dexterity
R/W - Dual WIelding
etc.
i think it is a very good idea
hope they take it up in next chapters
NeHoMaR
Quote:
Originally Posted by silence.renegade
Maybe every combination of primary and secondry professions have a unique attribute e.g.
N/Rt - Demonology - Summon ghosts and warrior ancestors. W/R - Dual WIelding - ALlows two single-handed weapons to be held. W/A - Dexterity - For every point you attack 1% faster. And the same thing in opposite e.g A/W - Dexterity R/W - Dual WIelding etc. i think it is a very good idea hope they take it up in next chapters |
bunneh
/notsigned
actionjack
Can eve do a sub-class type of thing, where at some point of the game, your character will have the choice to pick one of the sub-class to join.
So say you have a Warrior primary. After you done some quest (like a new kind of ascention), you are given choice of to sub-class in Paladin, Hell Knight, or Berserker. But you can only choose one. This will add a new attribute and skills to your character, adding addtional and fresh way for you to keep on playing your character.
But I am not sure what sub-class or related attribute there could be, as like Curtman, I like them for new professional better.
So say you have a Warrior primary. After you done some quest (like a new kind of ascention), you are given choice of to sub-class in Paladin, Hell Knight, or Berserker. But you can only choose one. This will add a new attribute and skills to your character, adding addtional and fresh way for you to keep on playing your character.
But I am not sure what sub-class or related attribute there could be, as like Curtman, I like them for new professional better.
icedragon981
/signed
IMHO, 10 classes is already too much, if/when chapter 4 comes along, I don't want to be buying armor, weapons, etc. for 12 different characters just to see all the game has to offer.
IMHO, 10 classes is already too much, if/when chapter 4 comes along, I don't want to be buying armor, weapons, etc. for 12 different characters just to see all the game has to offer.
Winterclaw
/signed
Warrior: pole arms, maybe a skill set that gives their attacks elemental damage
Ranger: whips
Monk: kung-fu and maybe a melee staff
Elementalist: storm element (lighting + cold spells), lava element (earth + fire), metal (attacks do slashing, piercing, or blunt damage)
Mesmer: A skill set that gives them raw damage
Necro: dunno
Sassi: throwing stars/knifes/throwing chakarms
Rit: Summoned Pets (only one summon at a time, does more than one thing, acts like a hero but with a fixed skill list).
Dervishes: blade dance (lots of stances and aoe attacks)
Paragons: melee spears
Warrior: pole arms, maybe a skill set that gives their attacks elemental damage
Ranger: whips
Monk: kung-fu and maybe a melee staff
Elementalist: storm element (lighting + cold spells), lava element (earth + fire), metal (attacks do slashing, piercing, or blunt damage)
Mesmer: A skill set that gives them raw damage
Necro: dunno
Sassi: throwing stars/knifes/throwing chakarms
Rit: Summoned Pets (only one summon at a time, does more than one thing, acts like a hero but with a fixed skill list).
Dervishes: blade dance (lots of stances and aoe attacks)
Paragons: melee spears
Winterclaw
Quote:
Originally Posted by actionjack
Can eve do a sub-class type of thing, where at some point of the game, your character will have the choice to pick one of the sub-class to join.
So say you have a Warrior primary. After you done some quest (like a new kind of ascention), you are given choice of to sub-class in Paladin, Hell Knight, or Berserker. But you can only choose one. This will add a new attribute and skills to your character, adding addtional and fresh way for you to keep on playing your character. |
Emik
So bringing in new profs is going to be easier to do than adding new attributes yeah?
Count with me: after Nightfall should they add two new profs that means they have to add 8 different attributes. (apart from W and E that have 5 each all the rest has 4)
Should they add in new attributes that means they have to add in 10... what do you think is the easiest to do?
Inventing 8 new attributes that are stand-alone or 10 different attributes that have to be similar to the original professions' atributes.
Count with me: after Nightfall should they add two new profs that means they have to add 8 different attributes. (apart from W and E that have 5 each all the rest has 4)
Should they add in new attributes that means they have to add in 10... what do you think is the easiest to do?
Inventing 8 new attributes that are stand-alone or 10 different attributes that have to be similar to the original professions' atributes.
Exoudeous
/not signd
The idea makes no sense. the whole point of secondaries is to give more skills to a class. see to me the non core classes, while cool as primarys, add alot more to the game as secondaries. you dont need to add new attributes when you could just make a new class alltogether
Want a new weapon type for your warror? make a new class that specializes in it and make it the wars secondary. Like a W/D perhaps
The idea makes no sense. the whole point of secondaries is to give more skills to a class. see to me the non core classes, while cool as primarys, add alot more to the game as secondaries. you dont need to add new attributes when you could just make a new class alltogether
Want a new weapon type for your warror? make a new class that specializes in it and make it the wars secondary. Like a W/D perhaps
fleshvirus
/Signed For other stuff, But Necromancers do not SUmmon Demons.
Demonologists summons demons wich takes us to witchcraft.
its not star mastery its Throwing stars.
there is no 5th element since they all are used.
I dont like Pole mastery, Why not Dual Sword wield? Or better.
Ritualist olrady does Dark magic
Demonologists summons demons wich takes us to witchcraft.
its not star mastery its Throwing stars.
there is no 5th element since they all are used.
I dont like Pole mastery, Why not Dual Sword wield? Or better.
Ritualist olrady does Dark magic
Solar_Takfar
While an interesting idea, I don't think it'd be very productive marketing-wise. I mean, Anet always needs to attract new people, and saying "One new attribute line for each preexistant profession!" is far less attractive than "Two new professions to choose and play!"
That's not taking in account the balancing issues and the fact that the number of attr point you get is already tailored to a certain attribute point distribution table.
That's not taking in account the balancing issues and the fact that the number of attr point you get is already tailored to a certain attribute point distribution table.
Winterclaw
Quote:
Originally Posted by Exoudeous
The idea makes no sense. the whole point of secondaries is to give more skills to a class. see to me the non core classes, while cool as primarys, add alot more to the game as secondaries. you dont need to add new attributes when you could just make a new class alltogether
Want a new weapon type for your warror? make a new class that specializes in it and make it the wars secondary. Like a W/D perhaps |
But a W/D can't have 16 in sythes or a helmet that gives +1 sythes. The reasoning behind this idea makes a ton of sense: if there are new skill lines that would fit into existing classes in a way that wouldn't justify a new class being made around them, add them to that class. Why make a copy of a warrior class and do all the work that goes with it just so you can add pole arms? Like my metal element skill line, that's very close to earth magic but it may not justify the creation of an entirely new class to add that one feature.
Minus Sign
Quote:
Originally Posted by Solar_Takfar
While an interesting idea, I don't think it'd be very productive marketing-wise. I mean, Anet always needs to attract new people, and saying "One new attribute line for each preexistant profession!" is far less attractive than "Two new professions to choose and play!"
That's not taking in account the balancing issues and the fact that the number of attr point you get is already tailored to a certain attribute point distribution table. |
More improtant, it would probably bring in new business to add some of these features so lacking in the game at present. Most gamers I know who don't play GW don't because its too watered down in terms of character customization for PvE, too limiting in movement for a PvP environment, etc etc. More proffesions wouldn't bring them in anyway any more than new attributes would.
Exoudeous
Quote:
Originally Posted by Winterclaw
But a W/D can't have 16 in sythes or a helmet that gives +1 sythes. The reasoning behind this idea makes a ton of sense: if there are new skill lines that would fit into existing classes in a way that wouldn't justify a new class being made around them, add them to that class. Why make a copy of a warrior class and do all the work that goes with it just so you can add pole arms? Like my metal element skill line, that's very close to earth magic but it may not justify the creation of an entirely new class to add that one feature.
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I really dont see this ever happening. it would mean more skills per chapter, more sets of weapons. I dont think Anet would make their work for each chapter that exponentially bigger.
Besides. the attributes you listed do make bettr sense as other classes. Warriors dont use pole arms, Martial artists do. Metal Isnt an Element, but it would work as a Chemists skill line.
I would rather see support secondaries made for each class.
Id only sign on to extra attributes IF it was only active when you have no secondary. Or see some new mechanic with being diffrent races
prodigy ming
Quote:
Originally Posted by Exoudeous
How often do you put a melee weapons stats past 12? the points are better used on other supporting stats.
I really dont see this ever happening. it would mean more skills per chapter, more sets of weapons. I dont think Anet would make their work for each chapter that exponentially bigger. Besides. the attributes you listed do make bettr sense as other classes. Warriors dont use pole arms, Martial artists do. Metal Isnt an Element, but it would work as a Chemists skill line. I would rather see support secondaries made for each class. Id only sign on to extra attributes IF it was only active when you have no secondary. Or see some new mechanic with being diffrent races |
As to wheater metal is an element or not, that depends on the context. According to the Chinese, metal is one of their 5 elements. According to modern Science, any metal is also listed on the periodic table.
Now I don't know what would be the least work for the long run... making new skills/armor/faces/weapons for every new class per chapter in additon to the existing ones, or simply adding these for the old classes and extra skills for the new attribute line?
actionjack
Take say a attribute of Hand-to-hand combat for example. It could go under Monk, but can also be for a new class as well. Which would be better? My vote would be for new class, as I feel it would work better that way, especially if that class have other attributes linking it all together, that work completmentry to it. (same could be say to other, like polearm or Demon magic).
I still would say this is a feastible idea, and could very likely be done in the futre. But would hope the added attribute are something of less "potential", and save the better ones for a class of its own.
I still would say this is a feastible idea, and could very likely be done in the futre. But would hope the added attribute are something of less "potential", and save the better ones for a class of its own.
NeHoMaR
Quote:
Originally Posted by Solar_Takfar
While an interesting idea, I don't think it'd be very productive marketing-wise. I mean, Anet always needs to attract new people, and saying "One new attribute line for each preexistant profession!" is far less attractive than "Two new professions to choose and play!"
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Quote:
Originally Posted by Exoudeous
/not signd The idea makes no sense. the whole point of secondaries is to give more skills to a class. see to me the non core classes, while cool as primarys, add alot more to the game as secondaries. you dont need to add new attributes when you could just make a new class alltogether...
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