Adding new attributes instead of new classes?
2 pages • Page 2
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
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
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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 |

b
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.
/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
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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. |
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.
/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
/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
S
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.
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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.
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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.
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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
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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?
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.
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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:
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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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