Adding new attributes instead of new classes?

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Nevin
Nevin
Furnace Stoker
#21
Wow, I came up with this concept literally before Factions was released. I got shut down for it, but signed.
chicks boy
chicks boy
Wilds Pathfinder
#22
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!!!
Emik
Emik
Jungle Guide
#23
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
silence.renegade
silence.renegade
Ascalonian Squire
#24
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
NeHoMaR
NeHoMaR
Desert Nomad
#25
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
Good idea but there are too much profession combos for that. It's better just add Demon Mastery to Necromacers, and so on. BTW, Dexterity seem like a good primary attribute for a future class
b
bunneh
Ascalonian Squire
#26
/notsigned
actionjack
actionjack
Furnace Stoker
#27
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.
icedragon981
icedragon981
Krytan Explorer
#28
/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.
Winterclaw
Winterclaw
Wark!!!
#29
/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
Winterclaw
Winterclaw
Wark!!!
#30
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.
This is a good idea Jack, it probably deserves it's own thread.
Emik
Emik
Jungle Guide
#31
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.
Exoudeous
Exoudeous
Wilds Pathfinder
#32
/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
fleshvirus
fleshvirus
Frost Gate Guardian
#33
/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
S
Solar_Takfar
Krytan Explorer
#34
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.
Winterclaw
Winterclaw
Wark!!!
#35
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
Minus Sign
Jungle Guide
#36
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.
Or chapter * will give players the choice of 2 new races while PvPers get several new arena types. Maybe mounts; jump funtion. Any number of things that players have asked be added to gameplay but have been unfeesable for whatever reason (which usually means it'd cost too much). It'd have to be something big--for both game types--to explain the lack of new proffessions. But with the next chapters available 10 different classes, most new players wouldn't feel jipped.

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
Exoudeous
Wilds Pathfinder
#37
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.
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
prodigy ming
prodigy ming
Lion's Arch Merchant
#38
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
if we consider a warrior, as some kind of solider then yes they do use polearm. Most ancient armies in fact use polearm as primary weapon. Its the martial artist who usually use sword/saber/staff...etc.
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
actionjack
Furnace Stoker
#39
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.
NeHoMaR
NeHoMaR
Desert Nomad
#40
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!"
Marketing? I have Factions, and I am NOT insterested in Assassins and Ritualists, never played one for more than some minutes. The reason I bought Factions was because the new skills for core professions.
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...
I see an elementalist in your avatar, so, you mean you dont like, for example, being Ether Magic at 16, with your Energy Storage as primary, and Monk Healing Prayers at secondary? You prefer Ether Magic at 12 as secondary, without the Monk part? Oh!