Originally Posted by Exoudeous
How often do you put a melee weapons stats past 12? the points are better used on other supporting stats.
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Adding new attributes instead of new classes?
LightningHell
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Solar_Takfar
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Originally Posted by NeHoMaR
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.
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Desires
Based on what has been said its hard to know if they'll keep a core 6 as the core after NF being they said these 3 games were like a trilogy and end in NF*Please no more mehlo after NF*
Exoudeous
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Originally Posted by prodigy ming
According to the Chinese, metal is one of their 5 elements. According to modern Science, any metal is also listed on the periodic table.
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As far as warriors, they are built to be big and make heavy strikes. Polearms need agility and precision, which dont match the warrior character in our game. Just like guns wont work with Rangers. Sure they are a ranged weapon, but it just doesnt fit the class. You wouldnt give hand to hand combat to monks just because they are called monks would you?
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Originally Posted by NeHoMaR
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!
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Lady Revanche
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Originally Posted by Exoudeous
Polearms need agility and precision, which dont match the warrior character in our game.
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It sounds like you're thinking of bo staffs and the like, which are not polearms.
Lady
Exoudeous
Polearms were made to increase the momentum and striking power of Axes and hammers.
Warriors already have strong hitting axes and hammers, so the weapons not only would adding useless skill trees to weapon types they already have, it would make the class unbalanced. Which is why they weapon would be givin to another class that has less armor.
You really need to think what it will do to the game as a whole and not think "OMG IT WOULD B COOL IF IT HAD THIS!!!"
Warriors already have strong hitting axes and hammers, so the weapons not only would adding useless skill trees to weapon types they already have, it would make the class unbalanced. Which is why they weapon would be givin to another class that has less armor.
You really need to think what it will do to the game as a whole and not think "OMG IT WOULD B COOL IF IT HAD THIS!!!"
Clawdius_Talonious
This would be directly in conflict with Guild Wars stated concept of no additional content in chapters that makes you uncompetitive in PVP.
/notsigned
/notsigned
vergerefosh
Begins to make things too complex. It can be hard enough trying to set things up so that they're balanced and you've spread out your att's evenly, but if they do this instead of new professions then you end up at a disadvantage, as you can either be a jack of all trades, with only 4-6 in each attribute, or 12+ in 1 or 2, which could then render you vulnerable.
Only realy way in which this would work as a permanent thing for each new chapter is they gave more attribute points, and i don't see that happening, thus /not signed
Only realy way in which this would work as a permanent thing for each new chapter is they gave more attribute points, and i don't see that happening, thus /not signed
prodigy ming
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Originally Posted by Clawdius_Talonious
This would be directly in conflict with Guild Wars stated concept of no additional content in chapters that makes you uncompetitive in PVP.
/notsigned |
NeHoMaR
I hope they are doing something similar to my idea for campaign 4; maybe the "delay" is because of that
Puliver
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Originally Posted by NeHoMaR
Necromancer: Demon Magic (summon demons, etc)
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Originally Posted by NeHoMaR
Elementalist: 5th element magic?
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Originally Posted by NeHoMaR
Ritualist: Dark Magic (direct damage)
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I would like to have new proffesions and not new attributes.
stuntharley
/not signed
Imbalance in guild wars, it is an ok idea but I wouldn't like it to be done
Imbalance in guild wars, it is an ok idea but I wouldn't like it to be done
MithranArkanere
I don't think it could be done in the way the game currently is.
Ragnarok online has more than 30 classes, class number is not a problem, XD.
I would also like a little different thing: evolving classes.
You make a second ascension and:
- Your Warrior turns into a Knight, and can learn two handed swords and axes skills...
- Your Elementalist turns into a Wizard and can learn combined elements skills (like Lion's Comfort using Strength and Tactics, skillsusing Fire and Water, or Air and Water, etc...).
- Your Necromancer turns into a Dark Mage
Instead of altering the current classes, new classes would be added, but you don't create characters with those classes, you have to make the older ones, and then you evolve them.
The prerequisite to become one of those classes could be learning at least X non-elite and Y elite skills of its primary profession.
And the 'evolved class' skills could be only available for those with the 'second ascension' granted.
This could be made once there are too many normal classes, that is, about 15-16 of them.
Ragnarok online has more than 30 classes, class number is not a problem, XD.
I would also like a little different thing: evolving classes.
You make a second ascension and:
- Your Warrior turns into a Knight, and can learn two handed swords and axes skills...
- Your Elementalist turns into a Wizard and can learn combined elements skills (like Lion's Comfort using Strength and Tactics, skillsusing Fire and Water, or Air and Water, etc...).
- Your Necromancer turns into a Dark Mage
Instead of altering the current classes, new classes would be added, but you don't create characters with those classes, you have to make the older ones, and then you evolve them.
The prerequisite to become one of those classes could be learning at least X non-elite and Y elite skills of its primary profession.
And the 'evolved class' skills could be only available for those with the 'second ascension' granted.
This could be made once there are too many normal classes, that is, about 15-16 of them.
NeHoMaR
Excuse me, but Guild Wars is not World of Warcraft, nor Ragnarok, nor Lineage.
And adding new attributes don't unbalance game, you can have a class with hundreds of attributes; doesn't matter when you can use only 2 o 3 because limited attribute points.
And adding new attributes don't unbalance game, you can have a class with hundreds of attributes; doesn't matter when you can use only 2 o 3 because limited attribute points.
pigdestroyer
/signed
this definetely sounds like a good idea
this definetely sounds like a good idea