What will Ch 4 Professions be?
squan
perhaps a druid who use potions
or
a proffesion without weapons but with brutal powers who uses his body to attack
but what also would be fun is someting like combining your powers llike a fusion.
or
a proffesion without weapons but with brutal powers who uses his body to attack
but what also would be fun is someting like combining your powers llike a fusion.
Sophitia Leafblade
Anet cant add a summoner type, it would completely ruin balance.
eg. Players would be able to summon creatures in Gvg before going into battle. So when they meet the enemy they massivly out number them. And that would be even worse if there was more than 1 summoner in the party. Why bothering with any other type when u can mass out summon them.
eg. Players would be able to summon creatures in Gvg before going into battle. So when they meet the enemy they massivly out number them. And that would be even worse if there was more than 1 summoner in the party. Why bothering with any other type when u can mass out summon them.
arcanemacabre
Quote:
Originally Posted by Sophitia Leafblade
Anet cant add a summoner type, it would completely ruin balance.
eg. Players would be able to summon creatures in Gvg before going into battle. So when they meet the enemy they massivly out number them. And that would be even worse if there was more than 1 summoner in the party. Why bothering with any other type when u can mass out summon them. |
Dfx Gladiator
Although I like the idea of new professions, I think there are way too many skills already, and it's getting hard to catch up with all of them. So it would be better if they add no professions and perhaps only a few more skills to the older ones. Or they could add one or two more professions and not add more skills to the older ones.
And if they add no professions, improvements could be made on other aspects of the game like more variety of armor, faces, hairstyles, weapons, etc...
I think a whole new campaing, even without new profs, is enough to entertain the world of PvE for another 6 months...
And if they add no professions, improvements could be made on other aspects of the game like more variety of armor, faces, hairstyles, weapons, etc...
I think a whole new campaing, even without new profs, is enough to entertain the world of PvE for another 6 months...
Brandon1107
A-Net is not just going to stop making 2 professions every new game.
I think they should make a debuffer. *wink wink Alchemist thread in Concept Classes*
But I think they should slow down on the skill making. It is way too hard to catch up and become enveloped in the NF skills because I am still getting aquainted with the Factions skills. I think they should just lower the skills in each game and focus on the storyline and weapons and armor.
But when they do make more proffessions they should make:
Debuffer
or a
Ward Based Class (and earth ele has only 3 wards. you cant call that a ward based class)
I think they should make a debuffer. *wink wink Alchemist thread in Concept Classes*
But I think they should slow down on the skill making. It is way too hard to catch up and become enveloped in the NF skills because I am still getting aquainted with the Factions skills. I think they should just lower the skills in each game and focus on the storyline and weapons and armor.
But when they do make more proffessions they should make:
Debuffer
or a
Ward Based Class (and earth ele has only 3 wards. you cant call that a ward based class)
Nexus Icon
I'd like to see no new professions, and I'd like to see the existing professions' quantity of skills evened out.
As it stands at the moment, with all 3 campaigns the core classes have access to 130 skills each.
Factions professions have 100 skills each.
Nightfall ones, a paltry 75.
So if they added 30 skills to the core classes, they should add 60 to the Factions classes and 85 to the Nightfall classes.
That would go some way towards balancing the classes we currently have.
Then it's the stuff that the community have been screaming about for ages, such as more storage, a better trade system, more PvP maps and modes, more Guild Halls, etc.
Finally you get to the PvE story, and here I'd like to see them going back to utilising their whole dynamic instances idea and providing new content in old areas, across all 3 existing campaigns.
And it's more than possible to do; if someone in your party hasn't paid for the new content, nothing new happens, but if you've all paid for chapter 4, you could head out of the gate at Ventari's Refuge and run into entirely new content.
This could also be a legitimate way of using the existing fogged up areas in all 3 campaign, converting them to mission areas for the new content.
Following a storyline that spans all 3 continents and introduces new content to each of those continents would kick unbelievable amounts of arse.
As it stands at the moment, with all 3 campaigns the core classes have access to 130 skills each.
Factions professions have 100 skills each.
Nightfall ones, a paltry 75.
So if they added 30 skills to the core classes, they should add 60 to the Factions classes and 85 to the Nightfall classes.
That would go some way towards balancing the classes we currently have.
Then it's the stuff that the community have been screaming about for ages, such as more storage, a better trade system, more PvP maps and modes, more Guild Halls, etc.
Finally you get to the PvE story, and here I'd like to see them going back to utilising their whole dynamic instances idea and providing new content in old areas, across all 3 existing campaigns.
And it's more than possible to do; if someone in your party hasn't paid for the new content, nothing new happens, but if you've all paid for chapter 4, you could head out of the gate at Ventari's Refuge and run into entirely new content.
This could also be a legitimate way of using the existing fogged up areas in all 3 campaign, converting them to mission areas for the new content.
Following a storyline that spans all 3 continents and introduces new content to each of those continents would kick unbelievable amounts of arse.
Neriandal Freit
Quote:
Originally Posted by arcanemacabre
Not if they had to follow the same rules as Spirits, where you can't have more than one of any type in the same area, regardless of who summoned them. If summoned creatures were put into the game, I'd bet it would be set up like that.
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Chaos Herald
There are two things that Guild Wars is lacking in right now, unique weapons, and bosses that actually LOOK fearsome. I mean, when I see the hardest boss in the game. He should be enormous, and his attacks should knock me away (not knock down). As for weapons, I think that they should break the wall that is max damage. There should be powerful weapons that are HARD to get and pve only. Oh, and I think that they should balance out the total amount of skills per class.
Other than that, I don't care whether they add new classes.
-Chaos Herald
Other than that, I don't care whether they add new classes.
-Chaos Herald
Hell Raiser
I would prefer 2 new classes, but maybe add 1 in each of the next 2 chapters, and I think a bare handed class would be cool.
@Chaos Herald, I think that that is just asking for trouble, uber1337 weapons that can only be obtained in PvE and are hard to get would create major balance issues. I think the current system works fine and is not overpowered, in DoA you can get weapons that are HARD to get and PvE only but they still have max dmg and their stats can be replicated.
@Chaos Herald, I think that that is just asking for trouble, uber1337 weapons that can only be obtained in PvE and are hard to get would create major balance issues. I think the current system works fine and is not overpowered, in DoA you can get weapons that are HARD to get and PvE only but they still have max dmg and their stats can be replicated.
unmatchedfury
Quote:
Originally Posted by realoddsman
An animal shapeshifter is all I want. Diablo 2 had an assassin. Gw has an assassin.
Diablo 2 had an animal shapeshifter. GW needs one too |
unmatchedfury
Quote:
Originally Posted by Tact
I'm not hoping for any new professions.
Still, if Anet introduces two more professions, it should be the Bard and Jester =) |
next we'll be having pritates corsairs and gay anime chibi girls with big glowing eyes. Please, if thats what you want go play fly for fun, its free and has more than enough of that type of theme.
thank you, and keep that garbage out of GW.
crucifix
i want some kicks for sins. maybe something under deadly or crits.
new profs? nah, new skills? ya.
new profs? nah, new skills? ya.
cellardweller
I heard on the grapevine that there were plans well underway to implement a Pirate class for chapter 4, but they had to scap it because...
... they didn't want the game to get an Aaarrrgh rating.
(I'm so sorry).
... they didn't want the game to get an Aaarrrgh rating.
(I'm so sorry).
KillaKarl
Quote:
Originally Posted by natuxatu
Maybe a new race? But if there are no new professions then should the new chapter have the ability to create a paragon/dervish/ritualist/assassin?
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they did state in a magazine a year or so ago that they wre considering new races, BUT it would never ever be elves ,why elven hate anet?
Cebe
Quote:
Originally Posted by Brandon1107
Debuffer
or a Ward Based Class (and earth ele has only 3 wards. you cant call that a ward based class) |
Ward Against: ~Elements ~Foes ~Melee ~Harm
Ward of: ~Stability
Wouldn't take much to just add new wards to the Earth Magic line if you REALLY wanted a skillbar full of wards. Personally I can't think of anything more dull. Also...noone ever stands in them anyway.
Also as I have already said about debuffers....Necros have that one more than covered...and if that's not enough Dervishes and Mesmers also strip enchantments well. If you're wanting to remove stances you have Warriors... Just not really needed.
Quote:
Originally Posted by crucifix
i want some kicks for sins
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Sophitia Leafblade
Quote:
Originally Posted by Celestial Beaver
Wouldn't take much to just add new wards to the Earth Magic line if you REALLY wanted a skillbar full of wards. Personally I can't think of anything more dull. Also...noone ever stands in them anyway.
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heh that all so true, people already dislike Paragons and Rits because they feel 'out of the action' a pure Ward based one would have the shelf life of just a few weeks.
Quote:
Originally Posted by arcanemacabre
Not if they had to follow the same rules as Spirits, where you can't have more than one of any type in the same area, regardless of who summoned them. If summoned creatures were put into the game, I'd bet it would be set up like that.
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Quote:
Originally Posted by unmatchedfury
If GW gets a druid,shaman type charactor that shapwshifts into animals I'm gonna switch my favortie class. O Rly.
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arcanemacabre
Quote:
Originally Posted by Sophitia Leafblade
Spirits dont move, and atleast half of them dont attack. Hence meaning u can just get out the range (thus that being there true counter) but an army with numerious summoned creatures that can be made anywhere, anytime, has no balance, yes u could have it so only 1 person could summon creatures so no 2 creatures could exist at the same time, meaning you could only use a maximum of 8 creatures on your side, (well possibly more if u have more 1 summoner with different creature summons) but it would still be unbalanced.
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Hell, for further gimpage, give the summons a limited life-span, like spirits, and have them die when you die.
I think this would be a very fun class to play, as I love playing pet builds, and I love the Ritualist. I could see it being something in-between.
Moa Bird Cultist
I dunno, skill balances have never really bothered me, because I've always played underpowered combinations, out of sheer habit. Now, as for new classes, instead of a couple of really cool names, I'm gonna float a few concepts which I've been mulling over. First things first, I agree with the people that have suggested the quarterstaff as a weapon in it's own right, but how to incorporate it into the game and make it different? Obviously, it has to be a melee based weapon. So how about the following;
Quarterstaff (Martial Weapon, Melee Range, Two Handed.)
13-24 Blunt Damage (Req 9 Staff Artistry)
Armour +10 (Req 9 Staff Artistry)
Attack Speed: 1.5
Prefixes: Defensive, Zealous, Vampiric, Furious, Elemental, Sundering, (not because sundering is good, just for sake of completion )
Suffixes: Defence, Fortitude, Mastery.
Why like that? Well, when I think about the quarterstaff, I see it as a much more defensive weapon than a tool for offense. Therefore, it sacrifices sheer offensive power as well as an enchanting suffix to be able to achieve a maximum armour bonus of 20, (you would have to put points into the weapon's attribute to achieve this, preventing it from being abused.)
Then you have skills that are tied to the weapon, right? I say make them focussed on skills that function like the warrior's riposte skills - ie, you could have a skill that deflects the next X projectiles shot at you and has a Y% chance of blinding the attacker, (Imagine the user rotating his staff around, like they do in kung fu flicks and deflecting the arrows back at the hapless archer, ) or a skill that blocks a melee attack and cripples the attacker with the counter. The only thing I can't really think of is what kind of class you could tie that to, (visually, I mean.)
Anyway, that's my two pence, (as I don't have any cents, I live in the UK. )
EDIT: I want a class with a pair of 6-shooters!
Quarterstaff (Martial Weapon, Melee Range, Two Handed.)
13-24 Blunt Damage (Req 9 Staff Artistry)
Armour +10 (Req 9 Staff Artistry)
Attack Speed: 1.5
Prefixes: Defensive, Zealous, Vampiric, Furious, Elemental, Sundering, (not because sundering is good, just for sake of completion )
Suffixes: Defence, Fortitude, Mastery.
Why like that? Well, when I think about the quarterstaff, I see it as a much more defensive weapon than a tool for offense. Therefore, it sacrifices sheer offensive power as well as an enchanting suffix to be able to achieve a maximum armour bonus of 20, (you would have to put points into the weapon's attribute to achieve this, preventing it from being abused.)
Then you have skills that are tied to the weapon, right? I say make them focussed on skills that function like the warrior's riposte skills - ie, you could have a skill that deflects the next X projectiles shot at you and has a Y% chance of blinding the attacker, (Imagine the user rotating his staff around, like they do in kung fu flicks and deflecting the arrows back at the hapless archer, ) or a skill that blocks a melee attack and cripples the attacker with the counter. The only thing I can't really think of is what kind of class you could tie that to, (visually, I mean.)
Anyway, that's my two pence, (as I don't have any cents, I live in the UK. )
EDIT: I want a class with a pair of 6-shooters!
artay
Quote:
Originally Posted by Kool Pajamas
Other possiblity....signets. Anet seems to be adding more signets into the game each chapter. Possibly a class that specializes in signets.
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But on a side note i hope we get a gunner! Pow Pow!
or a power ranger
Sophitia Leafblade
Quote:
Originally Posted by arcanemacabre
Ungh, have you no imagination? The summoned creature would, in essence, be like a Ranger pet. You would have a summon creature skill (like the charm animal skill), then 'pet attack' type skills/spells that cause the summon to perform actions. To keep this from getting to overpowered, simply have the hearty pet-like summons be elites, while having small imps, spiders, ravens, etc that have low amounts of life and low attacks as normal skills. It would be no more overpowered than having a full team of Rangers with pets - ie not very much.
Hell, for further gimpage, give the summons a limited life-span, like spirits, and have them die when you die. I think this would be a very fun class to play, as I love playing pet builds, and I love the Ritualist. I could see it being something in-between. |
*Imagines a team of summoners, imagines them creating there summons pre battle timer starting, imagines the enemy getting mobbed by the shear overwhelming numbers, imagines the enemy team dead*
lets say a summoner can only make 10 pets max with 15 in summoning, lets say each little pet can only do 5 damage, and lets say the bigger one does 10, lets say theres a team of 8 summoners each witha different elite summoning (so they dont wipe out each others summonings, like spirits) ok so off the summonings go to attack, 10 creatures,only 5 damage each attack, 1 attack a second, thats 50 damage a second, yeah that seems reasonably, then add on effects from the summonings, then add in ther other 70 creatures, and suddenly u have 400+ damage a second and u think thats balanced?
dont get me wrong i like the idea of a summoner, but the problem is atm one would be too over powered, they would need a big drawback, like summoning a creature causes a disable effect on all your summons skills for 20 seconds, so u cant spam summons as fast, and u should be unable to heal them, and u should be only able to summon up to 5 max.
A better way would be to give animal summonings to Rangers, eg, "Heart of the Bear" [E] You summon a lvl 5....15 Bear to assist you. Give eles elemental Sumons eg. Summon Ice Golem[E] You summon a lvl 10-18 ice Golem to assist you. You may only have 1 Golem active at a time, Energy 25, Demon summonings could possibly go into Necromancers etc.
sabretalon
I like the idea of not adding more primary professions, but to introduce some new secondary ones!
So you can still be a warrior monk or you could go for a warrior/beserker
The newer secondary skills can not be used as a primary skill set
A ranger/trapper would have access to better trapping skills or skills that cost less etc..
So rather than introduce more primary professions I think it would be cool to add more secondaries that are restricted to your primary profession.
So you can still be a warrior monk or you could go for a warrior/beserker
The newer secondary skills can not be used as a primary skill set
A ranger/trapper would have access to better trapping skills or skills that cost less etc..
So rather than introduce more primary professions I think it would be cool to add more secondaries that are restricted to your primary profession.
Cebe
I'm thinking we could be missing a trick here.
IF new professions come out when will be in some way related to the new chapter, like the Paragon and Dervish were with Nightfall. They need to be inkeeping with the theme of the continent on which they begin their life.
So, A while back "The Northlands" were mentioned as a possible setting for Campaign 4...is just an idea...so I dunno I imagined a Shiverpeak-style setting so some Viking / Berserker type fur-clad guy springs to mind.
Quarterstaffs remind me of an oriental theme...which we have already seen in Cantha.
IF new professions come out when will be in some way related to the new chapter, like the Paragon and Dervish were with Nightfall. They need to be inkeeping with the theme of the continent on which they begin their life.
So, A while back "The Northlands" were mentioned as a possible setting for Campaign 4...is just an idea...so I dunno I imagined a Shiverpeak-style setting so some Viking / Berserker type fur-clad guy springs to mind.
Quarterstaffs remind me of an oriental theme...which we have already seen in Cantha.
Sophitia Leafblade
Quote:
Originally Posted by sabretalon
I like the idea of not adding more primary professions, but to introduce some new secondary ones!
So you can still be a warrior monk or you could go for a warrior/beserker The newer secondary skills can not be used as a primary skill set A ranger/trapper would have access to better trapping skills or skills that cost less etc.. So rather than introduce more primary professions I think it would be cool to add more secondaries that are restricted to your primary profession. |
Warrior/Beserker: Adds Dual Wielding & Rage Mastery
Ranger/Archer: Adds Crossbowmanship & Farsight(passive ability that increases range)
Monk/Shaman: Adds Herbal mastery & Martial Arts
Elementalist/Battle-Mage: Adds Staff Mastery & Ether Magic
Necromancer/Druid: Adds Sacrifical Magic & Vampiric Nature
Mesmer/Chronomancer: Adds Time Mastery & Whip Mastery
Assassin/Ninja: Adds Throwing stars & Shadow Mastery(steath like skills)
Ritualist/Demonologist : Adds Demon summoning & Dark Mastery
Dervish/ ?: Adds ? & ? (cant think of anything atm but im sure others could)
Paragon/Commander: Adds Pike Mastery & Obediance