What will Ch 4 Professions be?
6 pages • Page 6
Shapeshifter/morpher:
It would be cool turning into a cheetah and having your movement speed increased 50%. Morphing into a gorilla (king kong woot) and being able to actually throw enemies away from you causing various conditions. Shapeshifting into a rhino or bull and ramming enemies causing cripple and/or bleeding. Turning into a giant amardillo and rolling into an armor ball for plus 200 armor. Morphing into a giant lizard and whipping people with your tail causing cripple. Turning into a cobra and spiting poison at foes and blinding them also. Yes it could be considered overpowered, but anet can balance it.
Many more possiblities. It gets me excited just thinking about a class like this.
It would be cool turning into a cheetah and having your movement speed increased 50%. Morphing into a gorilla (king kong woot) and being able to actually throw enemies away from you causing various conditions. Shapeshifting into a rhino or bull and ramming enemies causing cripple and/or bleeding. Turning into a giant amardillo and rolling into an armor ball for plus 200 armor. Morphing into a giant lizard and whipping people with your tail causing cripple. Turning into a cobra and spiting poison at foes and blinding them also. Yes it could be considered overpowered, but anet can balance it.
Many more possiblities. It gets me excited just thinking about a class like this.
i keep seeing 'no new professions' very CONSTRUCTIVE ideas.... wait thats my sarcasm kickin in...
that'll be some stand alone game, completely lacking in real gameplay differences. just more armors, skills, and pve content is NOT very attractive for a full game price. sorry pals, new professions is what sells the games.
as i suggested. they should work a full year on either this coming chapter or the next, and make the same as what we get for 6 months, then polish/add what we need for everything: MORE skills, better balance, more armors, more everything. you see? and then how much more attractive will that standalone game be? all answer for you, very attractive.
that'll be some stand alone game, completely lacking in real gameplay differences. just more armors, skills, and pve content is NOT very attractive for a full game price. sorry pals, new professions is what sells the games.
as i suggested. they should work a full year on either this coming chapter or the next, and make the same as what we get for 6 months, then polish/add what we need for everything: MORE skills, better balance, more armors, more everything. you see? and then how much more attractive will that standalone game be? all answer for you, very attractive.
F
Quote:
|
Originally Posted by Mightywayne
If they were to balance out all the classes, and the new ones to boot, would you then be interested? I mean, as long as there is balance, diversity is good.
|
As for the widespread disinterest, I imagine completionists are facing character fatigue, those people who HAVE to have a PvE of each primary profession and run all of them through each campaign, you'd have to run through NF 10 times, the next chapter 12, etc. and that aspect starts getting pretty rediculous. Doesen't help if they are going to force you to grind though the entire campaign per character just to unlock the high-end area a la DoA.
On a slightly different tack ............... Instead of an actual 'new profession', why not have an additional/extra 'attribute' added to each profession in the new chapter.
Example 1: Warrior
Axe Mastery
Hammer Mastery
Swordsmanship
Strength
Tactics
Polearm Mastery - New Attribute
Example 2: Ranger
Beast Mastery
Marksmanship
Expertise
Wilderness Survival
Nature Mastery - New attribute
Etc, etc, etc.
So in all, there would be, say, 10 new attributes in the next chapter. If it was done right, this should change a few 'builds' and add loads of new skills.
Example 1: Warrior
Axe Mastery
Hammer Mastery
Swordsmanship
Strength
Tactics
Polearm Mastery - New Attribute
Example 2: Ranger
Beast Mastery
Marksmanship
Expertise
Wilderness Survival
Nature Mastery - New attribute
Etc, etc, etc.
So in all, there would be, say, 10 new attributes in the next chapter. If it was done right, this should change a few 'builds' and add loads of new skills.
v
F
i would like to see a barbarian (like in the diablo series) with he ability to dual weild 1 handed weapons and the main attribute could be ears a adrenalins faster or something like that....yes i know its a copy of diablo but i loved that class and would love to see it in my new favorite game. and the 9th skills slot for rez is an awsome idea!
Still if they don't add new professions I think 1 or 2 or both of the following should happen:
1) You can only create a new character with the new race... as in you can't create humans in the new chapter. (You can still bring your over of course.)
2) Assassin, Ritualist, Paragon, and Dervish would have to be available in the new chapter as well. (I know they are chapter specific but I could a lot of complaints about not being able to create a Charr Dervish and so on. Plus if there were only the core professions a lot of people already have one if not several so there would be a lack of interest.)
Just because there would be no new professions does not automatically mean the content of the chapter would be better.
1) You can only create a new character with the new race... as in you can't create humans in the new chapter. (You can still bring your over of course.)
2) Assassin, Ritualist, Paragon, and Dervish would have to be available in the new chapter as well. (I know they are chapter specific but I could a lot of complaints about not being able to create a Charr Dervish and so on. Plus if there were only the core professions a lot of people already have one if not several so there would be a lack of interest.)
Just because there would be no new professions does not automatically mean the content of the chapter would be better.
E
I am with the majority here about not adding more professions, atleast for another expansion or two. I dunno I guess with a new expansion every 6 months I don't want to try and form a group from a pick of about 30 different classes in 4-5 years from now. Trying to set up a group build would be too tedius and would create a gigantic learning curve for those trying to start and get into the game. In any RPG there are only so many roles you can do in terms of what each ability a character brings to the group, too many would just simply start cancelling each other out in those abilities.
You might aswell just start calling newer classes "Warrior 2.0", "Neo Elementalist", or "The Second Monk", and so on. With just the current 10 professions we have in the game right now you can already start to see some professions stepping on other's feet in terms of what abilities they add to a group.
A new race and the next expansion allowing all professions to start in would be a much better selling point for the game.
Although I do enjoy new content to explore I also understand that too much content spreading your players thin is a silent death to any RPG. Now I'm not saying no new explorable content every expansion. But I am all for consolidating alot of the older content and bringing something new from it. Let's face it, zoning into ascalon and seeing 2 other people there in district 1 at peek time isn't very cool when the same is for every town outpost cause the developers in year 6 has 14 different campaigns and 8,000 outpost when there are only 20,000 players on at one time, most that are currently fighting, pvping, or whatever.
A good thought out balance is the key success to keeping any Online alive, just enough to not get bored, but not so much your overwhelming people from the game especially newcomers or those that like playing multiple classes, and it would suck to spend 2+ years of constant playing to try and keep up on just one individual character.
As fore-mentioned throwing out constant new stuff at a rapid pace also means more bugs, exploits, and unbalancing. It would be good, and wise if the developers take a breather, sit back, and say, "Ok this is what we got up until now, how can we make the current game better?"
Nearly every Online RPG dies eventually, because the "fast money" and "selling additions" overcome the thought of quality, that's the reason majority of the playbase, even here on this forums as an example is not all about new and new and more new, but a good balance of reworks aswell.
You might aswell just start calling newer classes "Warrior 2.0", "Neo Elementalist", or "The Second Monk", and so on. With just the current 10 professions we have in the game right now you can already start to see some professions stepping on other's feet in terms of what abilities they add to a group.
A new race and the next expansion allowing all professions to start in would be a much better selling point for the game.
Although I do enjoy new content to explore I also understand that too much content spreading your players thin is a silent death to any RPG. Now I'm not saying no new explorable content every expansion. But I am all for consolidating alot of the older content and bringing something new from it. Let's face it, zoning into ascalon and seeing 2 other people there in district 1 at peek time isn't very cool when the same is for every town outpost cause the developers in year 6 has 14 different campaigns and 8,000 outpost when there are only 20,000 players on at one time, most that are currently fighting, pvping, or whatever.
A good thought out balance is the key success to keeping any Online alive, just enough to not get bored, but not so much your overwhelming people from the game especially newcomers or those that like playing multiple classes, and it would suck to spend 2+ years of constant playing to try and keep up on just one individual character.
As fore-mentioned throwing out constant new stuff at a rapid pace also means more bugs, exploits, and unbalancing. It would be good, and wise if the developers take a breather, sit back, and say, "Ok this is what we got up until now, how can we make the current game better?"
Nearly every Online RPG dies eventually, because the "fast money" and "selling additions" overcome the thought of quality, that's the reason majority of the playbase, even here on this forums as an example is not all about new and new and more new, but a good balance of reworks aswell.
I want a gun-wielding class. Not M95s or M240s, just a big old boomstick. That'd be cool.
Burntpowder's Long Rifle
Piercing DMG: 30-40 (Reqs 9 Marksmanship)
Life-Stealing: 7 (-1 health regeneration)
Armor +7 (vs elemental attacks)
Backfire rate: 30%
Two Handed
For each point in Gunsmithing (Primary) you gain an additional 2% chance for your weapon to not backfire. When a backfire occurs you are blinded for 3 seconds and take 20 damage. Long Rifles fire at a rate of 2.5 seconds and have a range of 1.33 Aggro Circles. Their projectile speed is very fast.
Burntpowder's Long Rifle
Piercing DMG: 30-40 (Reqs 9 Marksmanship)
Life-Stealing: 7 (-1 health regeneration)
Armor +7 (vs elemental attacks)
Backfire rate: 30%
Two Handed
For each point in Gunsmithing (Primary) you gain an additional 2% chance for your weapon to not backfire. When a backfire occurs you are blinded for 3 seconds and take 20 damage. Long Rifles fire at a rate of 2.5 seconds and have a range of 1.33 Aggro Circles. Their projectile speed is very fast.
z
m
Quote:
|
Originally Posted by Dana Hawkeye
On a slightly different tack ............... Instead of an actual 'new profession', why not have an additional/extra 'attribute' added to each profession in the new chapter.
Example 1: Warrior Axe Mastery Hammer Mastery Swordsmanship Strength Tactics Polearm Mastery - New Attribute Example 2: Ranger Beast Mastery Marksmanship Expertise Wilderness Survival Nature Mastery - New attribute Etc, etc, etc. So in all, there would be, say, 10 new attributes in the next chapter. If it was done right, this should change a few 'builds' and add loads of new skills. |
It would be nice if they gave ranger some sort of artribute that could give greater distance.
S
