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Originally Posted by Winterclaw
Perynne, if every culture is unique, then why are there sassi and rit mobs/bosses in NF?
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Probably because if there weren't, people would start complaining that their campaign specific classes are useless and get nothing from the new campaigns. It also creates more versatile enemies.
Right now, Paragons and Dervishes get the short end of the stick as they don't have any skills for them in Factions or Prophecies. In fact, Factions and Prophecies cultures are so unique that there are no Paragon or Dervish mobs/bosses there either.
Don't get me wrong, I do think that all campaign specific classes would fit in in other campaigns, at least skill wise with a few modifications. A Paragon is basically just a leader, someone who supports the group. Most cultures have their own version of assassin as well, and a ritualist is nothing more than a shaman working with spirits.
Still, making all professions available to every campaign would completely spoil part of each campaign's uniqueness. If Anet wanted to have all professions available to players in every campaign, they would have had this implemented right from the start.
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And who's to say ascalon/ shing jea/kamadean can't bring in instructors from other areas?
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Why would they want to do that? The instructors they have are based on professions that have been with them hundreds of years. Their own professions have evolved to work in their surroundings and work fine for any emergency they might have. A warrior can choose to specialize later, but I think in an actual training academy they wouldn't want to teach young students an exotic new fighting style just in from overseas. I think that a hardened warrior of Ascalon wouldn't want any "crazy foreign class messin' about", let alone try to save their entire nation. Didn't you see how unfriendly they were towards Krytans (who were effectively foreign too)? Oh, and don't even get me started on how to fit tons of melee-ninjas (or assassins, as they're known in canthan) into a culture so intent on full-blown warrior-against-warrior warfare. I think both Charr and Ascalonian warriors would laugh at the concept of a canthan-type assassin,simply because it doesn't fit in their history. Now, a suicidal lone wolf poisoner-type assassin would probably be more their type.
I know already that I might be sticking too much to vague lore, inviting flaming, and looking at things from a more roleplayish/real-life culture perspective. Implementing the campaign specific professions to each game really would be possible by subtly changing their meaning. But as Sli Ander said, it would take a ton of work on Anet's side to implement something like this and make it work. They would need to make new quests, new armor, new skills... they would need to tweak some background stories and generally try to explain how a dervish would believably fit in Pre-Searing Ascalon. The workload for them would be enormous, and I'd rather they put that energy into making the next game.
And if they can't make a change like this work... well, people who are truly interested in the game and the lore behind it would most likely lose interest in some aspects of the game. If a world isn't believable in it's history and background, it quickly becomes too confusing and uninteresting for many players.
This idea would be too much hassle to implement when compared to the fact that you can just get your character's secondary changed quite quickly in Factions and Nightfall. Anet would take many, many months to make a change like this (time which would be taken away from developing the next game, or coming up with solutions for, say, the storage problem), and it would only take a player a week or two to play themselves to the Profession Changer.