Has anyone except me noticed the following?
In every new Guild Wars campaign, there have been a melee class. Other classes added are classes similiar to the Necromancer and Ranger classes.
Factions:
Assassin (Melee class)
Ritualist (Inspired by Necromancers?)
Nightfall:
Dervish (Melee class)
Paragon (Some kind of twist between the Warrior and Ranger class?)
Any1 except me want to see a new Elementalist or Mesmer-inspired class?
Some proffessions I'd like to see:
Druid (A spellcaster who uses the power of nature to give a good damage to the enemies. Could also have a pet with them, like rangers do. Would be a proffession to the god Melandru.)
Thief/Rogue (Some kind of twist between assassin and rangers, who could become very fast and maybe invisible to attack the targets).
(Yes I know I said there was too many melee proffessions, but still...)
Witchmaster (A spellcaster who uses Light or Dark powers to kill enemies. Would be able to spawn some kind of "Phantoms" to use as necros uses bone minions. Would be a proffession to the god Grenth.)
Take a look at this, what do you think about it?
Too many melee classes + My hopes for new proffessions
Wertic
BahamutKaiser
Well considering that the original balance of melee attackers and ranged attackers vs casters is 1 to 4, both attackers put together makes it a 1 to 2 ratio of attackers to caster classes. It is only natural that we have new melee and ranged attackers in upcoming chapters because there are less of them. Right now it is barely coming to a balance, with 3 melee attackers, 2 ranged attackers, and 5 casters.
And what suggestions do you offer, An extremely close identity to Ranger and Assassin, Rogue..... An extremely simular identity to Necromancer, and Ritualist is simular? And Druid, which is sorely lacking in originality as well, although it would have potential.
Honestly, Gids Warden class is better than all of these combine, only problem with it is the race of Wardens in the game, much like the Druid creatures in the game though......
So where are these Elementist, Mesmer inspired classes you mentioned? How can you complain about "night" and offer "black"? You want an original alternative to Elementist and Mesmer than check out my Stalker idea. And just in case your confused, I don't hold the same views as you on remotely simular classes, as long as they have original gameplay mechanics and facinating identities.
And what suggestions do you offer, An extremely close identity to Ranger and Assassin, Rogue..... An extremely simular identity to Necromancer, and Ritualist is simular? And Druid, which is sorely lacking in originality as well, although it would have potential.
Honestly, Gids Warden class is better than all of these combine, only problem with it is the race of Wardens in the game, much like the Druid creatures in the game though......
So where are these Elementist, Mesmer inspired classes you mentioned? How can you complain about "night" and offer "black"? You want an original alternative to Elementist and Mesmer than check out my Stalker idea. And just in case your confused, I don't hold the same views as you on remotely simular classes, as long as they have original gameplay mechanics and facinating identities.
holababe
Only one I like is Druid because I played it in WoW and really liked it.
Thief/Rogue is unnecessary because we already have the Ranger and Assasin.
Thief/Rogue is unnecessary because we already have the Ranger and Assasin.
Xenex Xclame
hmm lets see,
core =
warrior ( 1 melee)
ranger,elementalist,necromancer,monk,mesmer ( 5 ranged )
Factions =
Assasin ( 1 melee)
Ritualist (1 ranged)
Nightfall =
Dervisher (1 melee)
Paragon (1 ranged)
So except for the first 6 classes which outnumbers melee classes 1 out of 6 ,
the other 2 chapters have been one for each , one melee one ranged.
Now i dont know where you got your numbers but they are wrong.
Now about your suggestion, first one is just a ranger, nothing special there.
Second one is just a assasin and a ranger together ( Hey! remember we have dual classes) and the third one is just necro/ritualist.
Sorry nothing new :|
core =
warrior ( 1 melee)
ranger,elementalist,necromancer,monk,mesmer ( 5 ranged )
Factions =
Assasin ( 1 melee)
Ritualist (1 ranged)
Nightfall =
Dervisher (1 melee)
Paragon (1 ranged)
So except for the first 6 classes which outnumbers melee classes 1 out of 6 ,
the other 2 chapters have been one for each , one melee one ranged.
Now i dont know where you got your numbers but they are wrong.
Now about your suggestion, first one is just a ranger, nothing special there.
Second one is just a assasin and a ranger together ( Hey! remember we have dual classes) and the third one is just necro/ritualist.
Sorry nothing new :|
bg_solidsnake
lol a rogue if u want to have invisible guy play WoW.
Wertic
I know I wrote I dont like melee classes, but how can you compare Druid to a RANGER?! a druid is a spellcaster, no bowman, and the rogue and witchmaster ideas sure isnt as good as my druid idea. The druid was supposed to be some kind of Elementalist with a pet using the forces of nature. Why compare it to a ranger?
BahamutKaiser
Because GW defines Druids as Tree Creatures which evolved from cursed humans, and Rangers already have pets, with strong casting capabilities through the use of their primary and a secondary class (like Elementist).
When you make a class idea, it should be an alternative to exsisting classes, fill a gap in alternative options, and use original and unique features to obtain those goals.
For instance, Dervish is an Elementist alternative. It offers Melee orientation and Multi Target attacks to deal group damage, and aura enchantments which deal PBAoE elemental damage on small groups. An original alternative to elementist. Very different yes?, well that's how original a new class should be.
When you make a class idea, it should be an alternative to exsisting classes, fill a gap in alternative options, and use original and unique features to obtain those goals.
For instance, Dervish is an Elementist alternative. It offers Melee orientation and Multi Target attacks to deal group damage, and aura enchantments which deal PBAoE elemental damage on small groups. An original alternative to elementist. Very different yes?, well that's how original a new class should be.
Skuld
We need more decent casters with something to offer, no recycled crap like the rit which has either been overpowered or inferior to everything else.
BahamutKaiser
Sad part about it is, Casters have been thouroughly explored already, With a start of 4 casters covering a wide variety of roles, it is hard to develope a completely "caster" based class which is throughoughly original and useful.
I think they went in the right direction with Ritualist, the problem they have is much simular to Elementist though, too much perperation and downtime between skill use. My honest opinion is that they may have enough room for 1 or 2 more fully caster based classes which will actually be original and useful, anything beside that would best be a hybrid or have improvements done to the exsisting functions on the exsisting caster classes.
About the only fully caster based classes I have seen throught all of these threads which really have something to offer are the Relayer and the Preventor functions. Prevention of statuses (hexes and conditions) as well as reversal and counters are not well covered or specialized in any class. And Relaying spell effects through a teammate to an out of reach target are both very useful and rather original (if not totally). Beyond that the best caster orientations are melee/casting features, and something of a Summoner who uses Familiars which operate magical features.
What I really want to see is improvements to functions like Binding Rituals and DoT spells that way they can be used naturally and effectively. DoT effects either need to be repeatative, or widespread and lasting to make legitimate impacts, and Binding Rituals need to be longer lasting, easier to sustain, and mobilized to participate in a very mobile game.
But lastly I would like to reinerate that having attractive class identities is more important than having original features. Original features are a must, a requirement, but making it from an interesting and enjoyable class is more important. And when all avenues of original function and combinations are met, making parrallel characters outside of class combination would be the best place to continue.
I think they went in the right direction with Ritualist, the problem they have is much simular to Elementist though, too much perperation and downtime between skill use. My honest opinion is that they may have enough room for 1 or 2 more fully caster based classes which will actually be original and useful, anything beside that would best be a hybrid or have improvements done to the exsisting functions on the exsisting caster classes.
About the only fully caster based classes I have seen throught all of these threads which really have something to offer are the Relayer and the Preventor functions. Prevention of statuses (hexes and conditions) as well as reversal and counters are not well covered or specialized in any class. And Relaying spell effects through a teammate to an out of reach target are both very useful and rather original (if not totally). Beyond that the best caster orientations are melee/casting features, and something of a Summoner who uses Familiars which operate magical features.
What I really want to see is improvements to functions like Binding Rituals and DoT spells that way they can be used naturally and effectively. DoT effects either need to be repeatative, or widespread and lasting to make legitimate impacts, and Binding Rituals need to be longer lasting, easier to sustain, and mobilized to participate in a very mobile game.
But lastly I would like to reinerate that having attractive class identities is more important than having original features. Original features are a must, a requirement, but making it from an interesting and enjoyable class is more important. And when all avenues of original function and combinations are met, making parrallel characters outside of class combination would be the best place to continue.
GuildWiki Jamie
Personally I'd like to see a powerful mesmer spinoff, a Psychic, which doesn't do direct damage but uses attributes like telekinesis to teleport allies from danger or push foes away using defensive force fields which could block projectiles or prevent foes from entering all together.
They could also use sound based skills which disrupt and deal conditions, a little bit of a Elementalist/Mesmer combination but with no direct damage and a major pain which turns defense into offense inflicting foes within earshot with dazed or blind.
They could also use sound based skills which disrupt and deal conditions, a little bit of a Elementalist/Mesmer combination but with no direct damage and a major pain which turns defense into offense inflicting foes within earshot with dazed or blind.