The New Profession
Yosh
If you could chose the new profession what would it be? Rumors say druids and some say no new ones at all. But if you could choose what would the new Guild Wars profession be? (Must Be Human of Course)
[EW]Elendar
i chose no proffession
every new one so far has completely screwed up the game, they messed up enough as it is spamming so many out so early and screwing balance every time
every new one so far has completely screwed up the game, they messed up enough as it is spamming so many out so early and screwing balance every time
Blessed Winds
The game is more exciting when they add new professions. This way the gameplay doesn't have to stay the same everytime.
Yosh
True, but i would pick better gameplay over a new profession any day of the week.
Maxiemonster
I think they should just stop making new professions every single chapter. If they made 7 chapters, that'd be 18 different professions id they keep it up like this, which is way too much if you'd ask me. If any new ones, I hope for professions that can't be chosen as secondary, and can't get a secondary, simply because I don't want to be able to pick between too many professions.
If any, I'd like another healing profession, as this is pretty much all I enjoy playing, and seeing there still aren't enough Monks around (still see to many "Anyone wanna monk in <random mission>?" in Guild chat). Maybe a professions relying mainly on touch skills and cheap running/shadow step/teleport skills to get around or something
If any, I'd like another healing profession, as this is pretty much all I enjoy playing, and seeing there still aren't enough Monks around (still see to many "Anyone wanna monk in <random mission>?" in Guild chat). Maybe a professions relying mainly on touch skills and cheap running/shadow step/teleport skills to get around or something
Yosh
true another healing would be nice. a rouge?
Cacheelma
The druid rumor has been here ever since we learned about Assassin for Factions.
My take: No druid ever in GW.
My take: No druid ever in GW.
-Loki-
Technician/something similar. I want my blackpowder guns.
Jaml
Summoner and Shapeshifter.
Feme Assassin
ohohoh i have some ideas
1st ELEMENTALIST (CASTERS THAT USE THE 4 ELEMENTS OF NATURE FIRE WATER AIR EARTH)
2ND NECROMANCER (GOTHIC GUYS THAT MAKE BONE MINIONS AND PUT CURSES ON LITTLE MONKS)
3RD WARRIOR (THE TANK HE HAS THE STRONGEST ARMOR COMPARING WITH THE OTHER PROFFESIONS HE CAN USE HAMMER AXE SWORD AND A SHIELD)
5TH RANGERS (THE PATHFINDERS THEY CAN CHARM A PET PLACE TRAPS AND THEY USE A BOW)
6TH NOTHING
Guild Wars doesnt need new proffesions we have more than enough let anet concentrate on the game and how they gonna make our interest lively again i wouldint care if they didnt put any new proffesion
P.S all the examples above are just for joke i know they already exist
OMG WHERE IS 4TH I FORGOT 4
1st ELEMENTALIST (CASTERS THAT USE THE 4 ELEMENTS OF NATURE FIRE WATER AIR EARTH)
2ND NECROMANCER (GOTHIC GUYS THAT MAKE BONE MINIONS AND PUT CURSES ON LITTLE MONKS)
3RD WARRIOR (THE TANK HE HAS THE STRONGEST ARMOR COMPARING WITH THE OTHER PROFFESIONS HE CAN USE HAMMER AXE SWORD AND A SHIELD)
5TH RANGERS (THE PATHFINDERS THEY CAN CHARM A PET PLACE TRAPS AND THEY USE A BOW)
6TH NOTHING
Guild Wars doesnt need new proffesions we have more than enough let anet concentrate on the game and how they gonna make our interest lively again i wouldint care if they didnt put any new proffesion
P.S all the examples above are just for joke i know they already exist
OMG WHERE IS 4TH I FORGOT 4
Naf Olbaid
Quote:
Originally Posted by Jaml
Shapeshifter.
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Quote:
Originally Posted by Jaml
Summoner
|
alen
Summoner-- Rit, MM ??
Viruzzz
i would love for them to focus less on new professions and instead focus on making other things, new professions doesn't make the game better, most of the time it just makes it more confusing.
although it would be cool for new players to have access to 2 of the earlier professions, like say, Ritualist and Paragon. so the campaign as a standalone game offers a bit more than just the 6 main professions.
also. shapeshifter = dervish? and summoner = ritualist/necromancer?
although it would be cool for new players to have access to 2 of the earlier professions, like say, Ritualist and Paragon. so the campaign as a standalone game offers a bit more than just the 6 main professions.
also. shapeshifter = dervish? and summoner = ritualist/necromancer?
Naf Olbaid
For Summoner I was thinking more along the lines of Warlock from WoW (another pet class just like the ranger except with magical pets). Or the druid class from Diablo II which could summon wolves, carrion vines, ravens, spirits (diff from GW), and a grizzly bear.
Pwny Ride
it would NEVER be druid.
Reason? total clash, rangers already have a 'druid' set of armor. It would make no sense
My guess would be and hope that there will be no new classes. Period.
They need to expand more on the existing classes and ad more content to previous chapters before anything else.
But back on topic, i suppose a Bard would be a relevant choice. Like an offensive paragon (eg chants and songs to hurt/weaken/annoy) enemies.
Reason? total clash, rangers already have a 'druid' set of armor. It would make no sense
My guess would be and hope that there will be no new classes. Period.
They need to expand more on the existing classes and ad more content to previous chapters before anything else.
But back on topic, i suppose a Bard would be a relevant choice. Like an offensive paragon (eg chants and songs to hurt/weaken/annoy) enemies.
Earth
I hope that there will be new classes, the old ones are starting to bore me. I think the Bard would be a great idea, personally. I always wanted one.
Feme Assassin
7th Monks (they are the healers of the group they heal protect or smite.And if anet makes a prof like this they we walso be able to solo uw and other things with only 55hp WOOT O.o)
8th Mesmers (evil tricky casters that drive you crazy consume your energy and make you as useless as rurik himself)
9th Assassins (my personal favourite these little guys have a pare of daggers and they run around putting conditions on other creatures)
10th Ritualists (these casters summon spirits from beyond to help your party deafeat the bad guys such as shiro)(shiro will be the bad guy in an upcoming guild wars with the name guild wars factions)
11th Paragons (these guys are the angels of elona they use a spear and a shield they have shouts chants and other things that can boost your party)
12th last but not least Dervishes (these guys on the other hand wield a scythe although they dont have party buffs they can be a real pain in the ass with their forms)
i hope you find my ideas good and i also hope that anet will put a proffesion of the above
8th Mesmers (evil tricky casters that drive you crazy consume your energy and make you as useless as rurik himself)
9th Assassins (my personal favourite these little guys have a pare of daggers and they run around putting conditions on other creatures)
10th Ritualists (these casters summon spirits from beyond to help your party deafeat the bad guys such as shiro)(shiro will be the bad guy in an upcoming guild wars with the name guild wars factions)
11th Paragons (these guys are the angels of elona they use a spear and a shield they have shouts chants and other things that can boost your party)
12th last but not least Dervishes (these guys on the other hand wield a scythe although they dont have party buffs they can be a real pain in the ass with their forms)
i hope you find my ideas good and i also hope that anet will put a proffesion of the above
Alias_X
Quote:
Originally Posted by Maxiemonster
I think they should just stop making new professions every single chapter. If they made 7 chapters, that'd be 18 different professions id they keep it up like this, which is way too much if you'd ask me. If any new ones, I hope for professions that can't be chosen as secondary, and can't get a secondary, simply because I don't want to be able to pick between too many professions.
If any, I'd like another healing profession, as this is pretty much all I enjoy playing, and seeing there still aren't enough Monks around (still see to many "Anyone wanna monk in <random mission>?" in Guild chat). Maybe a professions relying mainly on touch skills and cheap running/shadow step/teleport skills to get around or something |
People have there reasons for not playing monks, and the mechanics of a heal character are pretty similar. If you don't want to roll a monk or a rit, I don't think you will want to roll the latest heal profession either.
Theus
Hand to hand combatant.
Grappler.
Grappler.
Divinus Stella
Think id prefer no new professions, balance is something anet is weak at and more professions would make it harder for them, anet could spend the money they save on making no new content and buy new servers so the current chapters arent plagued with high pings and rubber banding.
Faith Angelis
I doubt the the new profession will be druids, since the prophesies storyline has already characterised Druids as a species, rather than an activity.
Yosh
Maybe a new profession with a whip for a weapon?
TwinRaven
Most of the phantasy roles have been filled by the current character professions (yes, with a "ph"...as in general gaming icons). Casters, both offensive and defensive....Fighters for tanking....Long-range attackers, rangers and paragons...Psychic attacks and buffs....what more can they do, but recycle and combine these ideas? Paragons and dervishes are perfect examples of combination classes that are not necccessary, but do add some new depth to the game. It gives us variety.
Imho, the balance issues are not that extreme...sure, there are moments where you gotta say "WTF!!! How did they get so all-powerful that they ganked me like that?" Then you realize it isn't so much that something is out of whack, but a trick based on player creativity pegged you. Touch rangers and Extinction bombs seemed to me (as well as IWAY) to be bigger balance problems/complaints than anything new added to the game....sure, sure....someone will post a gazillion examples just to prove me worng, but frankly....not interested. ANet is actively trying to balance the game...that's enough to satisfy me, even if from time-to-time I've cried "NERF!!!" and had to sulk in the corner for a week. They put in the effort and they listen to those of us who make reasonable suggestions.
As for new professions....seriously...bring 'em on! Warlocks, Clerics, Bards, Druids, Lycans, Brawlers, Grapplers, Vampires, Pirates (NO Ninjas....ever....oh, yeah....we have assassins), Zombies, Summoners, Steam Punks, or semi-to-non-human races, Enchanters, Alchemists, Rogues, Enforcers ...whatever...I'm happy they are giving us a chance to see some new content...
Given all the possibilites: I'd like to 2 new professions, just the same...whatever they may be. Variety is, after all, the spice of life (and simulations thereof)
Imho, the balance issues are not that extreme...sure, there are moments where you gotta say "WTF!!! How did they get so all-powerful that they ganked me like that?" Then you realize it isn't so much that something is out of whack, but a trick based on player creativity pegged you. Touch rangers and Extinction bombs seemed to me (as well as IWAY) to be bigger balance problems/complaints than anything new added to the game....sure, sure....someone will post a gazillion examples just to prove me worng, but frankly....not interested. ANet is actively trying to balance the game...that's enough to satisfy me, even if from time-to-time I've cried "NERF!!!" and had to sulk in the corner for a week. They put in the effort and they listen to those of us who make reasonable suggestions.
As for new professions....seriously...bring 'em on! Warlocks, Clerics, Bards, Druids, Lycans, Brawlers, Grapplers, Vampires, Pirates (NO Ninjas....ever....oh, yeah....we have assassins), Zombies, Summoners, Steam Punks, or semi-to-non-human races, Enchanters, Alchemists, Rogues, Enforcers ...whatever...I'm happy they are giving us a chance to see some new content...
Given all the possibilites: I'd like to 2 new professions, just the same...whatever they may be. Variety is, after all, the spice of life (and simulations thereof)
Perth68
Ive always been hoping for some sort of time mage-telekenetics person. But some sort of chemist-engineer would be cool, and a nature oriented caster (druid) would be cool too.
Viruzzz
i honestly can't see what a new class can bring to the game at this time. i am pretty sure it will only screw it up. and unbalance the hell out of it.
Nickhimself
I think a druid / summoner hybrid would be really sick. Able to summon elemental golems that did damage of their type, root people to the ground with brambles and snares of a natural fiber, call from the heavens some heavy direct damage through lightning or fire from the ground
onerabbit
i hope there is no new proffesions, but if there is, make it so u can only take core + the new proffesion through that chatper, to many useless ppl in the other chapters.. i mean, who take Assasins?..no 1, i never see paragons in my team either...not saying these are useless in gw, but just to many profs..i dont even know what im talknig about -.-
anyway..no new proffesions plz
anyway..no new proffesions plz
Juicey Shake
nothing at all. more gameplay options and skills for existing characters > new characters
Zedd Kun
Whip, yeah, I suggested that for the Paragon once..
Anyway, I want two plain damage spell casters.. No more 70 armor melee..
And no more support classes, please Anet, learn that you cant replace the monk.. I mean, I love rits, but paragons... mah..
Anyway, I want two plain damage spell casters.. No more 70 armor melee..
And no more support classes, please Anet, learn that you cant replace the monk.. I mean, I love rits, but paragons... mah..
Yosh
If there was a new profession (which i support having better gameplay then a new profession) another close melee fighter would be nice. Warriors, Dervish (which arent too good in melee) and sins in the front lines dont cut it. I say a giant like profession that can match warriors. spiked knuckles a weapons?
Batou of Nine
Anet WILL most likely release 2 new professions with Chapter 4...
I personally would rather see a great reworking/balancing/adding to the current metagame::
Dervish:: Additional Elite forms? More variety in overall skills, scythe/mysticism...and ADD/BUFF the Wind attribute.
Paragon:: Buff skills back up...if not willing, ADD more viable support skills to support the recent mass nerfs.
Assasin:: Add/Buff defenses again. Additional attack chain options...?
Ritualists:: Rework/add/buff the Restoration attribute to make it a more viable healer, add some more offensive spirits.
Elementalist:: Add/buff more Water attribute skills. Add more Earth and Air skills. Leave fire alone.
Necromancer:: Add more variety to minion choices, add summoning type abilities (i.e. reanimate corpse, summon demons, etc).
Mesmer:: Make overall more viable in PvE, a bit more AoE... A bit more group support ability.
Monk:: Make Smiting attribute more viable in both PvE and PvP, smiting currently fills no primary role except the rare few instances (i.e. PvP:: Dual Smite, Smite Spike).
Warrior:: Make the primary attribute (Strength) have a more useful passive effect... (i.e. buff AP? or IAS bonus? or movement speed bonus? or armor bonus?)
Ranger:: Make Beastmastery line more affective without a Ranger having to dedicate all their build into this attribute (i.e. add passive affects? buff pet armor? buff pet dmg?) I do realize Anet is trying...Pet controls on their way!!
So thats just a few ideas in a nutshell. Of course i haven't sat down and thought hours on each idea, just some preliminary thoughts i typed out real quick here... Hmm maybe this should be its own thread in the Suggestions Forum ? lol. oh well. so tahts my take... No new professions, just a nice rework of what we got now...is what i would prefer...
cheers
I personally would rather see a great reworking/balancing/adding to the current metagame::
Dervish:: Additional Elite forms? More variety in overall skills, scythe/mysticism...and ADD/BUFF the Wind attribute.
Paragon:: Buff skills back up...if not willing, ADD more viable support skills to support the recent mass nerfs.
Assasin:: Add/Buff defenses again. Additional attack chain options...?
Ritualists:: Rework/add/buff the Restoration attribute to make it a more viable healer, add some more offensive spirits.
Elementalist:: Add/buff more Water attribute skills. Add more Earth and Air skills. Leave fire alone.
Necromancer:: Add more variety to minion choices, add summoning type abilities (i.e. reanimate corpse, summon demons, etc).
Mesmer:: Make overall more viable in PvE, a bit more AoE... A bit more group support ability.
Monk:: Make Smiting attribute more viable in both PvE and PvP, smiting currently fills no primary role except the rare few instances (i.e. PvP:: Dual Smite, Smite Spike).
Warrior:: Make the primary attribute (Strength) have a more useful passive effect... (i.e. buff AP? or IAS bonus? or movement speed bonus? or armor bonus?)
Ranger:: Make Beastmastery line more affective without a Ranger having to dedicate all their build into this attribute (i.e. add passive affects? buff pet armor? buff pet dmg?) I do realize Anet is trying...Pet controls on their way!!
So thats just a few ideas in a nutshell. Of course i haven't sat down and thought hours on each idea, just some preliminary thoughts i typed out real quick here... Hmm maybe this should be its own thread in the Suggestions Forum ? lol. oh well. so tahts my take... No new professions, just a nice rework of what we got now...is what i would prefer...
cheers
konohamaru heaven
I would like to see a hand to hand combat with some kind of gauntlet gloves as weapons
Yosh
Quote:
Originally Posted by Batou of Nine
Anet WILL most likely release 2 new professions with Chapter 4...
I personally would rather see a great reworking/balancing/adding to the current metagame:: Dervish:: Additional Elite forms? More variety in overall skills, scythe/mysticism...and ADD/BUFF the Wind attribute. Paragon:: Buff skills back up...if not willing, ADD more viable support skills to support the recent mass nerfs. Assasin:: Add/Buff defenses again. Additional attack chain options...? Ritualists:: Rework/add/buff the Restoration attribute to make it a more viable healer, add some more offensive spirits. Elementalist:: Add/buff more Water attribute skills. Add more Earth and Air skills. Leave fire alone. Necromancer:: Add more variety to minion choices, add summoning type abilities (i.e. reanimate corpse, summon demons, etc). Mesmer:: Make overall more viable in PvE, a bit more AoE... A bit more group support ability. Monk:: Make Smiting attribute more viable in both PvE and PvP, smiting currently fills no primary role except the rare few instances (i.e. PvP:: Dual Smite, Smite Spike). Warrior:: Make the primary attribute (Strength) have a more useful passive effect... (i.e. buff AP? or IAS bonus? or movement speed bonus? or armor bonus?) Ranger:: Make Beastmastery line more affective without a Ranger having to dedicate all their build into this attribute (i.e. add passive affects? buff pet armor? buff pet dmg?) I do realize Anet is trying...Pet controls on their way!! So thats just a few ideas in a nutshell. Of course i haven't sat down and thought hours on each idea, just some preliminary thoughts i typed out real quick here... Hmm maybe this should be its own thread in the Suggestions Forum ? lol. oh well. so tahts my take... No new professions, just a nice rework of what we got now...is what i would prefer... cheers |
Winstar
I'm going to echo the sentiments of several people who have suggested no new class. Now people might be upset at the notion initially, but really, its simply opens time and resources to developing the depth of the game in other directions.
My biggest problem with PvE now is that the basic game is the same as it has been since prophecies. Mission and quest trees. This was nice at first but its gotten tired imo and something more needs to be done for this aspect of the game. If ANET can come up with something to increase game depth and content and add new playstyle features they would do a lot more to rejuvinate the game than added another class and some new maps under the same old system would ever do.
This is of course over and above the problems they have historically had balancing the PvP aspect of the game at the introduction of new classes and skills.
IMO New content and balance of some kind > New classes + same old same old
My biggest problem with PvE now is that the basic game is the same as it has been since prophecies. Mission and quest trees. This was nice at first but its gotten tired imo and something more needs to be done for this aspect of the game. If ANET can come up with something to increase game depth and content and add new playstyle features they would do a lot more to rejuvinate the game than added another class and some new maps under the same old system would ever do.
This is of course over and above the problems they have historically had balancing the PvP aspect of the game at the introduction of new classes and skills.
IMO New content and balance of some kind > New classes + same old same old
konohamaru heaven
I still think the prof i suggested a while back might bea good one.
http://www.guildwarsguru.com/forum/s...d.php?t=133719
http://www.guildwarsguru.com/forum/s...d.php?t=133719
EPO Bot
How about giving all existing professions a new attribute? Keep your old toons but change their style. perhaps:
Warrior: Flail mastery (fast blunt weapon with shield)
Ranger: Plant manipulation (entalgling roots bursting from the ground etc.)
Ele: Telekinesis (mostly about interrupting,slowing attacks and knockdowns)
Mezmer: Hallucinations (another way of summoning things,perhaps temporal inviromental effects)
Monk: meditations (party energy management, anti interrupts, hex resistance)
Necro: fleshcrafting (shapshift into somthing like your flesh golem. good for melee)
Assassin: schuriken mastery (throw stars.for assassins who want to go ranged.should also work with leads, off hands and duals,but not as strong as daggers)
Ritualist: Celestial magic (holy damage items, spirits and weapon spells)
Derwish: Water prayers or Fire prayers (the logical idea since there are wind and earth prayers)
Paragon: Intimidation (shouts that impact enemies.maybe leadership should work differently for this)
Warrior: Flail mastery (fast blunt weapon with shield)
Ranger: Plant manipulation (entalgling roots bursting from the ground etc.)
Ele: Telekinesis (mostly about interrupting,slowing attacks and knockdowns)
Mezmer: Hallucinations (another way of summoning things,perhaps temporal inviromental effects)
Monk: meditations (party energy management, anti interrupts, hex resistance)
Necro: fleshcrafting (shapshift into somthing like your flesh golem. good for melee)
Assassin: schuriken mastery (throw stars.for assassins who want to go ranged.should also work with leads, off hands and duals,but not as strong as daggers)
Ritualist: Celestial magic (holy damage items, spirits and weapon spells)
Derwish: Water prayers or Fire prayers (the logical idea since there are wind and earth prayers)
Paragon: Intimidation (shouts that impact enemies.maybe leadership should work differently for this)
Yosh
Quote:
Originally Posted by EPO Bot
How about giving all existing professions a new attribute? Keep your old toons but change their style. perhaps:
Warrior: Flail mastery (fast blunt weapon with shield) Ranger: Plant manipulation (entalgling roots bursting from the ground etc.) Ele: Telekinesis (mostly about interrupting,slowing attacks and knockdowns) Mezmer: Hallucinations (another way of summoning things,perhaps temporal inviromental effects) Monk: meditations (party energy management, anti interrupts, hex resistance) Necro: fleshcrafting (shapshift into somthing like your flesh golem. good for melee) Assassin: schuriken mastery (throw stars.for assassins who want to go ranged.should also work with leads, off hands and duals,but not as strong as daggers) Ritualist: Celestial magic (holy damage items, spirits and weapon spells) Derwish: Water prayers or Fire prayers (the logical idea since there are wind and earth prayers) Paragon: Intimidation (shouts that impact enemies.maybe leadership should work differently for this) |
Good ideas except Dervish. Isnt that a W/E? Ranger plant mniulation sounds interesting a mesmer envirmentn change would be good in battle. Mesmers dont get enough credit. Sins throwing stars? i like it. It wont happen, but i like it.
Toutatis
I'm quite looking forward to see what new professions ANet can come up with for chapter 4. I also think that people complain about new professions is for two big reasons: 1) they don't understand what newly introduced professions are capable of and can't be bothered working with them to find out; and 2) they keep getting their rear ends kicked by players using these professions.
True, adding new professions does throw things out of balance for a while but any scientist will tell you that a state of equilibrium cannot happen instantaneously. There are currently 90 possible profession combinations, some of which haven't been explored to the depths of full potential yet (or if they have been, not many people are sharing their experiences with them). Add in another 1 profession and that makes 110 possible combinations. Add in another 2 professions and that makes 132 possible combinations. Not to mention the number of possible builds that can be designed for each combination. Variety increases exponentially as new professions and skills are added, and for me at least, this makes the game a lot more challenging and interesting.
True, adding new professions does throw things out of balance for a while but any scientist will tell you that a state of equilibrium cannot happen instantaneously. There are currently 90 possible profession combinations, some of which haven't been explored to the depths of full potential yet (or if they have been, not many people are sharing their experiences with them). Add in another 1 profession and that makes 110 possible combinations. Add in another 2 professions and that makes 132 possible combinations. Not to mention the number of possible builds that can be designed for each combination. Variety increases exponentially as new professions and skills are added, and for me at least, this makes the game a lot more challenging and interesting.
EPO Bot
Still (and i am not someone to diss GW easily), i must say i have by far the most fun with the six core professions. They just seem to work best and the game would already be great with just those professions.
But if there is one thing i like about GW, it's the massive ammount of options. Too bad there ae too many players that a MM with a hearty pet,mark of the reaper and lvl9 in beastmastery is better then a regular one with a flesh golem. And that's just a single example. The game encourages experimenting, but the players mostly use what worked once. Oh well, i shouldn't get pissed about it again or i get banned.
But if there is one thing i like about GW, it's the massive ammount of options. Too bad there ae too many players that a MM with a hearty pet,mark of the reaper and lvl9 in beastmastery is better then a regular one with a flesh golem. And that's just a single example. The game encourages experimenting, but the players mostly use what worked once. Oh well, i shouldn't get pissed about it again or i get banned.
Edge Martinez
I think have a great base now for templates.
I'd say from now on, they can mix and match 6 professions available to new characters. For instance, say the campaign was in a mostly poor area, without alot of equipment, the 6 available templates for that area could be monk, warrior, ranger, ritualist, dervish and ele or mesmer. Then the next campaign would have monk, warrior, ranger, assassin, ele and paragon, and so on. This way if a new player wanted to play something that isn't available, they can always go back and buy an earlier release... similar to Nightfall players who want a ritualist or assassin. Plus it would help keep older chapters alive.
I'd say from now on, they can mix and match 6 professions available to new characters. For instance, say the campaign was in a mostly poor area, without alot of equipment, the 6 available templates for that area could be monk, warrior, ranger, ritualist, dervish and ele or mesmer. Then the next campaign would have monk, warrior, ranger, assassin, ele and paragon, and so on. This way if a new player wanted to play something that isn't available, they can always go back and buy an earlier release... similar to Nightfall players who want a ritualist or assassin. Plus it would help keep older chapters alive.