The New Profession
Coloneh
we really need a hand-to-hand combatant, the grappler was a great idea.
Also another decent healing class would be nice.
And I personally want some sort of character with a Zweihänder or some sort of greatsword type thing, I want a big ridiculous weapon thats not a scythe.
Also another decent healing class would be nice.
And I personally want some sort of character with a Zweihänder or some sort of greatsword type thing, I want a big ridiculous weapon thats not a scythe.
Drazaar
I would like to see a few things.
I think if they dont go to the aspect of new classes how bout some new stats for existing ones? Like wheres my 2 handed great sword!? Ya know that kinda thing for a warrior. Something simple.
I would also like to see some kind of techy class that uses primitive guns and makes items like bombs and such maybe? If that could be fleshed out it could certainly be fun.
Or how bout a swahbuckling type of class? That use rapiers and sabers and instead of a shield or focus they get "off hand weapons"? and there primary could be along the lines of acrobatics to make there attacks more flashy and such?
I rather like new classes most of the time cause im always willing to try new things and they make sure were avoiding same old same old and keep things up beat and new. As long as there made right with proper care and thought new classes are fun and sometimes there used rather well to fit into there new chapter or continent.
Like if were gonna go into a place of the sea we need our pirates and swashbucklers right? Or if were going into a place that embraced technology over magic more then we need our techies and mechanics who make there clockwork golems too right? They add that flare that make guessing the new classes and story fun for me at least
I think if they dont go to the aspect of new classes how bout some new stats for existing ones? Like wheres my 2 handed great sword!? Ya know that kinda thing for a warrior. Something simple.
I would also like to see some kind of techy class that uses primitive guns and makes items like bombs and such maybe? If that could be fleshed out it could certainly be fun.
Or how bout a swahbuckling type of class? That use rapiers and sabers and instead of a shield or focus they get "off hand weapons"? and there primary could be along the lines of acrobatics to make there attacks more flashy and such?
I rather like new classes most of the time cause im always willing to try new things and they make sure were avoiding same old same old and keep things up beat and new. As long as there made right with proper care and thought new classes are fun and sometimes there used rather well to fit into there new chapter or continent.
Like if were gonna go into a place of the sea we need our pirates and swashbucklers right? Or if were going into a place that embraced technology over magic more then we need our techies and mechanics who make there clockwork golems too right? They add that flare that make guessing the new classes and story fun for me at least
Yosh
Just make the professions we already have better. I'll be happy
sprakula
would be interesting to see a class that was able to emulate other classes. Being able to use skills from other players, similar to the Mesmer Echoing skills. A class that would be able to change classes, more or less, in the middle of battle. There would probably be major balancing issues but it still could be quite cool to see something along those lines.
jbwarrior
Maybe an idea... make something like a Wizard, that can do a lot of things with the enviroment... with the statue's, tree's, river's and stuff like that.
Morgenstern
I say Re-Jig all the current prof's. E.G make mesmers more PvE viable, same with Rits... etc
I don't see the point in making a new prof that will probably be lame and a time filler anyway...
I don't see the point in making a new prof that will probably be lame and a time filler anyway...
actionjack
What about Sub Classes?
Things like all Warrior and Assassin character can change their primary into a Berserker Profession...gaining 1 or 2 new attributes and armor... and so on...
Just an idea.. will write it out more in the suggestion fourm later...
Things like all Warrior and Assassin character can change their primary into a Berserker Profession...gaining 1 or 2 new attributes and armor... and so on...
Just an idea.. will write it out more in the suggestion fourm later...
Zorglubb
No new profession.
I would rather have something to rebalance and revive all the old professions like:
- new weapon categories (on a new attribute, or using an attributes that had no weapons assigned to it)
- a new attribute for all existing classes
- new fighting/casting styles for existing classes (with new animations, new mechanics)
- new ways of healing for monks and ritus that doesn't involve spamming repetitively or looking at red health bars all the time
- new forms of PvP (capture the flag, double domination, team-fortress-like forms of preparation/building etc.)
- greater PvP map variety (always the same map = boring and favors gimmicky tactics)
- puzzle-like difficulty progression for PvE (ie. tough enemies should have a different fatal weakness each, and figuring that one out is a great part of PvE fun IMO, and one DoA and RoT missed completely)
I would rather have something to rebalance and revive all the old professions like:
- new weapon categories (on a new attribute, or using an attributes that had no weapons assigned to it)
- a new attribute for all existing classes
- new fighting/casting styles for existing classes (with new animations, new mechanics)
- new ways of healing for monks and ritus that doesn't involve spamming repetitively or looking at red health bars all the time
- new forms of PvP (capture the flag, double domination, team-fortress-like forms of preparation/building etc.)
- greater PvP map variety (always the same map = boring and favors gimmicky tactics)
- puzzle-like difficulty progression for PvE (ie. tough enemies should have a different fatal weakness each, and figuring that one out is a great part of PvE fun IMO, and one DoA and RoT missed completely)
Akuma
No new profession. Delete the Ritualist.
EDIT:
Didn't have enough time to write a real message last time, just hit enter anyway.. The Ritualist should still be deleted. It's bad. Very bad.
I think that all the current classes should be improved. Better skills comes to mind here...
Also, seeing more things implemented would be good. ArenaNet should really take some time going through (good) suggestions in Sardelac and adding some stuff.
EDIT:
Didn't have enough time to write a real message last time, just hit enter anyway.. The Ritualist should still be deleted. It's bad. Very bad.
I think that all the current classes should be improved. Better skills comes to mind here...
Also, seeing more things implemented would be good. ArenaNet should really take some time going through (good) suggestions in Sardelac and adding some stuff.
Coloneh
whats wrong with the ritualist?
EPO Bot
He doesn't understand it and has the illusion he has the authority to order a deletion.
actionjack
Quote:
Originally Posted by Zorglubb
No new profession.
I would rather have something to rebalance and revive all the old professions like: - new weapon categories (on a new attribute, or using an attributes that had no weapons assigned to it) - a new attribute for all existing classes - new fighting/casting styles for existing classes (with new animations, new mechanics) - new ways of healing for monks and ritus that doesn't involve spamming repetitively or looking at red health bars all the time - new forms of PvP (capture the flag, double domination, team-fortress-like forms of preparation/building etc.) - greater PvP map variety (always the same map = boring and favors gimmicky tactics) - puzzle-like difficulty progression for PvE (ie. tough enemies should have a different fatal weakness each, and figuring that one out is a great part of PvE fun IMO, and one DoA and RoT missed completely) |
It seem like they are afraid of more choices, and feel they MUST play all proffession and have a characters for each. I think that is just personal preference, and not every one feel like that.
(sorry.. just a small rant on that issue)
zara
Id prefer to have balance over new professions. It would be nice if the current professions could be balanced before new ones were added (hopefully no new ones). If anything just a few new skills to make certain attributes viable in a wider aspect of the game (ie. water magic in pve).
Melon
No more professions, the game is horribly imbalanced as it is. Add races if anything, dwarfs, centaurs, avicaras and like mist entities like that Razah guy.
Deleet
None, just add like 1000 more skills for existing professions and I'll be very happy.
Viruzzz
Quote:
Originally Posted by 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. |
I personally don't see a need for any additionnal professions there is nothing in the game that seems missing.
I've seen a lot of comments along the lines of "WoW has it. GW doens't, fix pls" I always see people compare guildwars to worlds of warcraft, comparing the 2 doesn't make sense, its 2 completely different games. and arguing that GW needs another professions because WoW has one is just plain stupid. currently WoW has 7 professions i believe (hunter, druid, paladin, mage, warrior, rouge, shaman) and GW has 10. so if anything GW has more. using wow as an argument to increase the profession count just does not make sense.
Secondly WoW is all about equipment you can make your player twice as potent with super gear. GW all armor is the same, with minor bonuses, the difference between GW weapons are not anywhere near the difference between wow weapons.
comparing GW with wow really is like comparing apples and oranges, they have a few things in common, but not enough to make a meaningful comparison
Shady79
I would prefer more professions... but I'm not playing pvp
pve would be boring without new professions so far. if there is no new profession in chapter4, mobs would have basic professions only (warriors, rangers, mesmers, elementalists, necros, monks) .... which would make the pve part extremely boring... and similar to prophecies.
there WILL be 2 more professions cause of pve mobs. believe me.
pve would be boring without new professions so far. if there is no new profession in chapter4, mobs would have basic professions only (warriors, rangers, mesmers, elementalists, necros, monks) .... which would make the pve part extremely boring... and similar to prophecies.
there WILL be 2 more professions cause of pve mobs. believe me.
unholy guardian
we could always have a terrian shifter mage.. like the size of a ward or something and change the area into poison or something.
Jongo River
I wouldn't mind seeing old professions re-visited. That could mean giving Sins or Rits another chance or adding new skill lines to core professions.
Regarding balancing - it's about time they untethered PvE from PvP, or at least came up with more sensible ways to handle abusive builds, than nerf all the skills.
Limiting numbers of a particular class that can join a team (for PvP) or having a "Core Contest" mode, that's exclusively for core professions, would help, IMO.
But what do I know - I hate PvP.
Regarding balancing - it's about time they untethered PvE from PvP, or at least came up with more sensible ways to handle abusive builds, than nerf all the skills.
Limiting numbers of a particular class that can join a team (for PvP) or having a "Core Contest" mode, that's exclusively for core professions, would help, IMO.
But what do I know - I hate PvP.
Zorglubb
> but one thing they want is to give old proff more new things (weapons, attributes, etc).
> Well, isn't taking a new proff as a secondary be the same as that?
Kinda, but not being secondary means having runes and headgear bonus. Also a lot of the balancing issues arise from profession synergy issues, and Anet has been unable to balance those apart from eliminating synergies (making skills depend on primary attributes more/entirely, restricting what is affected by expertise, etc.).
With the doors everywhere in Factions and Nightfall, I don't see myself pulling more than one or two characters in the next campaigns, and seeing as the "new professions" are pretty much abandoned in the next chapter, there is little incentive in starting one (my sin, ritu and derv are stuck somewhere in Kourna, and will probably remain there forever... couldn't even bother to start a paragon).
I would also hope that a rebalance could make PvE toons worthy of being used in PvP again... my main character can fight in PvP just fine, but there is no way my other PvE toons could get the gear and unlocks to become PvP-worthy. IMO, it's kinda sad not being able to use PvE toons competitively.
> Well, isn't taking a new proff as a secondary be the same as that?
Kinda, but not being secondary means having runes and headgear bonus. Also a lot of the balancing issues arise from profession synergy issues, and Anet has been unable to balance those apart from eliminating synergies (making skills depend on primary attributes more/entirely, restricting what is affected by expertise, etc.).
With the doors everywhere in Factions and Nightfall, I don't see myself pulling more than one or two characters in the next campaigns, and seeing as the "new professions" are pretty much abandoned in the next chapter, there is little incentive in starting one (my sin, ritu and derv are stuck somewhere in Kourna, and will probably remain there forever... couldn't even bother to start a paragon).
I would also hope that a rebalance could make PvE toons worthy of being used in PvP again... my main character can fight in PvP just fine, but there is no way my other PvE toons could get the gear and unlocks to become PvP-worthy. IMO, it's kinda sad not being able to use PvE toons competitively.
Jetdoc
Going through the "classic" RPG classes...
Fighter = Warrior
Wizard = Elementalist
Ranger = Ranger
Necromancer = Necromancer
Illusionist = Mesmer
Assassin/Thief = Assassin
Shaman = Ritualist
Bard = Paragon
The following are "loosely" associated with classic characters:
Cleric = Monk
Shapeshifter = Dervish
Conjurer/Summoner = Elementalists or Ritualists
Barehand Fighter = Monk?
Based on that, you could draw a conclusion that the potential new professions, if any could be:
A heavily armored character that uses blunt weapons;
A barehanded, armorless fighter that uses stances/counterattacks to protect themselves;
A caster that summons creatures/animals/golems to fight for them; and
A shapeshifter that can assume the form of certain creatures to assume their innate abilities.
Any other "classic" character classes that I might have missed?
Fighter = Warrior
Wizard = Elementalist
Ranger = Ranger
Necromancer = Necromancer
Illusionist = Mesmer
Assassin/Thief = Assassin
Shaman = Ritualist
Bard = Paragon
The following are "loosely" associated with classic characters:
Cleric = Monk
Shapeshifter = Dervish
Conjurer/Summoner = Elementalists or Ritualists
Barehand Fighter = Monk?
Based on that, you could draw a conclusion that the potential new professions, if any could be:
A heavily armored character that uses blunt weapons;
A barehanded, armorless fighter that uses stances/counterattacks to protect themselves;
A caster that summons creatures/animals/golems to fight for them; and
A shapeshifter that can assume the form of certain creatures to assume their innate abilities.
Any other "classic" character classes that I might have missed?
Necrosity
I am new here lol
How about these ones:
Zephyr
Zephyrs are the true masters of speed, agility, and movement, also being in complete control over the swift winds. They are just a blur to the real world, scattering confusion and bewilderment in their midst. These rogues were trained using the lost Sais, legendary weapons of the past, making them highly-prized assassins, being swift and lethal at the same time. Zephyrs work very well being support characters, aiding the main fighters with speedy enchantments and binding enemies with slow hexes, but may be trained to be a front-man by those skilled enough with the sais. Dwayna, Lyssa, and Melandru are the three patron deities of Zephyrs.
ZEPHYR ATTRIBUTES
Speed (Primary Attribute) - The Zephyr’s primary attribute, Speed, slightly increases the running speed of the Zephyr and his party. Many speed skills involve some means of getting around the world quicker.
Sai Mastery - Sai Mastery increases the damage a Zephyr inflicts with his pair of sais, as well as the chance to inflict a critical hit when using the sais. Many skills, especially sais attack skills, become more effective with higher Sai Mastery.
Agile Reflexes - This attribute increases the Zephyr’s “hitting speed”, as well as increasing the chance of evading attacks and blocking attacks. Skills that use quick attacks and involve evasions and blocks become more effective with higher Reflexes.
Aerokinesis - No inherent effect. The Zephyr’s swift speed ties in with the power of the winds. Many of these skills use wind damage to harm enemies, and some may increase the agility as well as healing and buffing the Zephyr and his allies.
Confusion - Zephyrs will often use their agility to their advantage. The blur they create will often confuse and daze foes, and the Zephyr will seize the opportunity. Confusion skills will often daze the target, and may also inflict damage over time, as well as giving a sai damage bonus. Higher Confusion will increase the chance of dazing the opponents with a single hit.
Psion
Psions are mystical, wise, but bizarre, being gifted in the arts of telepathy and telekinesis. There abnormal powers astonish and astound their friends and foes, create webs of disruption and delusion, and bind allies and enemies together or apart with powerful telepathic links. One will find that the Psion will make an influential ally, but also an impressive enemy. A Psion works best on the back lines, using better time to aid allies with tactical mind links, as well as infiltrating the minds of the enemies to reveal their strategies. Psions use two primary attributes, Prowess and Concentration, which aid in casting the many of the Psion’s spells. The Psion’s patron deity is Lyssa, goddess of Illusion, Infiltration, and Magic, but some may have ties to Dwayna, goddess of Power and Life.
PSION ATTRIBUTES
Prowess (Primary Attribute) - For every 3 ranks in Prowess you gain 1 energy and 10 health each time an ally uses a skill that affects you.
Telepathy - No inherent effect. Many Psion skills that involve affecting allies or enemies with the power of your mind become more effective with higher Telepathy.
Telekinesis - No inherent effect. Many Psion skills that involve harming enemies with the physical representation of your mind become more effective with higher Telekinesis.
Connection - No inherent effect. Many Psion skills that involve connecting your mind with your allies or enemies mind become more effective with higher Connection.
How about these ones:
Zephyr
Zephyrs are the true masters of speed, agility, and movement, also being in complete control over the swift winds. They are just a blur to the real world, scattering confusion and bewilderment in their midst. These rogues were trained using the lost Sais, legendary weapons of the past, making them highly-prized assassins, being swift and lethal at the same time. Zephyrs work very well being support characters, aiding the main fighters with speedy enchantments and binding enemies with slow hexes, but may be trained to be a front-man by those skilled enough with the sais. Dwayna, Lyssa, and Melandru are the three patron deities of Zephyrs.
ZEPHYR ATTRIBUTES
Speed (Primary Attribute) - The Zephyr’s primary attribute, Speed, slightly increases the running speed of the Zephyr and his party. Many speed skills involve some means of getting around the world quicker.
Sai Mastery - Sai Mastery increases the damage a Zephyr inflicts with his pair of sais, as well as the chance to inflict a critical hit when using the sais. Many skills, especially sais attack skills, become more effective with higher Sai Mastery.
Agile Reflexes - This attribute increases the Zephyr’s “hitting speed”, as well as increasing the chance of evading attacks and blocking attacks. Skills that use quick attacks and involve evasions and blocks become more effective with higher Reflexes.
Aerokinesis - No inherent effect. The Zephyr’s swift speed ties in with the power of the winds. Many of these skills use wind damage to harm enemies, and some may increase the agility as well as healing and buffing the Zephyr and his allies.
Confusion - Zephyrs will often use their agility to their advantage. The blur they create will often confuse and daze foes, and the Zephyr will seize the opportunity. Confusion skills will often daze the target, and may also inflict damage over time, as well as giving a sai damage bonus. Higher Confusion will increase the chance of dazing the opponents with a single hit.
Psion
Psions are mystical, wise, but bizarre, being gifted in the arts of telepathy and telekinesis. There abnormal powers astonish and astound their friends and foes, create webs of disruption and delusion, and bind allies and enemies together or apart with powerful telepathic links. One will find that the Psion will make an influential ally, but also an impressive enemy. A Psion works best on the back lines, using better time to aid allies with tactical mind links, as well as infiltrating the minds of the enemies to reveal their strategies. Psions use two primary attributes, Prowess and Concentration, which aid in casting the many of the Psion’s spells. The Psion’s patron deity is Lyssa, goddess of Illusion, Infiltration, and Magic, but some may have ties to Dwayna, goddess of Power and Life.
PSION ATTRIBUTES
Prowess (Primary Attribute) - For every 3 ranks in Prowess you gain 1 energy and 10 health each time an ally uses a skill that affects you.
Telepathy - No inherent effect. Many Psion skills that involve affecting allies or enemies with the power of your mind become more effective with higher Telepathy.
Telekinesis - No inherent effect. Many Psion skills that involve harming enemies with the physical representation of your mind become more effective with higher Telekinesis.
Connection - No inherent effect. Many Psion skills that involve connecting your mind with your allies or enemies mind become more effective with higher Connection.
MMSDome
i hope we continue to get 2 new profs per chapter. My reasoning is that it creates more of a challenge making you have to deal with more diverse enemies then just fighting the same professions every chapter.
I want a Imperial Stormtrooper from Star Wars as the next profession but as Gaile has told me "Laser weapons may not be added to Guild Wars any time soon" we may not get what I want. Then again she did say this like a year or 2 ago....
I want a Imperial Stormtrooper from Star Wars as the next profession but as Gaile has told me "Laser weapons may not be added to Guild Wars any time soon" we may not get what I want. Then again she did say this like a year or 2 ago....
SolidShadow
I would love to see a balancer around. a profession wich takes 50% of all, like enemy attacks his attack is send 50% back, or lower enemys hp to 50% by a strike, or steal 50% energy. Will make the gameplay more unpredictable and can be fun to be used with many other professions.
Sir Seifus Halbred
I would prefer they don't introduce any more classes. I doubt that will happen though so...If they if they are going to be new classes i would prefer another caster type class.
Factions: Assassin=Melee *ok they had a 2nd class that wasn't melee the ritualist but look at nf*
Nightfall: Dervish= Mostly Melee & Paragon= Support & Melee
Factions: Assassin=Melee *ok they had a 2nd class that wasn't melee the ritualist but look at nf*
Nightfall: Dervish= Mostly Melee & Paragon= Support & Melee
pingu666
if theres a fun gameplay mechnic, why not?
dervishes where added because there fun
if the next chapter brings 2 extra slots, even without classes, then thatll be good so everyone can have 1 of each class
and if theres another healer class, it wont drasticly boost the healer population ingame (or certainly not for long). people dont play healers because they dont want to play a support role/ dont want to heal people... aka I wanna do the face stabbing!
dervishes where added because there fun
if the next chapter brings 2 extra slots, even without classes, then thatll be good so everyone can have 1 of each class
and if theres another healer class, it wont drasticly boost the healer population ingame (or certainly not for long). people dont play healers because they dont want to play a support role/ dont want to heal people... aka I wanna do the face stabbing!
Thomas.knbk
If I get to choose I choose no extra profession and an extra skill balance. 10 professions is more than enough, and new ones screw up game balance every time.
cosyfiep
I'm with the no new classes crowd on this one......though a brawler type would be cool to see (someone who can use gaunlets and iron fists....and intimidation be his main attribute)....I have just made a new elonian ele and now have 250+ skills to collect (yes, must collect them all----pikaCHU).....not to mention the 8 other toons who have yet to finish nf----one is done but still needs to cap some, one has 2 more missions........one has yet to do consulate docks!
long way to go......so if they keep adding 2 new professions each time I wont have enough time to get my 12+ characters through the missions, collect the skills and make any new characters! before another chapter comes out...
so I dont see a need for new profs.....new armor yes!
long way to go......so if they keep adding 2 new professions each time I wont have enough time to get my 12+ characters through the missions, collect the skills and make any new characters! before another chapter comes out...
so I dont see a need for new profs.....new armor yes!
draxynnic
Personally, there is one problem I see with not introducing any new professions. Some people do already have a character of each, and every campaign so far has some kind of introductory storyline that can only be played with new characters. Since I'd rather get more equipment and a different secondary for an existing character to try different combinations of the same primary than make new characters, I'd rather have an option for a character that I can go through the early bits with that isn't just going to be deleted or muled afterwards.
That said, the process can be slowed down to only one new profession per chapter - although this does mean that that profession will be very common in the early game. For the other slot - give each of the expansion professions a list of core skills (this would also help Razah out a bit, although you would have to have a campaign that features the Ritualist to actually play one yourself) and recycle one per campaign to take the other 'extra profession' slot.
That said, the process can be slowed down to only one new profession per chapter - although this does mean that that profession will be very common in the early game. For the other slot - give each of the expansion professions a list of core skills (this would also help Razah out a bit, although you would have to have a campaign that features the Ritualist to actually play one yourself) and recycle one per campaign to take the other 'extra profession' slot.
Neo Nugget
i would love to have at least 1 new profession.
milan
I'd like to see no professions but perhaps a couple of Races. I'll not whine either way.
Nurse With Wound
I dont want any new proffessions. It seems that developers got hard time in balacing the current meta as it is. More proffesions, and more skills will only make that harder. In fact the best solution would be complete removal of around half the skills currently in game, and proper balacing the existing classes and remaining skills, so the game can actually be aur pair with other competetive PVP games out there...
They finally have to decide.. Dothey want Guild Wars to be serious competetive game again, or turn it into a poor man's WOW. In the latter case, Im out.
They finally have to decide.. Dothey want Guild Wars to be serious competetive game again, or turn it into a poor man's WOW. In the latter case, Im out.
NeHoMaR
Quote:
Originally Posted by Pwny Ride
it would NEVER be druid.
Reason? total clash, rangers already have a 'druid' set of armor. It would make no sense |
Anyway, is 100% possible make a totally new Druid profession (shapeshifter, healing/buffs, new weapon)
BTW, another thread about C4 rumors and/or new professions? Come on! I myself have more than one thread about
I was playing World of Warcraft (trial account) today with a Druid and is plenty fun, he has ranged magic damage, healing, buffs, and animal forms (with damage skills for that forms) More than enough for a GW similar implementation, and nobody will say GW copied WoW, because the Druid is a very old idea present in many RPGs.
Riceboi
Shapeshifter or Alchemist
Vl Vl D
If Anet do make a new class for chapter 4 I would like to see HA stay 8vs8 for good.
cellardweller
Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
Lonesamurai
Quote:
Originally Posted by cellardweller
Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
|
NJudson
Quote:
Originally Posted by cellardweller
Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
|
I don't play PvP so all this talk about "no more professions. Anet can't balance stuff anyway...blah blah blah" doesn't really affect me much I think. So, I say the more professions, the better. Keeps the PvE game a little fresher.....maybe.
I do like the idea of a psionic though. Not sure if it's possible given the mechanics and design of the game, but a cool idea.
Mind Contol For 3-9 seconds control your target and his actions.
The Heroic
Guild Wars is pritty full. I think there would be room for a Musician, with special Chants that benefit your party.. Then again there is the paragon..
wsmcasey
Quote:
Originally Posted by AkumaZ
No new profession. Delete the Ritualist.
EDIT: Didn't have enough time to write a real message last time, just hit enter anyway.. The Ritualist should still be deleted. It's bad. Very bad. |
No new classes please! Enhance what we've already got.
How about the ability to take on a third profession with the same character, and give us some more attribute points to spread across 3 classes in the same character. Add a ninth skill slot.