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.
The New Profession
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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
s
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.
M
Z
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)
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.
Quote:
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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)
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Quote:
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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
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.
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.

Z
> 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.
