The Future about GW/GW2 and its proffesio

Lifeinthefridge

Lifeinthefridge

Frost Gate Guardian

Join Date: Jul 2006

1337land

W/E

After thinking hard about were Guild Wars is now its easy to say that PvP isn't totally balanced. I don't necessarily blame this on Anets part of not being able to balance things, but because of the introduction of hundreds of new skills it has been extremely hard to do so. With every 2 new professions added after the original core game play things started to change in both pvp and pve drastically. When I say drastically I tend to lean more to the side of bad then good. To be perfectly honest one of the main reasons why GW2 is being made is because of how bad it has progressed in terms of balance. Yes people will get angry every time theres a nerf, but its always an attempt to balance game play. Weather that works out or not is for the community to decide.

So this leads me to the main point of my thread. We don't know of course how expansions/chapters will be handled in GW2, but we obviously know new content would be added in them. I'm guessing these will be expansions much like MMO's but this leads me to this question. "What would you think if Anet were to introduce new professions into whatever they decide their format of chapters/expansions to be, similar to nightfall and factions? Basically fundamentally changing the overall gameplay experience and balance like in GW1.

So would you rather see in GW 2 a core Game play set of professions/races that never changes, with expansions/chapters. This means no new professions ever or no new skills.

Or would you like to see a system similar to the one we previously had before GWEN was announced.

Developing original chars or bringing new ones into the picture like rits/assasians/derv/paragon?

/end Rant

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

Change, imho, is necessary. I've seen too many developers release games in fire and forget fashion leaving players in exactly the same game state a year after launch with all but a couple patches. I dont think anyone wants this.

I truly have to commend Anet for staying involved in the game at the level that they are. That's one of the plusses to Guild Wars. They listen to players, they interact with us here, they continually make changes to affect game balance and game improvement. Hats off really.

Now that said, yes, I have not been happy with every one of these instances of nerfing/balance depending on how you wish to call it. I dont think anyone has. Most of it has come about in an effort to either balance PvP or curb excessive farming, so of course the PvE side of the game suffers a bit every time it happens, but I still dont think its grounds for taking the extreme position of saying nothing should change.

The main problem I see anyway is less the nerfing (having been around forever I played through all of it) and more the beginning lag of things to actually do in PvE outside of title aquisition.

Lydz

Lydz

Krytan Explorer

Join Date: Jun 2006

Cape Town, South Africa

The Crazy Dragons [TCD]

E/Mo

I like seeing the addition of new professions. Sometimes things need to be stirred up a bit. I love seeing that "oh-so-amazing" build get nerfed when every second person is using it. That's not the point of the game. A wider variety of classes can also actually minimize the amount of people using the lastest-craze because there will be less less people per class.

boko

Lion's Arch Merchant

Join Date: May 2006

Quote:
Originally Posted by Lifeinthefridge
After thinking hard about were Guild Wars is now its easy to say that PvP isn't totally balanced. I don't necessarily blame this on Anets part of not being able to balance things, but because of the introduction of hundreds of new skills it has been extremely hard to do so. With every 2 new professions added after the original core game play things started to change in both pvp and pve drastically. When I say drastically I tend to lean more to the side of bad then good. To be perfectly honest one of the main reasons why GW2 is being made is because of how bad it has progressed in terms of balance. Yes people will get angry every time theres a nerf, but its always an attempt to balance game play. Weather that works out or not is for the community to decide.

So this leads me to the main point of my thread. We don't know of course how expansions/chapters will be handled in GW2, but we obviously know new content would be added in them. I'm guessing these will be expansions much like MMO's but this leads me to this question. "What would you think if Anet were to introduce new professions into whatever they decide their format of chapters/expansions to be, similar to nightfall and factions? Basically fundamentally changing the overall gameplay experience and balance like in GW1.

So would you rather see in GW 2 a core Game play set of professions/races that never changes, with expansions/chapters. This means no new professions ever or no new skills.

Or would you like to see a system similar to the one we previously had before GWEN was announced.

Developing original chars or bringing new ones into the picture like rits/assasians/derv/paragon?

/end Rant
I'm thinking the same thing too. GW Proph was a great achievement, and they managed to pull out everything they were planning for and get an awesome result. But with more chapters, more skills and new mechanics in game, the game started to get bloated. Too many mechanic and variable to consider. The game became more and more imbalanced with each new profession and skills. E.g Spirit spammers, and others with new professions.

The new professions, themselves, were well-thought and interesting, but when added to the already existing core professions, they added more complexitities than Anet had planned for, to the point that the new professions warranted nerfs as soon as the new chapters were released.

I would prefer Anet new direction and support their new direction where they will stick to the core professions and avoid adding new professions. Addition of new skills with expansions on the other hand, is good since impact of skills can be planned and predicted more easily than the effect of a whole new professions.

Another solution (which I dun't really like) would be maybe to drop the secondary professions, as they are what caused so many complexities. In this way, addition of new professions would be more predictable, and have minimal effect on the existing core professions. But, at the same time, this would make GW into a different game, removing all strategies and complexity of the game. So, not a real solution IMO, but I just felt I had to cover that part in case, Anet decides to go that way...