How many professions do you think would make a good GW game?
ensoriki
7/8
Despite what people say the original 6 just Werent for everyone.
I hated my purchase of GW until factions came out an the Assassin made everything fun for me. It was sleak, my ranger became fun with sin skills, eles became fun with sin skills as secondarys....mmmm
Basically the Assassin is a nice "twerk" that gives additional fun,
However when we get crap like Paragons im going wtf
And either Rit or Derv for an 8th slow but I'd really prefer just 7
Despite what people say the original 6 just Werent for everyone.
I hated my purchase of GW until factions came out an the Assassin made everything fun for me. It was sleak, my ranger became fun with sin skills, eles became fun with sin skills as secondarys....mmmm
Basically the Assassin is a nice "twerk" that gives additional fun,
However when we get crap like Paragons im going wtf
And either Rit or Derv for an 8th slow but I'd really prefer just 7
fenix
Quote:
Originally Posted by Shuuda
I think I'm funny by changing quotes, but I'm actually really retarded, and bad at GW.
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The first 6 were the only ones needed. The next 4 were poorly made, poorly implemented, and constantly nerfed. That shows that they were a bad idea. The original 6 was all that the game needed, it was perfectly balanced with just 6.
ensoriki
If you think All 4 of the new ones are poorly made and that the first 6 are the elite you are biased.
Biased views don't leave to anything good. Hitler was biased against jews, are you guys the Hitlers of GW?
The Paragon is the only 1 who makes me say "what a waste of time", Dervish is somewhat a rip off -off a warrior
but the way an assassin plays is different from a warrior, ppl complain about how whammo's are usually idiots but most of these craptastic 4 who have gone through campaigns have enough experience now.
Biased views don't leave to anything good. Hitler was biased against jews, are you guys the Hitlers of GW?
The Paragon is the only 1 who makes me say "what a waste of time", Dervish is somewhat a rip off -off a warrior
but the way an assassin plays is different from a warrior, ppl complain about how whammo's are usually idiots but most of these craptastic 4 who have gone through campaigns have enough experience now.
Miral
I actually like the paragon, its just not understood by most players (and doesnt help that it constantly gets the nerf stick). basically the problem with newer classes is people try to play them exactly like older classes, which they weren't designed for. like assassins trying to be warriors, or ritualists trying to be elementalist monks... or now more recently dervish trying to be the new WAMMO, and people trying to play paragons as a warrior or ranger, when in fact they are their own entity. Once you truly understand what a class is about, you start to realize how much each one can add to the game. Personally, I think paragon is one of my favorite classes, because they serve an awesome support role while still having great offensive capability. They're THE group leader
Mesmers also fall under the category of being misunderstood and so passed up, but they're a core class.
Another problem newer classes face is that their class has a certain requirement on the campaign they are from, whereas a core class can succeed anywhere. You can't take your paragon to cantha and get armor and skills there, and that was a real downfall of the campaign-specific classes. In a new game, that won't be a problem.
And of course finally there was the balance issue, the game was balanced with core classes in mind, and the system wasn't very open to new additions. like above, starting fresh with all classes in a new game alleviates that problem.
Mesmers also fall under the category of being misunderstood and so passed up, but they're a core class.
Another problem newer classes face is that their class has a certain requirement on the campaign they are from, whereas a core class can succeed anywhere. You can't take your paragon to cantha and get armor and skills there, and that was a real downfall of the campaign-specific classes. In a new game, that won't be a problem.
And of course finally there was the balance issue, the game was balanced with core classes in mind, and the system wasn't very open to new additions. like above, starting fresh with all classes in a new game alleviates that problem.
bamm bamm bamm
Quote:
Originally Posted by Silly Warrior
1. Warmaster who does shouts, axes, swords, all melee equipment, including daggers, like a master of weapons sorta guy.
2. Necromancer that is simply a mix of ritualist and necro currently. 3. Monk, which is the same, with a mix of ritualist, and paragon shouts...something like that. 4. Ranger, which doubles with a spear for throwing, as well as throwing axes, or anything dealing with throwing.... 5. Mesmer, with more of a twist. Would include curse spells, and all mesmer skills, but include AoE effects and be able to wield swords and stuff, like a stronger dervish. Sounds werid, but I'd play it.... 6. Druid, can control the powers of the world (elementalist) as well as tranforming into bears and stuff. |
Servant of Kali
Quote:
Originally Posted by felix
The next 4 were poorly made, poorly implemented, and constantly nerfed.
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Mesmer, which btw is among core professions, received multiple nerfs all the time. According to your logic, or lack thereof, Mesmer should be kicked.
WTB logic.
Shuuda
Quote:
Originally Posted by fenix
Fixed.
Oh wait, silly me, I just called someone bad and retarded, without any prove whatsoever, guess I was just flaming. |
Deleting a proffession now, would be the great mistake to make, dispite those people that think they're "Imbalance" they are played by many and those might quit if A-net went that far. So the only thing we can do is instead of saying they're imbalanced, deal with it and help make then fair.
Quote:
Originally Posted by fenix
The next 4 were poorly made, poorly implemented, and constantly nerfed.
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dark_prince2023
Quote:
Originally Posted by Silly Warrior
4 is too little, 8 is too many. 6 is enough.
My guess is 6, the perfect amount. 1. Warmaster who does shouts, axes, swords, all melee equipment, including daggers, like a master of weapons sorta guy. 2. Necromancer that is simply a mix of ritualist and necro currently. 3. Monk, which is the same, with a mix of ritualist, and paragon shouts...something like that. 4. Ranger, which doubles with a spear for throwing, as well as throwing axes, or anything dealing with throwing.... 5. Mesmer, with more of a twist. Would include curse spells, and all mesmer skills, but include AoE effects and be able to wield swords and stuff, like a stronger dervish. Sounds werid, but I'd play it.... 6. Druid, can control the powers of the world (elementalist) as well as tranforming into bears and stuff. Obviously I just wrote this up in a few minutes, but I doubt Anet will have more than 6 professions, instead they will add on to what those 6 can do. |
dark_prince2023
Quote:
Originally Posted by ensoriki
If you think All 4 of the new ones are poorly made and that the first 6 are the elite you are biased.
Biased views don't leave to anything good. Hitler was biased against jews, are you guys the Hitlers of GW? The Paragon is the only 1 who makes me say "what a waste of time", Dervish is somewhat a rip off -off a warrior but the way an assassin plays is different from a warrior, ppl complain about how whammo's are usually idiots but most of these craptastic 4 who have gone through campaigns have enough experience now. |
P.S. It's just a game and people are intitled to there opinions biased or not including you.
Corinthian
The original six were perfect.
Ranged unconditional medium damage,
ranged mana-intensive high spellcasting damage,
a hexer that make you want to rage-quit but doesn't always kill you,
a hexer that makes you rot alive and uses your life force to feed oneself,
a brutal, strong warrior
and finally a usually defenseless divine healer.
Ranged unconditional medium damage,
ranged mana-intensive high spellcasting damage,
a hexer that make you want to rage-quit but doesn't always kill you,
a hexer that makes you rot alive and uses your life force to feed oneself,
a brutal, strong warrior
and finally a usually defenseless divine healer.
Renegade26
Ten if they can balance all 10 classes we have now to be unique and even; more so than they are right now.
If they get it right with 10 then GW2 will pwn.
If they get it right with 10 then GW2 will pwn.
Dark-NighT
10 professions is perfect for me, and while the dervish and paragon are not really my weapons of choice they still can be very effective in pve, the fun thing is that i have completed NF with my prophecies necro which was fun and took some time but now im working on completing NF with my sin, and for some reason i blasted through NF a hell of a lot faster then with my necro, because i was doing a shitload more damage to enemys, with the right skills and perfect daggers you can own every boss in a couple of seconds and with an AoE damage skill in your chain you really own them.
Actually i would want another 2 classes and have fun with those, i had much fun with my sin, fun that i do not get with a warrior because they are just tanks, not hard to play and everyone has one.Rits are fine to, different yes but very good with supporting your team and again if its done right you can do a lot of damage, just look at the most rit bosses, they poke your party easily with 3 skills. Imo the classes are fine, most people just don't know how to use them and than say that those classes suck.
Cheers
Actually i would want another 2 classes and have fun with those, i had much fun with my sin, fun that i do not get with a warrior because they are just tanks, not hard to play and everyone has one.Rits are fine to, different yes but very good with supporting your team and again if its done right you can do a lot of damage, just look at the most rit bosses, they poke your party easily with 3 skills. Imo the classes are fine, most people just don't know how to use them and than say that those classes suck.
Cheers
Jaythen Tyradel
Quote:
Originally Posted by Nevin
I think GW2 could easily completely revamp their method of professions and all that. In this method of professions, there would be 3 core classes, which would branch into more specific roles as they reached higher levels. (This may be a little cliche ala' other MMO's but, with GW professions it'd be original) The three main classes would be Fighter, Scout, and Caster. You would start out as one, and through levels advance into more defined roles. Heres a quick sketch I did in paint to represent what I think a new system should look like.
Now don't fear, nothing would be removed in this method, attributes would simply be combined. For example take the Ritualist profession, rather then Communing and Spawning power being two separate attributes they'd be fused into a new form of ritualist known as a "Summoner"; instead of channeling and restoration being separate they'd be fused into a new form of ritualist as well known as a "channeler". I did this for all the professions, mind you the names are just place holders to get my point across. Now since the level span will be much larger in GW2 they could easily introduce a more developed system including "advanced professions" and "expert professions". By this I mean, instead of becoming a warrior, you become a brawler first, instead of becoming a dervish you become an acolyte first. A good scale for this would be say... Fighter lvl 1-20 -> Acolyte lvl 20-40 -> Dervish lvl 40-60 This was just my opinion, and I felt like being creative with it. So be polite, I'm not saying GW has to change, just stating an idea I had. I forgot to mention, obviously by combining attributes that would drastically decrease individuality between high level professions, so more types should be introduced. |
Alex the Great
i like the 10, but i only really use warriors, monks, eles, assassins, dervs, and rangers. others....not at all
so thats my 6
so thats my 6
Alex the Great
Quote:
Originally Posted by Jaythen Tyradel
I am seconding this post.
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i'm very very very sorry for the double post but i have to agree with this one
amish lifeguard
6. Core classes, nuff said.
Lord Mendes
Quote:
Originally Posted by ensoriki
If you think All 4 of the new ones are poorly made and that the first 6 are the elite you are biased.
Biased views don't leave to anything good. Hitler was biased against jews, are you guys the Hitlers of GW? |
Seriously, I might consider reading your post next time if it contains an ounce of logic.
drago34
I think 8 is a good number, although I honestly wouldn't mind keeping them all. As long as the sin stays in I'm good haha.
Toilet Oni
The 6 first+the Paragon.
lyra_song
Quote:
Originally Posted by fenix
Meh, delete all the crappy non-prophecies classes. No need for them. There's more than enough variation with 6 classes, and it'd make balance much easier.
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Silly Warrior
Quote:
Originally Posted by lyra_song
10 is fine.
The problem with Guild Wars' 10 is that the original core 6 are much more versatile and well rounded. The next 4 are much more specialized and do not have as much options or variations. If all 10 classes were equal in their options, it would be fine. |
No, 10 is too many to properly be balanced, as seen in the current metagame.
I think if Anet really combinds profession ideals and makes 6 professions for the entire game, I'd be happy. I'm guessing they are going to do that.
10 is too much man, and it would be hard for all 10 to be equal in their options. So if Anet does that they would have to work MUCH harder.
Silly Warrior
Quote:
Originally Posted by bamm bamm bamm
I like it. Paragon shouts can go to the warrior, passive rituals to the necromancer? Keep the monk active but throw them restoration heals and energy management of the rit. I'm not sure about the mesmer here. Maybe better self AND ally energy manipulation? Give the shapeshifting to the rangers and drop their throwing axes for muskets and you've got yourself a deal.
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Lol, think about it. The mesmer in GW2 would be so confusing, that you would die before realizing what the hell really happened!
Most people seem to come to the conclusion that 6 core professions is all we really ever needed. Although I think 8 isn't impossible, just the more tightly knit all the professions are, the funner they will be to play.
Vahn Roi
I think so of the new classes could have been combined with existing ones. E.I Paragons could easily be combined with Warriors. Ritualists seemed to have been a hybrid of Monks, Air Eles, and Necromancers...
Dr.Agon
Quote:
Originally Posted by Nevin
I think GW2 could easily completely revamp their method of professions and all that. In this method of professions, there would be 3 core classes, which would branch into more specific roles as they reached higher levels. (This may be a little cliche ala' other MMO's but, with GW professions it'd be original) The three main classes would be Fighter, Scout, and Caster. You would start out as one, and through levels advance into more defined roles. Heres a quick sketch I did in paint to represent what I think a new system should look like.
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Emik
This is one thing that they could be taking over in the lines ala WoW (and no i don't play it)...
Certain races (seeing as races will be introduced) can only have certain professions.
It makes sense to a certain extent.
Dwarves wouldn't make good rangers since they got the disadvantage of being small so arrows don't do much damage shooting uphill.
Certain races (seeing as races will be introduced) can only have certain professions.
It makes sense to a certain extent.
Dwarves wouldn't make good rangers since they got the disadvantage of being small so arrows don't do much damage shooting uphill.
Liberations
I'd like 6 that are much more versatile. A warrior that could use those double chained swords in God of War would be sick. I'd like to see some classes split and merged with other professions. A Paragon/Ritualist sort of thing would be cool, and same as a Necromance/Ranger type of thing.
Sort of like Magic the Gathering where some creatures have mutliple colors. There could be one sort of ranger druid that dealt with death and another one that dealt with pure nature, life, happiness, w/e.
Sort of like Magic the Gathering where some creatures have mutliple colors. There could be one sort of ranger druid that dealt with death and another one that dealt with pure nature, life, happiness, w/e.
gasmaskman
PvE-wise: As many as possible, variety is great.
PvP-wise: As little as possible. The original 6 was almost perfect.
PvP-wise: As little as possible. The original 6 was almost perfect.
Servant of Kali
Quote:
Originally Posted by Silly Warrior
No, 10 is too many to properly be balanced, as seen in the current metagame.
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Stop using ANets lack of balance update as an argument against 10 classes.
And despite of what people here think, 6 classes get boring sooner than 10. Sorry, but it's true. If properly balanced and designed 10 can be much more fun. If not, 6 is better but not in itself. Before Factions came, i was quite bored already with initial 6 which had a huge number of useless skills at that time as well.
Bryant Again
Quote:
Originally Posted by gasmaskman
PvE-wise: As many as possible, variety is great.
PvP-wise: As little as possible. The original 6 was almost perfect. |
Quote:
Originally Posted by Servant of Kali
And despite of what people here think, 6 classes get boring sooner than 10. Sorry, but it's true.
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Quote:
If properly balanced and designed 10 can be much more fun. |
Generally, this is a silly thing to argue about, as it takes end results and actual gameplay to see how/if it works.
k3nn3tH123
The original 6 like everyone else stated.
Maybe the assassin as well though, if they can change them up a bit.
Maybe the assassin as well though, if they can change them up a bit.
GreatLich
I really don't think that the number of professions is the problem. It's the skillsets and certain mechanics that cause balance issues. If they had not implemented the ritualist but instead gave the elementalist "binding rituals" (reworded to "summon elemental" for flavour reasons) Soul Reaping would've been abused exactly the same.
The only thing that sets the caster classes apart imo is their primary attribute and skill set. And most primary attributes are about e-management anyways, although they differ in the ways the accomplish this. Come to think of it out of the ten primaries only 2 do not provide e-management, Fast casting (because the mesmer uses skills for that) and Strength. (because the Warrior doesn't fuel his skills with energy for a large part)
So Balance is not so much about Classes as it is about skills and mechanic. Guild Wars could accomodate even more classes then it does now. But from a balance perspective, they'd (those classes) need not introduce any new mechanics, new classes would be just about flavour. Obviously not interesting from a Pvp point of view. from the PvE end, I guess at that point new armourskins would do the same?
The only thing that sets the caster classes apart imo is their primary attribute and skill set. And most primary attributes are about e-management anyways, although they differ in the ways the accomplish this. Come to think of it out of the ten primaries only 2 do not provide e-management, Fast casting (because the mesmer uses skills for that) and Strength. (because the Warrior doesn't fuel his skills with energy for a large part)
So Balance is not so much about Classes as it is about skills and mechanic. Guild Wars could accomodate even more classes then it does now. But from a balance perspective, they'd (those classes) need not introduce any new mechanics, new classes would be just about flavour. Obviously not interesting from a Pvp point of view. from the PvE end, I guess at that point new armourskins would do the same?
Miral
Quote:
eh... i was just thinking. why not just completely remove the class system? you have the races in guildwars2, that would determine your appearance.. then let the player choose from a pool of attributes which they would like to train in... like maybe allow 1 primary and 5 other attributes... basically make your own custom class like you can do in morrowind/oblvion. then just make sure each individual attribute has a use and isnt too overpowered, and keep the same attribute point spending system we have now, and the possibilities are nearly limitless... |
GreatLich
If you can swap those attributes around (like you can secondaries) And not be restricted to one armour type. I could totally go for a classless system. Heck while we're at it, make it level-less as well
floppinghog
I'm undecided on how many if thats the question... Probably keep the 10 we have now and "start over" in a sense.
But I'm really posting to mention, didn't Anet say somewhere within an interview that characters would be more self-sufficient on their own? Like better self heals and all you'd think about from our experiences? We should consider this as well, don't keep the box closed... its a new game, theres gonna be world pvp, you can't expect to have enough "monks" running around to help YOUR world now can you?
So with that noted, would assassin, ritualist, mesmer, necromancer, elementalist, and paragon ideas fit better when they are balanced with everyone else as well and being able to be on their own? I think so, it looks like a whole bunch of fun that way...
And actually an idea just came to mind... If for example monks in GW2 were able to fight, and for the sake of my own imagination did hand-to-hand type of attacks right? Well say the more damage you do, the more "favor" or something like "adrenaline" that everyone built up over time of attacks and spells. And when you have enough you can heal yourself and/or others or sacrifice some "favor / adrenaline" to do more dmg on your next attack/spell. Either more damage or temp increase your 'attributes' in gw2 for the next skill or whatever you use. Know what I mean?
It would just happen that maybe monks gain that favor/adrenaline a bit faster or have bonus healing with their skills where other classes get other abilities. Anything to get everyone into any action they want with any class/race and be happy with their roles....
But I'm really posting to mention, didn't Anet say somewhere within an interview that characters would be more self-sufficient on their own? Like better self heals and all you'd think about from our experiences? We should consider this as well, don't keep the box closed... its a new game, theres gonna be world pvp, you can't expect to have enough "monks" running around to help YOUR world now can you?
So with that noted, would assassin, ritualist, mesmer, necromancer, elementalist, and paragon ideas fit better when they are balanced with everyone else as well and being able to be on their own? I think so, it looks like a whole bunch of fun that way...
And actually an idea just came to mind... If for example monks in GW2 were able to fight, and for the sake of my own imagination did hand-to-hand type of attacks right? Well say the more damage you do, the more "favor" or something like "adrenaline" that everyone built up over time of attacks and spells. And when you have enough you can heal yourself and/or others or sacrifice some "favor / adrenaline" to do more dmg on your next attack/spell. Either more damage or temp increase your 'attributes' in gw2 for the next skill or whatever you use. Know what I mean?
It would just happen that maybe monks gain that favor/adrenaline a bit faster or have bonus healing with their skills where other classes get other abilities. Anything to get everyone into any action they want with any class/race and be happy with their roles....
majoho
I hope they don't change the way the system works now.
By that I mean I hope
..they don't use an arch-type setup like someone listed (warrior/caster/scout).
..they don't make WoW like canges to the class system.
The profession system is awesome as it is, the best I've seen in any of these types of games.
As for classes/professions I think we could do with just 6.
Warrior
Light Fighter or Exotic Fighter if you like (Assassin + Dervish)
Ranger
Arcane Caster (Mesmer + curses)
Elemental Caster
Conjurer (Necromancer + Ritualist)
NO MONK, all classes have self healing of some kind
By that I mean I hope
..they don't use an arch-type setup like someone listed (warrior/caster/scout).
..they don't make WoW like canges to the class system.
The profession system is awesome as it is, the best I've seen in any of these types of games.
As for classes/professions I think we could do with just 6.
Warrior
Light Fighter or Exotic Fighter if you like (Assassin + Dervish)
Ranger
Arcane Caster (Mesmer + curses)
Elemental Caster
Conjurer (Necromancer + Ritualist)
NO MONK, all classes have self healing of some kind
pamelf
I personally could do with another two professions. I simply get bored playing the characters we already have, and I don't know how GW is going to keep up my interest without anything new for the next two years...
I completely agree with gasmaskman. PvE could do with some more professions. It always makes it worth playing the game through again.
I completely agree with gasmaskman. PvE could do with some more professions. It always makes it worth playing the game through again.
Sophitia Leafblade
Personally i prefer having the 10 current ones to having just the core 6. 10 professions are alot more variety than 6, if it went back to 6 things woudl get tedious pretty quickly and alot of people would lose interest faster. Having said that i presume Unlike gw 1, gw 2 will promote having just 1 -3 chars from the start rather than how Gw originally promoted having numerious characters (since there wasnt much to do once u had completed a campaign whihc was prettty quick to do.) This would allow there to be less classes.
I dont really see how the newer classes could be absorbed. eg. A Rit is a totally different style than a Necro and if Rit skill were added to the Necro then it gain healing which the necro has never had, it would also have to have several new attributes which would cause problems.
10 classes ftw imo
I dont really see how the newer classes could be absorbed. eg. A Rit is a totally different style than a Necro and if Rit skill were added to the Necro then it gain healing which the necro has never had, it would also have to have several new attributes which would cause problems.
10 classes ftw imo
phaffo
Quote:
Originally Posted by majoho
NO MONK, all classes have self healing of some kind
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But seriously, give me the monk and Anet can throw in as many other classes as they want. It all comes down to the overall balance of the game, whatever can be realistically implemented is fine by me.
Loki Seiguro
I'll be very blunt with my answer
Anet is doing a damn fine job with everything right now (best you can really hope for with so much content in the game)
I like the amount of professions they have and if they add more all the better.
Anet is doing a damn fine job with everything right now (best you can really hope for with so much content in the game)
I like the amount of professions they have and if they add more all the better.
grogxz
How about fitting all classes we have now in a new system with more flexibility but easy to implement and balance.
The system needs a flexible Armor system. Everyone can use evey Armor.
Armor Level 60-80 0-4
Energy Level 10-40 1-4
E-Regen Level 1-4
Sum can't be > 8
Energy Based Attack Skills-Adrenalin Based Skills for Attributes like
Ranged Mastery (Bow/Speer)
Dual Wield (Daggers, Axe, Sword, Mace ....)
1-Handed (Daggers, Axe, Sword, Mace ....)
2-Handed (2-Handed Sword, Scythes, Pole arms, Hammers...)
At the begin choose a primary Attribute (Fast Cast /Increased Weapon Dmg /Energy Management/ Increased Spell Efficiency)
At the end you have access to all Attributes (You can choose only 1 Primary but u can choose from all)
For example every 5 level you can add an attribute: Hex Mastery / Heal Mastery /Signet Mastery/ Dual-Wield Mastery/ Elemental Mastery/Shield Mastery .....
Restrictions: You can only max 2 or 3 Attributes
You can build (Build Wars ftw) your own class and call it
Assassin e-regen 4 e-level 20 A-level 70
Slap on it Dual Wield Mastery with primary e-management or increased dmg and and take E-based attack skills.
Take a set of high speed low damage daggers.
or
Adren. Warrior
E-Regen 2 E-level 20 A-Level 80
Primary: additional melee damage
Shield Mastery/ 1-Handed Mastery
Grab your shield and axe or sword and hack away
or
Hammer warrior with beast mastery no problem lets call it BT :P
or something completely new
That way you can merge all classes that you have now in one new system without loosing what you had until now but increase the variety without increasing the complexity much which makes balancing skills easier.
You can have ur full blown warrior/monk/assassin.... at level 20 but u need level lets say level 200 to have it all.
Which is very much the same system we have now (to have it all you need 10 characters maxed out)
That way you have a full developed character at low level but its still fun to level up to open new possibilities.
You need only 1 or 2 Character slots - lower maintenance and more free resources for a-net
_____
Its only a outline how a new system can look like but still is Guild Wars (even more unique than the system we have now)
If this is to radical I agree with the ppl that want to merge classes like Dervish with Assassin to a light weight Warrior or Curses+Blood Necros with Mesmer to an Arcane Caster.
The system needs a flexible Armor system. Everyone can use evey Armor.
Armor Level 60-80 0-4
Energy Level 10-40 1-4
E-Regen Level 1-4
Sum can't be > 8
Energy Based Attack Skills-Adrenalin Based Skills for Attributes like
Ranged Mastery (Bow/Speer)
Dual Wield (Daggers, Axe, Sword, Mace ....)
1-Handed (Daggers, Axe, Sword, Mace ....)
2-Handed (2-Handed Sword, Scythes, Pole arms, Hammers...)
At the begin choose a primary Attribute (Fast Cast /Increased Weapon Dmg /Energy Management/ Increased Spell Efficiency)
At the end you have access to all Attributes (You can choose only 1 Primary but u can choose from all)
For example every 5 level you can add an attribute: Hex Mastery / Heal Mastery /Signet Mastery/ Dual-Wield Mastery/ Elemental Mastery/Shield Mastery .....
Restrictions: You can only max 2 or 3 Attributes
You can build (Build Wars ftw) your own class and call it
Assassin e-regen 4 e-level 20 A-level 70
Slap on it Dual Wield Mastery with primary e-management or increased dmg and and take E-based attack skills.
Take a set of high speed low damage daggers.
or
Adren. Warrior
E-Regen 2 E-level 20 A-Level 80
Primary: additional melee damage
Shield Mastery/ 1-Handed Mastery
Grab your shield and axe or sword and hack away
or
Hammer warrior with beast mastery no problem lets call it BT :P
or something completely new
That way you can merge all classes that you have now in one new system without loosing what you had until now but increase the variety without increasing the complexity much which makes balancing skills easier.
You can have ur full blown warrior/monk/assassin.... at level 20 but u need level lets say level 200 to have it all.
Which is very much the same system we have now (to have it all you need 10 characters maxed out)
That way you have a full developed character at low level but its still fun to level up to open new possibilities.
You need only 1 or 2 Character slots - lower maintenance and more free resources for a-net
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Its only a outline how a new system can look like but still is Guild Wars (even more unique than the system we have now)
If this is to radical I agree with the ppl that want to merge classes like Dervish with Assassin to a light weight Warrior or Curses+Blood Necros with Mesmer to an Arcane Caster.