Your thoughts about GW2 Professions
fleshvirus
So how will the professions tie with the *class* system?
My best guess would be that they will copy WoW for that matter.
Asura seems to be highly intelligentand selfish creatures.
What would suit for them would be.
Elementalist
Necromancer?
Mesmer?
Ritualist?
Monk?
.
The Norns are strong creatures. They dont have warriors, only heroes. They believe in hunting the biggest prey to show themselves worthy. And they can morph into a bear, So far.
Warrior
Ranger?
Assassin?
Dervish?
Paragon?
I dont know the dwarfs,Charr or Sylvaris role. But then again, maybe they all will have same profession equaly to Humans. Thats the most logical of them.
What do you think?
My best guess would be that they will copy WoW for that matter.
Asura seems to be highly intelligentand selfish creatures.
What would suit for them would be.
Elementalist
Necromancer?
Mesmer?
Ritualist?
Monk?
.
The Norns are strong creatures. They dont have warriors, only heroes. They believe in hunting the biggest prey to show themselves worthy. And they can morph into a bear, So far.
Warrior
Ranger?
Assassin?
Dervish?
Paragon?
I dont know the dwarfs,Charr or Sylvaris role. But then again, maybe they all will have same profession equaly to Humans. Thats the most logical of them.
What do you think?
The Shelf
I remember reading a quote from ANet that said there would not be as many professions in GW2 as there are in GW. So I'm guessing they will try to bring the number of professions down to 5 or 6, maybe even 7, but we will not have the same 10 professions we have now.
So, whatever the new classes will be called, I suspect that the new professions will be hybrids of current professions plus one or two new ones. Here's my take on what some of the professions may be:
1. Warrior + Paragon = Generic leader/soldier
2. Ranger + Assassin = Sneaky wilderness guy
3. Monk + Ritualist = Healer/spiritualist
4. Elementalist + Mesmer = Generic spellcaster
5. Necromancer + Dervish = Grim reaper anyone?
(optional)
6. Some entirely new profession that we haven't seen before -- perhaps taking elements of old professions that are left out of the hybrids listed above.
7. Ditto of 6
That said, I think each species should be able to use any of the above professions except 1.
So:
1. Asurans could not use the War/Paragon hybrid.
2. The Norn could not use the Ele/Mesmer hybrid.
3. The Sylvari could not use the Necro/Dervish hybrid.
4. The Charr could not use either the 6th or 7th professions depending on if they're in the game and what they are.
5. The humans -- ditto of Charr.
Everyone would be able to use the Ranger/Assassin and Monk/Rit hybrids because they seem like pretty typical professions for all the species.
Those are just my thoughts on the professions/species in GW2.
Oh, and Dwarves aren't playable in GW2, fleshvirus, so there's no need to consider them.
So, whatever the new classes will be called, I suspect that the new professions will be hybrids of current professions plus one or two new ones. Here's my take on what some of the professions may be:
1. Warrior + Paragon = Generic leader/soldier
2. Ranger + Assassin = Sneaky wilderness guy
3. Monk + Ritualist = Healer/spiritualist
4. Elementalist + Mesmer = Generic spellcaster
5. Necromancer + Dervish = Grim reaper anyone?
(optional)
6. Some entirely new profession that we haven't seen before -- perhaps taking elements of old professions that are left out of the hybrids listed above.
7. Ditto of 6
That said, I think each species should be able to use any of the above professions except 1.
So:
1. Asurans could not use the War/Paragon hybrid.
2. The Norn could not use the Ele/Mesmer hybrid.
3. The Sylvari could not use the Necro/Dervish hybrid.
4. The Charr could not use either the 6th or 7th professions depending on if they're in the game and what they are.
5. The humans -- ditto of Charr.
Everyone would be able to use the Ranger/Assassin and Monk/Rit hybrids because they seem like pretty typical professions for all the species.
Those are just my thoughts on the professions/species in GW2.
Oh, and Dwarves aren't playable in GW2, fleshvirus, so there's no need to consider them.
Antheus
I have a feeling that monk will be absent as such in favor of a paladin type profession.
Winterclaw
Two things:
1. I really hope all the current professions come back.
2. I am strongly opposed to any race restrictions on classes.
1. I really hope all the current professions come back.
2. I am strongly opposed to any race restrictions on classes.
JeniM
Quote:
Originally Posted by Winterclaw
Two things:
1. I really hope all the current professions come back. 2. I am strongly opposed to any race restrictions on classes. |
2) I couldn't agree more. This is the thing i'm dreading in GW2 - races. It's not needed at all and i think people will say "hmmm how fun would it be to play as a charr" then make one and rant on forums (feel sorry for mods) about how it doesn't work how they wanted
boxterduke
I think I speak for all Mesmers when I say that we will be pissed if the Mesmer profession was not left intact and got merged into another profession and lost its traits.
Bargamer
I dunno, Necro+Mesmer = Give up now, bad guys. XD
With that said, my speculation is that the Sylvari might be Rangers, Rits, or Dervish. They all deal with spirituality. Unless they're Mesmers, they got the "beautiful" requirement.
With that said, my speculation is that the Sylvari might be Rangers, Rits, or Dervish. They all deal with spirituality. Unless they're Mesmers, they got the "beautiful" requirement.
Dean Harper
Quote:
Originally Posted by boxterduke
I think I speak for all Mesmers when I say that we will be pissed if the Mesmer profession was not left intact and got merged into another profession and lost its traits.
|
Exactly what I was thinking... Memsers are the most innovative profession ive ever seen in an MMO. Anet better not merge the professions, and im also dreading having races, make use MORE like WoW why dont you??!?! My feeling is that Anet will be rid of the 4 profs from the other campaigns, and keep the core, but implement 1 or 2 new ones that are more balanced than the others. Dervish should be replaced with an entirely new fuction, since in historical times, Dervishes were holy men and women who worshipped with elaborate dancing. Paragons, just get rid of em, (no offense to paragons out there, but i really dont like the class). Assassins may or may not stay, and Rits should be ok with their current style in GW2 in my never to be humbled opinion...
Phoenix Tears
First of, EoTN has still shown, that Classes make not matter in kind of the Profession. All races can be all classes ... thats the simplest and best solution, even when some combinations may look weird.
Humans can be everything, so why should the other races not too?
Imo it makes absolutely no sense to discus over stuff like this now, unless anet finaly gives us more and useful information about Professions/Classes in GW2 and the general Race System.
When I could write here down now, how I wish, that GW2 should look like in kind of professions, there would exist no Dervishs and no paragons anymore in GW2, like they are known in GW1, they would absolutely lose both their supernatural apearances and their "wannabe looks" so that both professions would fit far better to the Core Classes and the FA Professions, which have fitted from the start on far better to the Core Classes, then the Derv and the Para, which look only so supernatural, because some dumb kiddies wanted to have divine shape shifters and Angels in the game ...
When it would come to me, in GW2 would exist no 2 Class System anymore, the player choses simply only his profession and then improves his Character over time with increasing Stats/Attributes and gaining new skills with that the player can train to become more powerful over time and better skilled in kind of playing his Character (play experience), theres no need to show a 2nd class .
My professions for GW2 would look like this:
(Classical Melee Part - each one is an own Profession
- Knight (Order/ Dark/ Crusader) > Knights will get a Choice in Kind of Faction, which will determine, what Kind of Knight they will become.
> Is your Guild your Faction, then you become an Order Knight
> Is your Anger your Faction, then you become an Dark Knight
> Is your King (Kingdom)/Country your Faction, then you become a Crusader
- Legionaire(Warrior)
- Paladin
- Dualist (Gladiator)
- Berserker
- Samurai
- Guardian (Sentinel)
(Exotic Melee Part - each one is an own Profession)
- Warmonger
- Corsair(Pirate)
- Assassine
- Dervish
- Rogue
- Monk
- Harlequin (Clown)
(Midrange Melee Part - each one is an own Profession)
- Poacher(Hunter)
- Dragoner
- Relic Hunter
- Dancer
- Bard
(Longrange Melee Part - each one is an own Profession)
- Ranger
- Rogue*
* Can be in melee but also longranged fight style
(Midrange Magical Part - each one is an own Profession)
- Priest/Nun
- Wizard(Mesmer)
- Magician (Elementalist including Light and Dark as Elements)
- Necromancer
- Ritualist
- Animamancer*
- Chronomancer
- Runologist
- Seer (Fortune Teller)
- Ninja (Shinobi)
- Sage (Scholar)
(Supportive Melee/Magical Part - each one is an own Profession)
- Alchemist
- Blacksmith
- Druid
- Engineer
- Cleric
This way, GW2 would have 1000% 1 profession for everyones taste and no wannabe classes anymore, because everything imaginable that would fit into the GW Universe, would be then an own profession for itself.
So and all races in GW2 would be able to be all those professions, thne the game would have a real point in being unique, because GW2 would be then the MMORPG with the most choosable number of Professions, which allows the player to play nearly as everything possible, unless you create such dumb wannabe non RL existing shitty stuff, like Paragons, to try to be "unique", as if players would force the Devs to create such dumb garbage to let the game look "unique"
Only because a game has lots of classical professions doesn't mean imo, it can't be unique ...in the end no one also complains about the Core Classes, which are the most classical professions of all, there moans nobody like "oh noez, again we have to play as....err Warrior, how ununique ..."
PS: the difference in my System here will be, that regardless of which profession you choose in kind of profession type, they will share all certain Core Skills
So there will be for example now Core Skill "XYZ" , this Core Skill can be used by Legeionaires, but also by Paladins, because its a Core Skill of the Profession Type "Classical Melee Fighter"*)
* Call it how u want
Then there exist naturally too skills, that only your own Class can use:
Skill "121" for example, can only be used by Paladins, while Skill "212" can only be used by Legionaires...(thats the normal system as it runs in GW1, with each profession having its own skills ignoring the kind of the profession type)
Now to the "new" changed 2nd Class system of GW2, there can characters learn only skills of other professions which are in their Profession Type ...
this means, a Legeionaire will be able to learn after time skills from the paladin, samurai and so on, until you have learned all skills from all professions of your Profession Type, but a Legeionaire won't be able to learn Skills from any other Profession type, then its own.
Means, a Legionaire won't be able to learn skills from a Wizard and vice versa ... because both are 2 absolute different Profession Types... this way, GW2 will have far more realistic looking/acting professions and not such weird combos like Warrior/Eles, which are more Ele, than Warrior in matter of Skills lol
Magicians will also then only be able to learn magic Skills and won't be able to make any melee builds with melee weapons, thats simple unrealistic and looks weird, when you are a magician and run around with a Sword in your hand and attack enemies with warriior skills oO, thats imo not only weird, its also ingame stupid to do something like this.
Masters of Magic can't be also good warriors, Characters have to specialize in 1 Profession Type, to be good in it, but mixing Profession Types through this dumb 2 Class system lets the whole game just look only weird
Humans can be everything, so why should the other races not too?
Imo it makes absolutely no sense to discus over stuff like this now, unless anet finaly gives us more and useful information about Professions/Classes in GW2 and the general Race System.
When I could write here down now, how I wish, that GW2 should look like in kind of professions, there would exist no Dervishs and no paragons anymore in GW2, like they are known in GW1, they would absolutely lose both their supernatural apearances and their "wannabe looks" so that both professions would fit far better to the Core Classes and the FA Professions, which have fitted from the start on far better to the Core Classes, then the Derv and the Para, which look only so supernatural, because some dumb kiddies wanted to have divine shape shifters and Angels in the game ...
When it would come to me, in GW2 would exist no 2 Class System anymore, the player choses simply only his profession and then improves his Character over time with increasing Stats/Attributes and gaining new skills with that the player can train to become more powerful over time and better skilled in kind of playing his Character (play experience), theres no need to show a 2nd class .
My professions for GW2 would look like this:
(Classical Melee Part - each one is an own Profession
- Knight (Order/ Dark/ Crusader) > Knights will get a Choice in Kind of Faction, which will determine, what Kind of Knight they will become.
> Is your Guild your Faction, then you become an Order Knight
> Is your Anger your Faction, then you become an Dark Knight
> Is your King (Kingdom)/Country your Faction, then you become a Crusader
- Legionaire(Warrior)
- Paladin
- Dualist (Gladiator)
- Berserker
- Samurai
- Guardian (Sentinel)
(Exotic Melee Part - each one is an own Profession)
- Warmonger
- Corsair(Pirate)
- Assassine
- Dervish
- Rogue
- Monk
- Harlequin (Clown)
(Midrange Melee Part - each one is an own Profession)
- Poacher(Hunter)
- Dragoner
- Relic Hunter
- Dancer
- Bard
(Longrange Melee Part - each one is an own Profession)
- Ranger
- Rogue*
* Can be in melee but also longranged fight style
(Midrange Magical Part - each one is an own Profession)
- Priest/Nun
- Wizard(Mesmer)
- Magician (Elementalist including Light and Dark as Elements)
- Necromancer
- Ritualist
- Animamancer*
- Chronomancer
- Runologist
- Seer (Fortune Teller)
- Ninja (Shinobi)
- Sage (Scholar)
(Supportive Melee/Magical Part - each one is an own Profession)
- Alchemist
- Blacksmith
- Druid
- Engineer
- Cleric
This way, GW2 would have 1000% 1 profession for everyones taste and no wannabe classes anymore, because everything imaginable that would fit into the GW Universe, would be then an own profession for itself.
So and all races in GW2 would be able to be all those professions, thne the game would have a real point in being unique, because GW2 would be then the MMORPG with the most choosable number of Professions, which allows the player to play nearly as everything possible, unless you create such dumb wannabe non RL existing shitty stuff, like Paragons, to try to be "unique", as if players would force the Devs to create such dumb garbage to let the game look "unique"
Only because a game has lots of classical professions doesn't mean imo, it can't be unique ...in the end no one also complains about the Core Classes, which are the most classical professions of all, there moans nobody like "oh noez, again we have to play as....err Warrior, how ununique ..."
PS: the difference in my System here will be, that regardless of which profession you choose in kind of profession type, they will share all certain Core Skills
So there will be for example now Core Skill "XYZ" , this Core Skill can be used by Legeionaires, but also by Paladins, because its a Core Skill of the Profession Type "Classical Melee Fighter"*)
* Call it how u want
Then there exist naturally too skills, that only your own Class can use:
Skill "121" for example, can only be used by Paladins, while Skill "212" can only be used by Legionaires...(thats the normal system as it runs in GW1, with each profession having its own skills ignoring the kind of the profession type)
Now to the "new" changed 2nd Class system of GW2, there can characters learn only skills of other professions which are in their Profession Type ...
this means, a Legeionaire will be able to learn after time skills from the paladin, samurai and so on, until you have learned all skills from all professions of your Profession Type, but a Legeionaire won't be able to learn Skills from any other Profession type, then its own.
Means, a Legionaire won't be able to learn skills from a Wizard and vice versa ... because both are 2 absolute different Profession Types... this way, GW2 will have far more realistic looking/acting professions and not such weird combos like Warrior/Eles, which are more Ele, than Warrior in matter of Skills lol
Magicians will also then only be able to learn magic Skills and won't be able to make any melee builds with melee weapons, thats simple unrealistic and looks weird, when you are a magician and run around with a Sword in your hand and attack enemies with warriior skills oO, thats imo not only weird, its also ingame stupid to do something like this.
Masters of Magic can't be also good warriors, Characters have to specialize in 1 Profession Type, to be good in it, but mixing Profession Types through this dumb 2 Class system lets the whole game just look only weird
street peddler
my one wish is that were not stuck with one particular look when we pick a profession...like if im an assassin, i dont want to be stuck with tight jumpsuits with blades sticking out, or if i pick mesmer i dont want to be stuck with a boring suit that makes me look like im going to a meeting. every profession seems to be stuck with a particular motif which i hope anet gets rid of in gw2.
BlackSephir
Quote:
Originally Posted by Winterclaw
Two things:
1. I really hope all the current professions come back. 2. I am strongly opposed to any race restrictions on classes. |
Anyway, this whole 'race' concept in GW2 scares the sheet outta me. If they'd only have different look- cool. But if they have speshul abilities and/or restrictions- gg AN, you failed.
btw I'm afraid we won't see Assassins in GW2 Too much griefing
Phoenix Tears
Quote:
Originally Posted by street peddler
my one wish is that were not stuck with one particular look when we pick a profession...like if im an assassin, i dont want to be stuck with tight jumpsuits with blades sticking out, or if i pick mesmer i dont want to be stuck with a boring suit that makes me look like im going to a meeting. every profession seems to be stuck with a particular motif which i hope anet gets rid of in gw2.
|
Quote:
Originally Posted by BlackSephir
Ey, great minds think alike!
Anyway, this whole 'race' concept in GW2 scares the sheet outta me. If they'd only have different look- cool. But if they have speshul abilities and/or restrictions- gg AN, you failed. btw I'm afraid we won't see Assassins in GW2 Too much griefing |
Assasins look far more like an additional Core Class to me, as dumb wannabe God Dervs and Wannabe angel/bard Paragons ...
those 2 have imo a far lesser Chance to get seen in GW2, than the Assasin, which is by far more a famous much liked "core" class, in GW it wasn't yes, but in lots of other games, regadless if now MMO or Offline, its like a Core Class
Onarik Amrak
I suppose they'll balance the profession count better than in GW1.
Like, when Prophecies was released we had 1 melee, 1 ranged phys and 4 casters...
And now after NF we have 3 melee, 2 ranger phys and 5 casters. It's a much more balanced list, I think.
Perhaps they can produce a similar ratio for GW2. (I hope not a smaller list though. I like having all these professions to pick, mix and mess around with.)
Like, when Prophecies was released we had 1 melee, 1 ranged phys and 4 casters...
And now after NF we have 3 melee, 2 ranger phys and 5 casters. It's a much more balanced list, I think.
Perhaps they can produce a similar ratio for GW2. (I hope not a smaller list though. I like having all these professions to pick, mix and mess around with.)
draxynnic
Quote:
Originally Posted by Winterclaw
Two things:
1. I really hope all the current professions come back. 2. I am strongly opposed to any race restrictions on classes. |
That said, it'd certainly be better if profession restrictions are kept to things where it really wouldn't make sense in the lore, so you can still make an oddball-ish character if you chose rather than being forced to stick to the archetypes like WoW seems to.
A couple of comments on other posts:
I'd also be disappointed if the Mesmer disappears. The 'I'm going to mess with your head' style of magic has been my favourite in strategy games since Master of Magic - it's quite refreshing to be able to use it effectively in an RPG. (I think the only other one where it's available that comes to mind is Spellforce.)
Also, Phoenix Tears: If you think a W/E is more Elementalist than Warrior, I expect you haven't played one. Warriors aren't suited to pretending to be Elementalists - a W/E is fundamentally a warrior who uses a little bit of magic to assist their fighting, which is a perfectly reasonable archetype. It's just like the Paladin except with elemental magic instead of holy. (At most, a W/E may get away pretending to be a PBAOE Elementalist for a few seconds, but after that it's back to swinging that sword, axe or hammer...)
Coming back to it from the other side, there are also plenty of cases in fiction where a wizard-type has used a sword. Belgarion from the Belgariad, the main character in the Cycle of Fire trilogy by Janny Wurts, even Gandalf had Glamdring.
The thing I really liked about the secondary profession system is that it meant that it wasn't necassary to create a wide range of different classes with only minor differences between them. Instead, all they needed to do was cover the archetypes, from which the player could mix and match to create whatever they're aiming for.
HawkofStorms
I too speak for mesmers that they better be around in some way or form. After all, if you have healers that are as strong as in gw1, you need an anti healer class like the mesmer.
Phoenix of War
You should click here and read this thread
Gaile Grey said all of the following (minus some stuff in-between):
"All skills in GW2 will be different. And, I believe, the professions will be different as well. Now, I could be wrong-- the professions may carry over. Or perhaps in spirit the concept will continue. For example, the warrior could be differently named, but retain many warrior qualities. Level cap in GW2 is still being considered. If there is one, it will be very high."
-------------------------------------------
Based on all of that, I would say there will be different professions and skills than GW1 and they will have a level cap of somewhere between 75 and 100. This will make the game more similar to FFXI and WoW in that respect.
However, Guild Wars Dev Team is famous for making last-second changes on things like this so there really is no telling until it's in the box and on the shelf. Even then it's still subject to "nerfs" and "patches" and "updates" so who knows.
Gaile Grey said all of the following (minus some stuff in-between):
"All skills in GW2 will be different. And, I believe, the professions will be different as well. Now, I could be wrong-- the professions may carry over. Or perhaps in spirit the concept will continue. For example, the warrior could be differently named, but retain many warrior qualities. Level cap in GW2 is still being considered. If there is one, it will be very high."
-------------------------------------------
Based on all of that, I would say there will be different professions and skills than GW1 and they will have a level cap of somewhere between 75 and 100. This will make the game more similar to FFXI and WoW in that respect.
However, Guild Wars Dev Team is famous for making last-second changes on things like this so there really is no telling until it's in the box and on the shelf. Even then it's still subject to "nerfs" and "patches" and "updates" so who knows.
=HT=Ingram
Basically I think Anet could do somethign very smart here...
Pick a race, and the class changes as you unlock it... Both primary and 2ndary able to be switched around, but the Primary attribute will be based on the race not the class from that point forward.
Race (Primary attribute)
Main class (3 attrib options)
2ndary class (3 attrib options)
Note: I really hope they allow PURE classes again as well. I hate that I am sometimes forced to have a 2ndary if I do not want one. 90% of the time as a monk I Never touch another classes skill. never. So why have the 2ndary? Indeed why not allow a minimal attrib point boost for being a Pure class. Like 5 points would be HUGE. Especially when starting out as a low level. If you go with a 2ndary class, great, but you loose the extra 5 point bonus in doing it. But think what you gain for that marginal 5 point cost? An entire new class set to make use of on your builds... Options are key...
Armors class based on level (hero armor style)
Health / manna based on level advancement
Attributes 250 Max.
(200 for just you and 50 for companion {champion or pet},
OR if just you alone, 250 total)
(Again, opt for a champion or Pet, that costs you 50 attrib points to give to them to make them useful.
If you do not want them then hey your a stronger solo build right? OPTIONS!!!)
Armor styles based on races, and socketed for runes, gems, inscriptions, or other upgrades. better armors may have more sockets. IE finally a reason to get elite armor besides looks alone.
These are lessons well learned from the game. People will want variety in their characters. The more you can customize it and use it the more time people will spend in game on that one character.
This structure for GW2 will allow character advancement beyond account advancement. If your a Asuran, and have been a science / alcemy class all this time, and everything maxed out, well maybe its time to change to Hunter / Prospector classes so you can unlock a new aspect of you race development. Or you would still have the option at that point to begin a new race and see where that develops... Since in this concept each race would have unique abilities native to their race. What we now think of as primary attributes common to just the primary classes. Divine Favor, Soul reaping, Fast casting, energy storage, and so on ...
This would just allow for MUCH more customization. and in some cases may well make it that many players just stick to the race that has the attributes they enjoy the most and only have to grind 1 character up, yet have access to the most options on that character. How we now have that with 1 primary profession, and ability to gain all 2ndary professions, and get unlocks for everything across all classes, Except that of the primary attribute from 2ndaries. Its the same context, just has a twist to it in order to accommodate new races and evolution. I know many times the only thing that keeps me from trying a new profession at times is that I have so much time invested in my primary character... I just do not want to give him up... This would allow that character to evolve more as you advance through the game many times.
Alternatively it could be similar to how we have it now, but have the race determine the list of PvE skills available to use... That seems to be more in line with what they seem to be steering us toward with the PvE skills from GWEN. One race gets these, another gets these and so on...
I really have no doubt armors are going to be more like hero armor. to prevent cheaters from getting runs to end of game to get unfair advantages. So it advances in AC as you level up to some set level. maybe something like Lev 30 or or lev35 with Max AC like 100... Beyond that level does nothing for AC or health. It just becomes a indication of age, or maybe be a trigger for access to certain areas.. Alla WoW factor and epic raids... I hope that will not be the case, but the way things have been going it may well be.
Maybe even the more you level the more you can upgrade your looks or armor or base stats(like dex speed str that kind of thing). IE CoV style for costume changes and profession restructures. Also known as respec sessions.
IDK. GW2 has potential, and opportunity. We will see how they opt to use it.
One thing I really hope for is the more you level, IF no cap... the harder the game becomes.. not the easier... Especially for various solo missions or quests that may be in the game. So if you spawn into a instance with 3 lev 80s 1 lev 100, and 4 lev 50s, you should expect at least 1 boss at the max lev 100, a few lieutenant's at the middle levels 80s and the rest of the mobs become the ave or mean value of everyones lev. so in that case it would be lev 58 mobs. This way as you advance in the game it becomes a challenge at all times. But if your a new player it stays fairly easy. No more N00b islands that you rarely ever go back too. Well except now we have HM and n00b islands are kinda fun again. But still this would be more fun all around.
Pick a race, and the class changes as you unlock it... Both primary and 2ndary able to be switched around, but the Primary attribute will be based on the race not the class from that point forward.
Race (Primary attribute)
Main class (3 attrib options)
2ndary class (3 attrib options)
Note: I really hope they allow PURE classes again as well. I hate that I am sometimes forced to have a 2ndary if I do not want one. 90% of the time as a monk I Never touch another classes skill. never. So why have the 2ndary? Indeed why not allow a minimal attrib point boost for being a Pure class. Like 5 points would be HUGE. Especially when starting out as a low level. If you go with a 2ndary class, great, but you loose the extra 5 point bonus in doing it. But think what you gain for that marginal 5 point cost? An entire new class set to make use of on your builds... Options are key...
Armors class based on level (hero armor style)
Health / manna based on level advancement
Attributes 250 Max.
(200 for just you and 50 for companion {champion or pet},
OR if just you alone, 250 total)
(Again, opt for a champion or Pet, that costs you 50 attrib points to give to them to make them useful.
If you do not want them then hey your a stronger solo build right? OPTIONS!!!)
Armor styles based on races, and socketed for runes, gems, inscriptions, or other upgrades. better armors may have more sockets. IE finally a reason to get elite armor besides looks alone.
These are lessons well learned from the game. People will want variety in their characters. The more you can customize it and use it the more time people will spend in game on that one character.
This structure for GW2 will allow character advancement beyond account advancement. If your a Asuran, and have been a science / alcemy class all this time, and everything maxed out, well maybe its time to change to Hunter / Prospector classes so you can unlock a new aspect of you race development. Or you would still have the option at that point to begin a new race and see where that develops... Since in this concept each race would have unique abilities native to their race. What we now think of as primary attributes common to just the primary classes. Divine Favor, Soul reaping, Fast casting, energy storage, and so on ...
This would just allow for MUCH more customization. and in some cases may well make it that many players just stick to the race that has the attributes they enjoy the most and only have to grind 1 character up, yet have access to the most options on that character. How we now have that with 1 primary profession, and ability to gain all 2ndary professions, and get unlocks for everything across all classes, Except that of the primary attribute from 2ndaries. Its the same context, just has a twist to it in order to accommodate new races and evolution. I know many times the only thing that keeps me from trying a new profession at times is that I have so much time invested in my primary character... I just do not want to give him up... This would allow that character to evolve more as you advance through the game many times.
Alternatively it could be similar to how we have it now, but have the race determine the list of PvE skills available to use... That seems to be more in line with what they seem to be steering us toward with the PvE skills from GWEN. One race gets these, another gets these and so on...
I really have no doubt armors are going to be more like hero armor. to prevent cheaters from getting runs to end of game to get unfair advantages. So it advances in AC as you level up to some set level. maybe something like Lev 30 or or lev35 with Max AC like 100... Beyond that level does nothing for AC or health. It just becomes a indication of age, or maybe be a trigger for access to certain areas.. Alla WoW factor and epic raids... I hope that will not be the case, but the way things have been going it may well be.
Maybe even the more you level the more you can upgrade your looks or armor or base stats(like dex speed str that kind of thing). IE CoV style for costume changes and profession restructures. Also known as respec sessions.
IDK. GW2 has potential, and opportunity. We will see how they opt to use it.
One thing I really hope for is the more you level, IF no cap... the harder the game becomes.. not the easier... Especially for various solo missions or quests that may be in the game. So if you spawn into a instance with 3 lev 80s 1 lev 100, and 4 lev 50s, you should expect at least 1 boss at the max lev 100, a few lieutenant's at the middle levels 80s and the rest of the mobs become the ave or mean value of everyones lev. so in that case it would be lev 58 mobs. This way as you advance in the game it becomes a challenge at all times. But if your a new player it stays fairly easy. No more N00b islands that you rarely ever go back too. Well except now we have HM and n00b islands are kinda fun again. But still this would be more fun all around.
Sleeper Service
the best skill and profession system i ever saw was in FF Tactics. Both the GBAdvance one and the PS1 versions.
For those that dont know, Everyone started off with the same "Core" profession choices and it was depending on which profession "branch" you took and how many skills you acquired in those branches that you could progress (into another profession). Of course you could super specialize as well.
Certain races could only do certain professions but that was very tied into the FF lore. Theres no reason to remove that particular aspect and replace it with something along the lines of "certain races start with different core skills" like EVE for example.
nice list there Tears....wheres the Summoner(rt?), Demonologist (rt/necro?), Gunsmith (relic hunter/engineer?) classes?
For those that dont know, Everyone started off with the same "Core" profession choices and it was depending on which profession "branch" you took and how many skills you acquired in those branches that you could progress (into another profession). Of course you could super specialize as well.
Certain races could only do certain professions but that was very tied into the FF lore. Theres no reason to remove that particular aspect and replace it with something along the lines of "certain races start with different core skills" like EVE for example.
nice list there Tears....wheres the Summoner(rt?), Demonologist (rt/necro?), Gunsmith (relic hunter/engineer?) classes?
Sleeper Service
oh yeah i forgot, the Tactics system had one "flaw" in it though i suspect its more to do with personal taste. to start training a skill you had to equip an item...i found that a bit crap but then again inventory was infinite.
arcanemacabre
I'm thinking they will probably have 5 classes - but each will have attributes that when specced, will create a kind of 'subclass,' then a secondary class, chosen from the original 5, which can further fine-tune the 'subclass.' Here is an example of the 5 types or classes I'm thinking:
1) Soldier - Warrior's mastery of weapons, combined with Tactics and the Paragon's Leadership, Command, and Motivation. Subclasses could include Warrior, Swordsman, Knight, Paladin, etc.
2) Monk - Keeping the name, but going for more the "fighting monk", combining Dervish attack style (though with a staff or bare-handed), healing and protection, as well as a spiritual 'link to the gods,' combining Mysticism and Smiting (perhaps even Channeling from Rits) for a holy/lightning spirit channel magic. Subclasses could be Martial Artist, Healer, Saint, Channeler, Cleric, etc.
3) Mage - Combines the Elementalist, Inspiration and Illusion from Mesmers, Weapon Spells from Rits, and new summon spells (like the Asura summons). Subclasses could include Elementalist, Enchanter, Alchemist, Conjurer, etc.
4) Hunter - Bascially the Ranger combined with Assassin. Would also be a second weapons master (like soldier), but with Bows, Crossbows, Daggers, and Spears/Javelin. Sublcasses: Archer, Assassin, Feral (little shout back to my old class concept ), Trapper, etc.
5) Necromancer - Had to keep this! Combined current necro with Domination Magic, and Ritualist Spirits. Subclasses: Minion Master, Spiritualist, Warlock, Vampire, etc.
I would love this, just love it! It keeps pretty much all the main attributes and current classes, but dissolves them into 5 classes that makes sense. I know the Mesmer is pretty much abolished with this, and don't get me wrong, I love the Mesmer, but you could still technically make one by being a Mage/Necromancer. Anyway, it's how I'd do it
1) Soldier - Warrior's mastery of weapons, combined with Tactics and the Paragon's Leadership, Command, and Motivation. Subclasses could include Warrior, Swordsman, Knight, Paladin, etc.
2) Monk - Keeping the name, but going for more the "fighting monk", combining Dervish attack style (though with a staff or bare-handed), healing and protection, as well as a spiritual 'link to the gods,' combining Mysticism and Smiting (perhaps even Channeling from Rits) for a holy/lightning spirit channel magic. Subclasses could be Martial Artist, Healer, Saint, Channeler, Cleric, etc.
3) Mage - Combines the Elementalist, Inspiration and Illusion from Mesmers, Weapon Spells from Rits, and new summon spells (like the Asura summons). Subclasses could include Elementalist, Enchanter, Alchemist, Conjurer, etc.
4) Hunter - Bascially the Ranger combined with Assassin. Would also be a second weapons master (like soldier), but with Bows, Crossbows, Daggers, and Spears/Javelin. Sublcasses: Archer, Assassin, Feral (little shout back to my old class concept ), Trapper, etc.
5) Necromancer - Had to keep this! Combined current necro with Domination Magic, and Ritualist Spirits. Subclasses: Minion Master, Spiritualist, Warlock, Vampire, etc.
I would love this, just love it! It keeps pretty much all the main attributes and current classes, but dissolves them into 5 classes that makes sense. I know the Mesmer is pretty much abolished with this, and don't get me wrong, I love the Mesmer, but you could still technically make one by being a Mage/Necromancer. Anyway, it's how I'd do it
BlackSephir
Quote:
Originally Posted by Phoenix Tears
Don't think so, Races should have differences, otherwise new races are just boring and senseless, when other races would have no specialities (strengths and weaknesses vs. Human), we could stay direct at silly borign humans. |
Let's say in GW 2 I'd like to make an Elementalist. Now, Asura have + energy (I made this up) but I simply don't like how they look.
So either have weaker character or bear with looking at something you don't like.
Only humans in GW 1 is a major con for me.
ayame ftw
When I was gathering information about GW2, I came to the conclusion that the focus would be on the Pve content rather then pvp, it would be very similar to WoW.
Witch brings me to the skills and class difference between guildwars and wow. If u have played both game u notice a huge difference in the skills in guildwars and WoW.
For example:
When they make GW2 i hope they keep the versatility of the skill system that was used in GW1. I mean, u can do so many different things with the same class, for example an elementalist in guildwars can do very different things with all the different spells. Sadly enough are fire magic spells the most commonly used in pve (nukers), this is very understandable because of the large number of Aoe spells in fire magic. U don’t see a lot of eles using the other attributes like water, air in pve. The other 3 attributes are more used in the pvp arenas.
But in Wow, u don’t even have a choice, the only thing u can do is play nuker, even if u go Ice magic, its still Aoe damge mixed with a bit slowdown. And the same goes for all the other classes, except for maybe the druid, that can spec in different “attributes” and can choose more or less what he wants to do. My point is, classes in WoW are bound to a very specific task with makes playing that class very boring very fast…
Warrior = tank (spec in dmg, but these type of warriors are not so wanted later in the game)
Mage = nuker (crowd control)
Priest = heal
Druid = depends
Rogue = crowd control
Hunter = nuker (more focused on single targets)
I fear that GW2 will have professions that will function in a very similar way because of the focus on Pve, created for only one objective (nuke, tank, heal,…)
In Wow u have less spelles but u have different levels of the same spell, u have: fireball level 1 ,2, 3, 4,… every time the level increases the mana cost increases as well of course.
This why of skill level increase is chosen, because leveling main thing in Wow. A level 60 mage that casts a level 1 fire ball will be about as strong as a level 1 fireball casted by a level 5 mage (lvl 60 has higher stats so I can imagin it will be a bit stronger). The only difference is that the lvl 60 mage has level 20 fireball unlocked that will do more dmg of course
While in guildwars u have one kind of fireball that increases in strength if u put more attribute points in fire magic.
I hope we keep the way attribute points work and the large number of different spells that we have available, and not copies of the same spell with higher level.
As for the diffrend races, that doesnt have to be a big problem...
check the racial traits on this site, u notice that the benefits every race have are very limeted:
http://www.wowwiki.com/Racial_Traits
Witch brings me to the skills and class difference between guildwars and wow. If u have played both game u notice a huge difference in the skills in guildwars and WoW.
For example:
When they make GW2 i hope they keep the versatility of the skill system that was used in GW1. I mean, u can do so many different things with the same class, for example an elementalist in guildwars can do very different things with all the different spells. Sadly enough are fire magic spells the most commonly used in pve (nukers), this is very understandable because of the large number of Aoe spells in fire magic. U don’t see a lot of eles using the other attributes like water, air in pve. The other 3 attributes are more used in the pvp arenas.
But in Wow, u don’t even have a choice, the only thing u can do is play nuker, even if u go Ice magic, its still Aoe damge mixed with a bit slowdown. And the same goes for all the other classes, except for maybe the druid, that can spec in different “attributes” and can choose more or less what he wants to do. My point is, classes in WoW are bound to a very specific task with makes playing that class very boring very fast…
Warrior = tank (spec in dmg, but these type of warriors are not so wanted later in the game)
Mage = nuker (crowd control)
Priest = heal
Druid = depends
Rogue = crowd control
Hunter = nuker (more focused on single targets)
I fear that GW2 will have professions that will function in a very similar way because of the focus on Pve, created for only one objective (nuke, tank, heal,…)
In Wow u have less spelles but u have different levels of the same spell, u have: fireball level 1 ,2, 3, 4,… every time the level increases the mana cost increases as well of course.
This why of skill level increase is chosen, because leveling main thing in Wow. A level 60 mage that casts a level 1 fire ball will be about as strong as a level 1 fireball casted by a level 5 mage (lvl 60 has higher stats so I can imagin it will be a bit stronger). The only difference is that the lvl 60 mage has level 20 fireball unlocked that will do more dmg of course
While in guildwars u have one kind of fireball that increases in strength if u put more attribute points in fire magic.
I hope we keep the way attribute points work and the large number of different spells that we have available, and not copies of the same spell with higher level.
As for the diffrend races, that doesnt have to be a big problem...
check the racial traits on this site, u notice that the benefits every race have are very limeted:
http://www.wowwiki.com/Racial_Traits
Government Flu
It'd be nice if every race could be any class but they all had natural strengths and weaknesses. For instance, a human warrior would have more energy or agility whereas a charr warrior would have more brute strength and almost no energy. Things like that.
arcanemacabre
Quote:
Originally Posted by Government Flu
It'd be nice if every race could be any class but they all had natural strengths and weaknesses. For instance, a human warrior would have more energy or agility whereas a charr warrior would have more brute strength and almost no energy. Things like that.
|
Charr - Higher armor (can wear heavier armor, natural hide), faster spell casting, increased adrenaline gain. Special Ability - Pack Hunting (faster attack and cast speed when near/adjacent to allies)
Norn - Higher health, Increased damage (spells and attacks). Special Ability - Transformations (bear, wolf, raven, etc.)
Asura - Higher energy regen, cheaper skills (expertise, but for all skills). Special Ability - Engineering (Ability to create golems, gates, etc.)
Sylvari - Natural health regen, naturally shortens conditions. Special Ability - probably controlling plantlife, possibly the ability to go into a cocoon for massive armor and healing, with the drawback of being unable to attack/activate skills, etc.
Humans - Slightly higher health and energy (Norns would have higher health, obviously). Special Ability - can use secondary attributes as primaries (full power w/runes, etc).
So, yeah, that's what I'm thinking. Basically, no matter which race you chose, it could work for any class, it would just work differently. Fast casting? Charr. Want to spam spells? Asura. More damage? Norn. General survivability? Sylvari. Want versatility? Human.
Phoenix Tears
Quote:
Originally Posted by arcanemacabre
I'm thinking they will probably have 5 classes - but each will have attributes that when specced, will create a kind of 'subclass,' then a secondary class, chosen from the original 5, which can further fine-tune the 'subclass.' Here is an example of the 5 types or classes I'm thinking:
1) Soldier - Warrior's mastery of weapons, combined with Tactics and the Paragon's Leadership, Command, and Motivation. Subclasses could include Warrior, Swordsman, Knight, Paladin, etc. 2) Monk - Keeping the name, but going for more the "fighting monk", combining Dervish attack style (though with a staff or bare-handed), healing and protection, as well as a spiritual 'link to the gods,' combining Mysticism and Smiting (perhaps even Channeling from Rits) for a holy/lightning spirit channel magic. Subclasses could be Martial Artist, Healer, Saint, Channeler, Cleric, etc. 3) Mage - Combines the Elementalist, Inspiration and Illusion from Mesmers, Weapon Spells from Rits, and new summon spells (like the Asura summons). Subclasses could include Elementalist, Enchanter, Alchemist, Conjurer, etc. 4) Hunter - Bascially the Ranger combined with Assassin. Would also be a second weapons master (like soldier), but with Bows, Crossbows, Daggers, and Spears/Javelin. Sublcasses: Archer, Assassin, Feral (little shout back to my old class concept ), Trapper, etc. 5) Necromancer - Had to keep this! Combined current necro with Domination Magic, and Ritualist Spirits. Subclasses: Minion Master, Spiritualist, Warlock, Vampire, etc. I would love this, just love it! It keeps pretty much all the main attributes and current classes, but dissolves them into 5 classes that makes sense. I know the Mesmer is pretty much abolished with this, and don't get me wrong, I love the Mesmer, but you could still technically make one by being a Mage/Necromancer. Anyway, it's how I'd do it |
Want to mention: Vampires are NO profession, Vampire is a RACE
Quote:
Originally Posted by Sleeper Service
the best skill and profession system i ever saw was in FF Tactics. Both the GBAdvance one and the PS1 versions.
For those that dont know, Everyone started off with the same "Core" profession choices and it was depending on which profession "branch" you took and how many skills you acquired in those branches that you could progress (into another profession). Of course you could super specialize as well. Certain races could only do certain professions but that was very tied into the FF lore. Theres no reason to remove that particular aspect and replace it with something along the lines of "certain races start with different core skills" like EVE for example. nice list there Tears....wheres the Summoner(rt?), Demonologist (rt/necro?), Gunsmith (relic hunter/engineer?) classes? |
Guns will not exist in GW2, to futuristic...maybe Crossbows but that was it and Crossbows are somethign for Rangers/Rogues
Sleeper Service
Quote:
Originally Posted by Phoenix Tears
...
Guns will not exist in GW2, to futuristic...maybe Crossbows but that was it and Crossbows are somethign for Rangers/Rogues |
in fact i would be surprised if they were not already making some attempts at flight by then. War(and the threat of) makes technology advance in leaps and bounds you know.
Phoenix Tears
The list above I made there is only 1 Kind, of how so much Professions can be handled, when you don't want take in so much the good RO System into it and when it should look more like GW's System.
When we would create in GW2 a real well thought out Profession Career System, then everyone would start GW2 first as "no profession".
The Player would start as some sort of "Novice", a normal townsman/woman, which starts as disciple by a Profession Master NPC to learn his/her 1st profession. (Core Profession)
Those Core professions would look like than this:
Warrior
Mage
Thief
Merchant
Archer
Akolyth
This are the 6 absolute most Core Classes, you can imagine, nothing else is more "core", then those 6.
Now, the player could increase in his/her Career by reaching a certail Base Level and by reaching a certain Profession Level
Say for example both levels need to be 10, before the player can rise from his Core Class to an advanced form.
The Warrior for exampple would have now the possibility to choose either the way of the Knight, the Legionaire, the Dualist or the Guardian for example.
When you reach then now for example base/prof level 50, then you receive with your Charactrer the possibility to increase your Carrer level to a Master Class
The Knight could for example now specialize more in a kind of which Knight you want to be > Order Knight, Crusader, Dark Knight
the Legionaire would become a Soldier or more an Army Leader , the Dualist could improve to an Gladiator and so on
There ,the very much kinds of Classes would be all bound on the Core CLass and the player just improves only his Character and rises in his Characters Career over time, with having the possibility, which path of your Career you want to choose.
In Regard of which path you have chosen ,your character receives than naturally different Skills, different Armors, different Weapons and Weapon Types, also different new additional Attributes to the Core Attributes.
I played RO for years, before i changed to GW and I can ever only praise its simple, very easy to understand Character Evolution System, which allows to have lots of different Classes in a game like a Surprise Egg boxed in a 3 in 1 box. A System, that enables the player really to create a class, that you really want to be, because the system will have every imaginable possible Profession as "Career" in it and the player just needs only to create a character and has to choose the right paths of character evolution to become the profession, you want to be.
Some career examples:
Core > Advanced > Master > Elite
Warrior > Knight > Crusader > Paladin
Akolyth > Monk > War Monk > Zaishen Monk (in regard of Shaolin XD)
Mage > Sorcerer(Mesmer) > Wizard > High Wizard
Akolyth > Priest > High Priest > Prophet
Archer > Poacher > Hunter > Sniper
Archer > Scout > Vanguard > Ranger
Thief > Rogue > Grave Robber > Relic Hunter
Thief > Ninja > Shinobi > Assasine
Warrior > Guardian > Samurai > Shogun (Sensei)
Mage > Shaman > Necromancer > Warlock
Mage > Ritualist > Medium > Astralist
Mage > Scholar > Elder > Sage
Merchant > Alchemist > Druid > Creator
Merchant > Blacksmith > Whitesmith > Runesmith
Merchant > Fortune Teller > Visionary > Oracle
Thief > Dancer > Gypsy > Dervish
Thief > Pirate > Corsair > Captain
Warrior > Knight > Dragon Knight > Dragoon
Mage > Animamancer > Demonologist > Occultist
Merchant > Musician > Bard > Minstrel
Warrior > Knight > Order Knight > Guild Lord
Warrior > Knight > Dark Knight > Death Knight
Warrior > Fighter > Dualist > Gladiator
Warrior > Soldier > Legionaire > Army Leader
Merchant > Inventor > Engineer > Mechanist
Thief > Clown > Jester > Harlequin
Thief > Spy > Saboteur > Stalker
Warrior > Executioner > Berserker > War Master
Mage > Cleric > Templar > Saint
Mage > Puppeteer > Doll Master > Psion
Mage > Arcanist > Glyphologist > Runologist
You see, with a career System like this, theres a profession in it for everyones's taste and they all can base on those 6 Core Classes
PS: Luxon's Siege Cannons are nothing special futuristic, they even look like Cannons from the Middle Age, but Gun Weapons are far too futuristic versus those Siege Weapons, which work with old technology and can only be used with those huge turtles
http://wiki.guildwars.com/images/5/58/Siege_Turtle.jpg
Look at the pickture, how those cannons are bound to the turtles !! with WOOD, only the Cannon itself is out of Iron and the thing shoots with Gun Power, which is in those Barrels ...
Theoretical and for realism, there should be 1 Luxon on that turtle, who puts ever new powder in the cannon, so that the whole thing works ...
Kurzicks have a fantasy weapon, that has nothing to do with technology ,neither with realism.
Do you knw, what technology it needs, to create the small things, that are needed to create a Hand Gun (Pistol), thats imo still far to futuristic ...
GW startet at a inspired from the european Middle Age, at a similar year of 1200+
GW2 plays now 150-250 years later, which means to the similar middle age, that we would be then in the year 1350-1450 ... that are 250 to 150 years still far away from the years, when Guns got invented, so we would theoretically need a GW3 before the game reaches a time age, where Guns could be implemented, when we would take the time age of GW serious and would ignore the fantasy parts of the game, which let it more look like a FF Clone, when Anet makes so further ...
When we would create in GW2 a real well thought out Profession Career System, then everyone would start GW2 first as "no profession".
The Player would start as some sort of "Novice", a normal townsman/woman, which starts as disciple by a Profession Master NPC to learn his/her 1st profession. (Core Profession)
Those Core professions would look like than this:
Warrior
Mage
Thief
Merchant
Archer
Akolyth
This are the 6 absolute most Core Classes, you can imagine, nothing else is more "core", then those 6.
Now, the player could increase in his/her Career by reaching a certail Base Level and by reaching a certain Profession Level
Say for example both levels need to be 10, before the player can rise from his Core Class to an advanced form.
The Warrior for exampple would have now the possibility to choose either the way of the Knight, the Legionaire, the Dualist or the Guardian for example.
When you reach then now for example base/prof level 50, then you receive with your Charactrer the possibility to increase your Carrer level to a Master Class
The Knight could for example now specialize more in a kind of which Knight you want to be > Order Knight, Crusader, Dark Knight
the Legionaire would become a Soldier or more an Army Leader , the Dualist could improve to an Gladiator and so on
There ,the very much kinds of Classes would be all bound on the Core CLass and the player just improves only his Character and rises in his Characters Career over time, with having the possibility, which path of your Career you want to choose.
In Regard of which path you have chosen ,your character receives than naturally different Skills, different Armors, different Weapons and Weapon Types, also different new additional Attributes to the Core Attributes.
I played RO for years, before i changed to GW and I can ever only praise its simple, very easy to understand Character Evolution System, which allows to have lots of different Classes in a game like a Surprise Egg boxed in a 3 in 1 box. A System, that enables the player really to create a class, that you really want to be, because the system will have every imaginable possible Profession as "Career" in it and the player just needs only to create a character and has to choose the right paths of character evolution to become the profession, you want to be.
Some career examples:
Core > Advanced > Master > Elite
Warrior > Knight > Crusader > Paladin
Akolyth > Monk > War Monk > Zaishen Monk (in regard of Shaolin XD)
Mage > Sorcerer(Mesmer) > Wizard > High Wizard
Akolyth > Priest > High Priest > Prophet
Archer > Poacher > Hunter > Sniper
Archer > Scout > Vanguard > Ranger
Thief > Rogue > Grave Robber > Relic Hunter
Thief > Ninja > Shinobi > Assasine
Warrior > Guardian > Samurai > Shogun (Sensei)
Mage > Shaman > Necromancer > Warlock
Mage > Ritualist > Medium > Astralist
Mage > Scholar > Elder > Sage
Merchant > Alchemist > Druid > Creator
Merchant > Blacksmith > Whitesmith > Runesmith
Merchant > Fortune Teller > Visionary > Oracle
Thief > Dancer > Gypsy > Dervish
Thief > Pirate > Corsair > Captain
Warrior > Knight > Dragon Knight > Dragoon
Mage > Animamancer > Demonologist > Occultist
Merchant > Musician > Bard > Minstrel
Warrior > Knight > Order Knight > Guild Lord
Warrior > Knight > Dark Knight > Death Knight
Warrior > Fighter > Dualist > Gladiator
Warrior > Soldier > Legionaire > Army Leader
Merchant > Inventor > Engineer > Mechanist
Thief > Clown > Jester > Harlequin
Thief > Spy > Saboteur > Stalker
Warrior > Executioner > Berserker > War Master
Mage > Cleric > Templar > Saint
Mage > Puppeteer > Doll Master > Psion
Mage > Arcanist > Glyphologist > Runologist
You see, with a career System like this, theres a profession in it for everyones's taste and they all can base on those 6 Core Classes
PS: Luxon's Siege Cannons are nothing special futuristic, they even look like Cannons from the Middle Age, but Gun Weapons are far too futuristic versus those Siege Weapons, which work with old technology and can only be used with those huge turtles
http://wiki.guildwars.com/images/5/58/Siege_Turtle.jpg
Look at the pickture, how those cannons are bound to the turtles !! with WOOD, only the Cannon itself is out of Iron and the thing shoots with Gun Power, which is in those Barrels ...
Theoretical and for realism, there should be 1 Luxon on that turtle, who puts ever new powder in the cannon, so that the whole thing works ...
Kurzicks have a fantasy weapon, that has nothing to do with technology ,neither with realism.
Do you knw, what technology it needs, to create the small things, that are needed to create a Hand Gun (Pistol), thats imo still far to futuristic ...
GW startet at a inspired from the european Middle Age, at a similar year of 1200+
GW2 plays now 150-250 years later, which means to the similar middle age, that we would be then in the year 1350-1450 ... that are 250 to 150 years still far away from the years, when Guns got invented, so we would theoretically need a GW3 before the game reaches a time age, where Guns could be implemented, when we would take the time age of GW serious and would ignore the fantasy parts of the game, which let it more look like a FF Clone, when Anet makes so further ...
Sleeper Service
Quote:
Originally Posted by Phoenix Tears
...
PS: Luxon's Siege Cannons are nothing special futuristic, they even look like Cannons from the Middle Age, but Gun Weapons are far too futuristic versus those Siege Weapons, which work with old technology and can only be used with those huge turtles http://wiki.guildwars.com/images/5/58/Siege_Turtle.jpg Look at the pickture, how those cannons are bound to the turtles !! with WOOD, only the Cannon itself is out of Iron and the thing shoots with Gun Power, which is in those Barrels ... Theoretical and for realism, there should be 1 Luxon on that turtle, who puts ever new powder in the cannon, so that the whole thing works ... |
so what its made out of wood or it needs no ammo...ITS ON A GIANT TURTLE!
(magical wood and teleporting ammo whatever)
Quote:
Originally Posted by Phoenix Tears
Kurzicks have a fantasy weapon, that has nothing to do with technology ,neither with realism. Do you knw, what technology it needs, to create the small things, that are needed to create a Hand Gun (Pistol), thats imo still far to futuristic ... |
Quote:
Originally Posted by Phoenix Tears
GW startet at a inspired from the european Middle Age, at a similar year of 1200+ GW2 plays now 150-250 years later, which means to the similar middle age, that we would be then in the year 1350-1450 ... that are 250 to 150 years still far away from the years, when Guns got invented, so we would theoretically need a GW3 before the game reaches a time age, where Guns could be implemented, when we would take the time age of GW serious and would ignore the fantasy parts of the game, which let it more look like a FF Clone, when Anet makes so further ... |
dude they should be thinking about hot air or drake balloons, using wurms to build tunnels and canals (combined with a little explosive knowhow) The SS built a GIANT mining robot powered by Djins!, and the Assuran.. well a few of them get together and basically create Magical AI Combat Robots!
rifles? handguns? peanuts!
not everything that combines magic/fantasy and tech has to be FF...its LIMITLESS.
Onarik Amrak
Crossbows would be nice. (The old kind.)
Mordakai
Quote:
Originally Posted by Sleeper Service
in fact i would be surprised if they were not already making some attempts at flight by then. War(and the threat of) makes technology advance in leaps and bounds you know.
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Maybe.
Quote:
Originally Posted by ayame ftw
http://www.wowwiki.com/Racial_Traits
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Can only dwarves find treasure?
And what's with the Draenei?
Gift of the Naaru
Activate to heal your target for 35 + 15 per Level over 15 sec - 40 yd range - 1.5 sec cast - 3 min cooldown. (At level 1 it heals 50 health, and 1085 at level 70)
Heroic Presence
Increases chance to hit by 1% for you and all party members within 30 yards. (Warriors, Paladins, and Hunters)
Inspiring Presence
Increases chance to hit with spells by 1% for you and all party members within 30 yards. (Priests, Mages, and Shaman)
Gemcutting
5 point skill bonus to Jewelcrafting (note, this also raises the cap by 5 at each level of jewelcrafting).
Is that as powerful as it sounds? Is this a case of "power-creep" (ie, with each expansion, the Classes get more and more powerful. Death Knight comes to mind...)
Also, I noticed that some races get bonuses for particular classes. The problem with this, as noted before, it discourages creativity, and people will only make Night Elf Rogues or Gnome Engineers.
Jeepers, just read the Blood Elf. Why would a caster play any other race?
=HT=Ingram
Yep. I was blood elf during the beta over there, and there is no better class for casters... IMHO. the thing was by the time I grinded up my character in beta I really had no interest in playing another race from scratch. lol Thats one thingI have to give to Anet with GW1. It was equally balanced no one class was a whole lot better then another per say. And in all reality the playing style didnt change a whole lot between classes either... so you could go from one to the other seamlessly for the most part.
Hopefully they will maintain that in GW2. but we will see.
Hopefully they will maintain that in GW2. but we will see.
Age
Who is to say they secondaries profs the only reason for that was for unlocking skills as you really never had to play your secondary?It is far to early to speculate but if you consider the HoM there might be some similiarites.
Bazompora
I'd like to see no heavy-healer profession anymore: they put too many restrictions on group formations, because in 99% of the cases they impose themselves as the only indispensible profession.
Please, no more "GLF healer (till the end of days)"!
Please, no more "GLF healer (till the end of days)"!
Sleeper Service
Quote:
Originally Posted by Age
Who is to say they secondaries profs the only reason for that was for unlocking skills as you really never had to play your secondary?It is far to early to speculate but if you consider the HoM there might be some similiarites.
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"are secondary professions are the only reason that make unlocking skills worthwhile seeing as people never really play as their secondary?"
or a statement? what does HOM have to do with it? are you referring to toon based titles and the focalisation on single toons?
If its a question then, "maybe, but people play as their secondary all the time. Unlocking skills is fun and yes titles has made playing other chars less worthwhile BUT it was the case before as well seeing as skills are non transferable". It costs a LOT of gold and time to get all the skills (and now titles...)
As a side note enabling toons to use secondary profession runes would go a long way towards promoting "true" secondary professions.
I think the only argument against that was the fact that people would refrain from investing in other classes seeing as their main char could do it nearly as well (barring primary attribute perks). However that argument is no longer valid since the introduction of toon based titles has resulted in the same effect.
could you try to be clearer next time please.
draxynnic
Phoenix Tears: Handguns first appeared in Europe in the 1300s. It took several centuries for them to be made accurate and reliable enough to take over the battlefield, but their first appearance wasn't long after cannons were made. It doesn't exactly take a genius to come up with the idea of trying scaling down siege technology to a portable form, after all...
I'm not convinced that wouldn't result in certain races and classes being combined. Just right off the bat, there's nothing in there for an Asura using adrenal skills (of course, the typical Asura would probably eschew such classes anyway so that specific case isn't really that much of a problem, but it illustrates the point).
I'd rather see the skills of a particular profession be made available as, essentially, another attribute rank with skills attached to it. We've already got the title tracks to illustrate what might be in the Asuran, Norn and human (Ebon, Sunspear, Kurz/Lux) 'attribute', while we have at least one possibility for the Charr in the "Gloat" monster skill. Basically, instead of providing some hard benefits, each race gives a few skills that may either enhance their profession, or fill some gap in their profession's capabilities.
For example, an Asuran Mesmer (-equivalent) may react to enemies getting too close by summoning bodyguards, a human might drop a Battle Standard of Courage, while a Norn might simply respond to transforming into a bear and ripping them apart. None of them have anything that directly makes them a better Mesmer - but they may have different options available for when being a Mesmer isn't working so well. Or they could just ignore their racial abilities and focus on being a better Mesmer, with the race just being a question of story and cosmetics.
Quote:
Originally Posted by arcanemacabre
I disagree with natural weaknesses. I like the idea of races having natural strengths, though. Also, special abilities unique to their race, which work like Primary Attributes. I was thinking along the lines of:
Charr - Higher armor (can wear heavier armor, natural hide), faster spell casting, increased adrenaline gain. Special Ability - Pack Hunting (faster attack and cast speed when near/adjacent to allies) Norn - Higher health, Increased damage (spells and attacks). Special Ability - Transformations (bear, wolf, raven, etc.) Asura - Higher energy regen, cheaper skills (expertise, but for all skills). Special Ability - Engineering (Ability to create golems, gates, etc.) Sylvari - Natural health regen, naturally shortens conditions. Special Ability - probably controlling plantlife, possibly the ability to go into a cocoon for massive armor and healing, with the drawback of being unable to attack/activate skills, etc. Humans - Slightly higher health and energy (Norns would have higher health, obviously). Special Ability - can use secondary attributes as primaries (full power w/runes, etc). So, yeah, that's what I'm thinking. Basically, no matter which race you chose, it could work for any class, it would just work differently. Fast casting? Charr. Want to spam spells? Asura. More damage? Norn. General survivability? Sylvari. Want versatility? Human. |
I'd rather see the skills of a particular profession be made available as, essentially, another attribute rank with skills attached to it. We've already got the title tracks to illustrate what might be in the Asuran, Norn and human (Ebon, Sunspear, Kurz/Lux) 'attribute', while we have at least one possibility for the Charr in the "Gloat" monster skill. Basically, instead of providing some hard benefits, each race gives a few skills that may either enhance their profession, or fill some gap in their profession's capabilities.
For example, an Asuran Mesmer (-equivalent) may react to enemies getting too close by summoning bodyguards, a human might drop a Battle Standard of Courage, while a Norn might simply respond to transforming into a bear and ripping them apart. None of them have anything that directly makes them a better Mesmer - but they may have different options available for when being a Mesmer isn't working so well. Or they could just ignore their racial abilities and focus on being a better Mesmer, with the race just being a question of story and cosmetics.
nrvllrgrs
I just want to make a Asura Assasin/Dervish for no other reason than it would be fun. Assuming races have differing abilities, professions should not be limited to match those race abilities. There are always going to be those misfits in a society that pick up a profession that don't actually fit their natural talents. Besides, it's a game. My Asura Assassin/Derivish sounds like *fun* to me.
arcanemacabre
Quote:
Originally Posted by Bazompora
I'd like to see no heavy-healer profession anymore: they put too many restrictions on group formations, because in 99% of the cases they impose themselves as the only indispensible profession.
Please, no more "GLF healer (till the end of days)"! |
Quote:
Originally Posted by draxynnic
I'm not convinced that wouldn't result in certain races and classes being combined. Just right off the bat, there's nothing in there for an Asura using adrenal skills (of course, the typical Asura would probably eschew such classes anyway so that specific case isn't really that much of a problem, but it illustrates the point).
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The idea is that each race could offer something unique and powerful in its own right, while attempting to remain balanced. GW does this already, except the Primary Attribute acts as this basic premise. The primary class you choose now determines your appearance (model and armors) as it would with races, and it determines what your specialty is with the primary attribute. With a race system, you simply remove the primary attribute from the class, and apply it to the race - the rest remains the same. I think it could work and wouldn't be too hard to balance; or at least not much harder than it is now.
arsie
If they were to introduce races to the GW1 game mechanics, it'll probably be an attribute line, which has a passive effect, like some primary attribute lines.
Also has a number of racial skills, and maybe a race faction, which gives it an effect like a Lightbringer.
Also has a number of racial skills, and maybe a race faction, which gives it an effect like a Lightbringer.
Sleeper Service
Quote:
Originally Posted by arcanemacabre
...
The idea is that each race could offer something unique and powerful in its own right, while attempting to remain balanced. GW does this already, except the Primary Attribute acts as this basic premise. The primary class you choose now determines your appearance (model and armors) as it would with races, and it determines what your specialty is with the primary attribute. With a race system, you simply remove the primary attribute from the class, and apply it to the race - the rest remains the same. I think it could work and wouldn't be too hard to balance; or at least not much harder than it is now. |
(monks are overpowered, there ive said it)
Rather than the primary attribute being tied to class or race (if we are going to keep this in the traditional RPG style) would it not be better to simply link it to Fallout style "perks" and choose it at character development?
that way everyone wins.
arcanemacabre
Quote:
Originally Posted by Sleeper Service
(monks are overpowered, there ive said it)
Rather than the primary attribute being tied to class or race (if we are going to keep this in the traditional RPG style) would it not be better to simply link it to Fallout style "perks" and choose it at character development? that way everyone wins. |