Race Class Ideas for GW2
XoVeR
Now I know their is a post about possible classes for GW2 but this is in a little bit different sense.
What I think Anet will do is each race have their own classes, that in general meet the main roles ie Tank, Healer, Nuker, Crowd Control, Support, etc. The Classes will have similarities, but will be unique for each race like what they do in many other MMORPGS such as Warhammer Online.
So this is all hypothetical but what I ma do is give suggestions for names of classes for Each race trying to base off the information we have gotten from Anet.
So First Race: Humans
Humans happen to be the easiest because of GW1. Their will obviously be a shocker of a class but to the life of me I have no idea what that would be. But the Classes we can be sure on they will have will be. Plus traditionally humans in MMORPGs are the most Jack of all trades of the classes meaning they can cover more different types of roles
1. Warrior (No brainer their)
2. Monks (same as above)
3. Elementalist (Got to have the Nuker)
4. Necroes (Dating back to when the Anet guys were at Blizz, Necros have been a popular class with them)
5. Ranger (Got to have a range class, with interrupts)
Second Race: Charr
I love the concept of the Char. Very tribal and clan based and obviously have a lot of potential for different classes. Charr in Prophecies were ruled by the Shamans and in GW2 the warriors will sort of be in charge.
1. Shamans (will be Charr Version of Elementalist ie the nuker)
2. Witchdoctor (will be the Char version of the Necromancer using pardon the cliche voodoo type of powers to cause havoc on others)
3. Blooddrinker (sorry for the bad name haha) Will be the warrior class of the charr getting their energy off of afrenaline. More high dps than tank in a the traditional sense, can wear hearty armor just not as high as human warriors but can cause more damage. Dual wielding class
4.Wranglers (the hunter type class of the Charr. As Rangers can tame pets, Wranglers can tame beasts.
damn I am tired thats all I got for now but lets see what kind of ideas we can have from other people
What I think Anet will do is each race have their own classes, that in general meet the main roles ie Tank, Healer, Nuker, Crowd Control, Support, etc. The Classes will have similarities, but will be unique for each race like what they do in many other MMORPGS such as Warhammer Online.
So this is all hypothetical but what I ma do is give suggestions for names of classes for Each race trying to base off the information we have gotten from Anet.
So First Race: Humans
Humans happen to be the easiest because of GW1. Their will obviously be a shocker of a class but to the life of me I have no idea what that would be. But the Classes we can be sure on they will have will be. Plus traditionally humans in MMORPGs are the most Jack of all trades of the classes meaning they can cover more different types of roles
1. Warrior (No brainer their)
2. Monks (same as above)
3. Elementalist (Got to have the Nuker)
4. Necroes (Dating back to when the Anet guys were at Blizz, Necros have been a popular class with them)
5. Ranger (Got to have a range class, with interrupts)
Second Race: Charr
I love the concept of the Char. Very tribal and clan based and obviously have a lot of potential for different classes. Charr in Prophecies were ruled by the Shamans and in GW2 the warriors will sort of be in charge.
1. Shamans (will be Charr Version of Elementalist ie the nuker)
2. Witchdoctor (will be the Char version of the Necromancer using pardon the cliche voodoo type of powers to cause havoc on others)
3. Blooddrinker (sorry for the bad name haha) Will be the warrior class of the charr getting their energy off of afrenaline. More high dps than tank in a the traditional sense, can wear hearty armor just not as high as human warriors but can cause more damage. Dual wielding class
4.Wranglers (the hunter type class of the Charr. As Rangers can tame pets, Wranglers can tame beasts.
damn I am tired thats all I got for now but lets see what kind of ideas we can have from other people
Yuhe Ji
Well I think most of the Charr classes have already been named in GW1. As you fight them, you can see the different names for the different professions for Charr. For example:
1. Charr Warrior/Fiend (Warrior)
2. Charr Hunter/Stalker (Ranger)
3. Charr Martyr/Overseer/Prophet (Monk)
4. Charr Ash Walker (Necro)
5. Charr Mindspark/Chaot (Mesmer)
6. Charr Firecaller (Ele)
There's still the classes from the two other campaigns. The best I can come with are:
7. Charr Shaman (Rit)
8. Charr Apache (Sin)
9. Charr Reaper (Derv)
10. Charr Exemplar (paragon)
1. Charr Warrior/Fiend (Warrior)
2. Charr Hunter/Stalker (Ranger)
3. Charr Martyr/Overseer/Prophet (Monk)
4. Charr Ash Walker (Necro)
5. Charr Mindspark/Chaot (Mesmer)
6. Charr Firecaller (Ele)
There's still the classes from the two other campaigns. The best I can come with are:
7. Charr Shaman (Rit)
8. Charr Apache (Sin)
9. Charr Reaper (Derv)
10. Charr Exemplar (paragon)
kunta
Idk i think Yhe has it pretty well mapped out.
pamelf
I am completely against race bonuses. It severely limits how you can play, and the asthetics you can choose. All races should be able to play all classes with access to all the same things. Your play shouldn't be affected just because you liked the way one race looked over the other. In my opinion race should be purely asthetic. But that's just me..
I think of it the same way that the armour became updated that the bonuses were player added, rather than having the inherent bonuses they originally had. Now we can pick the armour for the way it looks and customize it, rather than having our clothing picked for us, just because it happens to have the bonuses needed for the way you play... If it goes for clothes, the same should go for skin...
I think of it the same way that the armour became updated that the bonuses were player added, rather than having the inherent bonuses they originally had. Now we can pick the armour for the way it looks and customize it, rather than having our clothing picked for us, just because it happens to have the bonuses needed for the way you play... If it goes for clothes, the same should go for skin...
BlackSephir
Quote:
Originally Posted by pamelf
I am completely against race bonuses. It severely limits how you can play, and the asthetics you can choose. All races should be able to play all classes with access to all the same things. Your play shouldn't be affected just because you liked the way one race looked over the other.
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angmar_nite
Quote:
Originally Posted by BlackSephir
Yes, that's the correct answer, you've just won this thread. People who want race bonuses or crap like this need to play your-ordinary-MMO-for-furries.
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gremlin
Race bonuses are something we never had to think about because we only had one race.
It already seems a little odd that you can make a tiny character or a giant and they can both use the same weapons.
When you come to the Asura and the Norn it becomes bizarre.
Asura character 4 foot tall and a Norn prob 7 to 8 foot tall.
They could apparently have exactly the same strength and could wield the same weapons to the same effect.
Sorry but that's crazy.
Swords Axes Hammers Scythes Spears and Bows as well as Shields would be tailor made to the race physique norm.
Staffs and wands too would probably be smaller or larger depending on the users size.
To sum it all up I feel racial bonuses/limitations in some areas are inevitable.
I see no reason to limit magic ability based on size this is usually done in rpgs to offset the bonuses given to those races physically stronger.
GW2 might have to do the same or similar balancing act.
It would also be logical but probably far too complicated to say that the larger the target the easier it is to hit or that Norn Armour requires 6 times the materials of Asura armour.
It already seems a little odd that you can make a tiny character or a giant and they can both use the same weapons.
When you come to the Asura and the Norn it becomes bizarre.
Asura character 4 foot tall and a Norn prob 7 to 8 foot tall.
They could apparently have exactly the same strength and could wield the same weapons to the same effect.
Sorry but that's crazy.
Swords Axes Hammers Scythes Spears and Bows as well as Shields would be tailor made to the race physique norm.
Staffs and wands too would probably be smaller or larger depending on the users size.
To sum it all up I feel racial bonuses/limitations in some areas are inevitable.
I see no reason to limit magic ability based on size this is usually done in rpgs to offset the bonuses given to those races physically stronger.
GW2 might have to do the same or similar balancing act.
It would also be logical but probably far too complicated to say that the larger the target the easier it is to hit or that Norn Armour requires 6 times the materials of Asura armour.
XoVeR
Quote:
Originally Posted by gremlin
Race bonuses are something we never had to think about because we only had one race.
It already seems a little odd that you can make a tiny character or a giant and they can both use the same weapons. When you come to the Asura and the Norn it becomes bizarre. Asura character 4 foot tall and a Norn prob 7 to 8 foot tall. They could apparently have exactly the same strength and could wield the same weapons to the same effect. Sorry but that's crazy. Swords Axes Hammers Scythes Spears and Bows as well as Shields would be tailor made to the race physique norm. Staffs and wands too would probably be smaller or larger depending on the users size. To sum it all up I feel racial bonuses/limitations in some areas are inevitable. I see no reason to limit magic ability based on size this is usually done in rpgs to offset the bonuses given to those races physically stronger. GW2 might have to do the same or similar balancing act. It would also be logical but probably far too complicated to say that the larger the target the easier it is to hit or that Norn Armour requires 6 times the materials of Asura armour. |
You have to do racial bonuses to fit the storyline.
Operative 14
Quote:
Originally Posted by pamelf
I am completely against race bonuses. It severely limits how you can play, and the asthetics you can choose. All races should be able to play all classes with access to all the same things. Your play shouldn't be affected just because you liked the way one race looked over the other. In my opinion race should be purely asthetic. But that's just me..
I think of it the same way that the armour became updated that the bonuses were player added, rather than having the inherent bonuses they originally had. Now we can pick the armour for the way it looks and customize it, rather than having our clothing picked for us, just because it happens to have the bonuses needed for the way you play... If it goes for clothes, the same should go for skin... |
And here's a question; did we ever see Asuran Warriors? Who's to say they are two feet tall like Vekk, who is an elementalist? This Guy looks a bit taller and a lot more muscular to me. For that matter, how many Norn elementalists did we see?
We only saw a representatives of the races in GW:EN. Think about it this way; if you were playing as another race, and you encountered ONLY Human Warriors or ONLY Human Monks, wouldn't you say that there's no way a human could play as, respectively, a Monk or a Warrior becuase they either appeared too strong or to weak?
Konig Des Todes
Quote:
Originally Posted by Operative 14
And here's a question; did we ever seen Asuran Warriors? Who's to say they are two feet tall like Vekk, who is an elementalist? This Guy looks a bit taller and a lot more muscular to me. For that matter, how many Norn elementalists did we see?
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Just how Norn look like they would be attackers, but there is a necromancer Norn...remember Avarr the Fallen? He is the Norn Necro boss that you have to kill during the quest "Anything You Can Do." I believe there was another Norn caster but I don't recall atm.
Also, note that anet has yet to say what professions will be in GW2, for all we know, none of the current ones will be in GW2.
My point short, it seems like races would make a better version of certain professions but can still be any profession, and we still have no clue what professions will be in GW2 anyways.
Kool Kirby
Quote:
Originally Posted by Operative 14
Absolutely 100% agreed. I don't want to be stuck using a Norn Warrior or a Sylvari Monk, I want to be able to play what I want, how I want, with no drawbacks becuase of my own asthetic choices.
And here's a question; did we ever seen Asuran Warriors? Who's to say they are two feet tall like Vekk, who is an elementalist? This Guy looks a bit taller and a lot more muscular to me. For that matter, how many Norn elementalists did we see? We only saw a representatives of the races in GW:EN. Think about it this way; if you were playing as another race, and you encountered ONLY Human Warriors or ONLY Human Monks, wouldn't you say that there's no way a human could play as, respectively, a Monk or a Warrior becuase they either appeared too strong or to weak? |
Kanyatta
Please take your GW2 suggestion to the GW2 Suggestions thread.
http://www.guildwarsguru.com/forum/s...214062&page=45
Have fun!
http://www.guildwarsguru.com/forum/s...214062&page=45
Have fun!
Rash
Quote:
Originally Posted by Operative 14
Absolutely 100% agreed. I don't want to be stuck using a Norn Warrior or a Sylvari Monk, I want to be able to play what I want, how I want, with no drawbacks becuase of my own asthetic choices.
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I know it is helpless to fight against it because ANet has probably implemented them in the game. But NO bonuses please! Then all Warriors will be Norn, all Monks will be Sylvari and so on. That is the same as forcing us to choose races based on the profession we want.
What's wrong with the human race?
BlackSephir
Quote:
Originally Posted by angmar_nite
Most good RPG's with races have race bonuses... Oblivion, Morrowind, and KOTOR off the top of my head.
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You can't see me
Quote:
Originally Posted by angmar_nite
Most good RPG's with races have race bonuses... Oblivion, Morrowind, and KOTOR off the top of my head.
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Morrowind and KotOR far surpass Guild Wars in this area. Implementing this to Guild Wars two would make the game much better in my opinion, as long as they were balanced correctly.
Personally, I think the bonuses should not be as cut and dry as the Elder Scrolls, but at least a slight change of everyone can do everything.
What's the point of having different races without this?
Zahr Dalsk
Quote:
Originally Posted by pamelf
I am completely against race bonuses. It severely limits how you can play, and the asthetics you can choose. All races should be able to play all classes with access to all the same things. Your play shouldn't be affected just because you liked the way one race looked over the other. In my opinion race should be purely asthetic. But that's just me..
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Let's return to the idea of Skill > Time that made Guild Wars unique.
You can't see me
Quote:
Originally Posted by Zahr Dalsk
QFT
Let's return to the idea of Skill > Time that made Guild Wars unique. |
Operative 14
Quote:
Originally Posted by You can't see me
We've already established race variety in Guild Wars 2. What is the point of having them if they are not unique to one another? It would be like trying to choose a profession if the only skill was Ursan Blessing. If all races have the same armor, health, energy, dexterity, etc, there's no point in having races except to satisfy the 12 year old that would like to run around as a furry monster because he can.
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Your argument might also apply to armors; why have at least 17 different sets per profession if they all do the same thing? Why not just have one set per profession, or just simply one set overall? The answer is that not everyone has the same tastes.
You can't see me
Quote:
Originally Posted by Operative 14
And that's a bad thing why...? I think a lot of people, 12 or 21, would agree they would like to run around as a furry monster (Char I assume? ) if given a choice for asthetic reasons, but they don't want to be stuck being only a Ranger while they are doing it.
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But if the only reason is to satisfy the need to run around as a fur ball, I'd personally prefer that Arenanet skip all the extra coding and just do humans as a playable race.
Operative 14
So basically each race has a slight bonus in only one area of expertise? Like, as an example using our current system, a Ranger Asura might have a slight expertise bonus, and a Char might have a slight marksmanship bonus?
The problem I could see with that is that no matter how well they balanced it, there would always be one combination that came out on top, like the ever popular 15^50, 20/20, +30 weapon modifier combination. That is the reason I wouldn't want them to give inherent bonuses. The player base would demand that as a Ranger you only be a Char, or as a Monk you only be a Sylvari, because over the games lifespan, one combination or another would come out on top.
So they either give no bonus to any race for anything, and leave people free to choose what they want to play as. Or they give bonuses, no matter how small, and one combination will be demanded by the player base, otherwise you won't be able to play with the rest of the community.
The problem I could see with that is that no matter how well they balanced it, there would always be one combination that came out on top, like the ever popular 15^50, 20/20, +30 weapon modifier combination. That is the reason I wouldn't want them to give inherent bonuses. The player base would demand that as a Ranger you only be a Char, or as a Monk you only be a Sylvari, because over the games lifespan, one combination or another would come out on top.
So they either give no bonus to any race for anything, and leave people free to choose what they want to play as. Or they give bonuses, no matter how small, and one combination will be demanded by the player base, otherwise you won't be able to play with the rest of the community.
arsie
I hope that the racial difference is access to a list of skills like the PvE skills. And hopefully these skills are more flavourful than powerful.
Too much racial difference leads to the game being imbalanced and everyone min/maxing.
Too much racial difference leads to the game being imbalanced and everyone min/maxing.
Operative 14
I was just in an ingame Gaile session and she said she'd ask about this. So we might know soon either way.
hurdlebeast
how about instead of different race bonuses (which i am against, it takes away from the uniqueness of GW, and besides that what attributes are for) have different storyline paths ie instead of of kurz and luxon, have a type of good/bad split paths. for instance, in prophecies, a good character would have to kill the lich lord, while a bad character would use the lich lord and his "minion" (you know who) to, i dunno, kill glint before she can ascend the heroes? something along the lines of that, only in GW2. :P
Jam Jar
This is remindming me of WoW now.
pamelf
Quote:
Originally Posted by XoVeR
And thats exactly why their is going to be different classes for each race because of just the common sense aspect to it. I am sorry but you are not going to see Asurans as a hardcore Melee class, it would make absolutely no sense. Same with the Norn being hardcore magic users, their classes are going to be based on their size, and their shapeshifting abilities.
You have to do racial bonuses to fit the storyline. |
Koudelka
Quote:
Originally Posted by pamelf
I am completely against race bonuses. It severely limits how you can play, and the asthetics you can choose. All races should be able to play all classes with access to all the same things. Your play shouldn't be affected just because you liked the way one race looked over the other. In my opinion race should be purely asthetic. But that's just me..
I think of it the same way that the armour became updated that the bonuses were player added, rather than having the inherent bonuses they originally had. Now we can pick the armour for the way it looks and customize it, rather than having our clothing picked for us, just because it happens to have the bonuses needed for the way you play... If it goes for clothes, the same should go for skin... |
You can't see me
Quote:
Originally Posted by Operative 14
So basically each race has a slight bonus in only one area of expertise? Like, as an example using our current system, a Ranger Asura might have a slight expertise bonus, and a Char might have a slight marksmanship bonus?
The problem I could see with that is that no matter how well they balanced it, there would always be one combination that came out on top, like the ever popular 15^50, 20/20, +30 weapon modifier combination. That is the reason I wouldn't want them to give inherent bonuses. The player base would demand that as a Ranger you only be a Char, or as a Monk you only be a Sylvari, because over the games lifespan, one combination or another would come out on top. So they either give no bonus to any race for anything, and leave people free to choose what they want to play as. Or they give bonuses, no matter how small, and one combination will be demanded by the player base, otherwise you won't be able to play with the rest of the community. |
Armor bonuses vs. certain damages (small bonuses) speed bonuses in certain areas (2% maybe). Bonuses that would impact on what you're up against, not what you can be.
Rash
Quote:
Originally Posted by Operative 14
Your argument might also apply to armors; why have at least 17 different sets per profession if they all do the same thing? Why not just have one set per profession, or just simply one set overall? The answer is that not everyone has the same tastes.
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Races, if they truly exist, should be just the same. Can you imagine these bonuses on PvP? And separating PvE characters from PvP-only characters is a very bad mistake, IMHO.
Operative 14
Quote:
Originally Posted by You can't see me
No, not even that. It's too direct.
Armor bonuses vs. certain damages (small bonuses) speed bonuses in certain areas (2% maybe). Bonuses that would impact on what you're up against, not what you can be. |
I suppose that might be okay. However, as I said in my above post, the community generally figures out what is the most popular combination of abilities and demands that. So even with the smallest advantages, I would fear the community would still funnel one certain species into being the preference for a given class at the exclusion of all other possibilities. They would have to balance it perfectly so no species would have a clear advantage, and personally I'm not sure that's even possible.
Biostem
Frankly, I don't think any 1 race should always be better than any other race, at any given profession. A better idea would be to have race-specific armor and a few racial skills. Keep all attributes and stats the same across all races. I do not want to hear about in-game race elitism because Charr get 1 extra marksmanship and any non-charr rangers are teh suxxor, and I don't want to see sylvari warriors laughed at...
Shayne Hawke
It's hard for me to decide whether this really is a suggestion, or whether it just belongs in Riverside.
I believe that in GW2, no race will have a specific class assigned to it. Instead, races will have their own bonuses and setbacks that will make certain classes more appealing to certain races. This will cut back on the number of professions in a given race.
I believe that in GW2, no race will have a specific class assigned to it. Instead, races will have their own bonuses and setbacks that will make certain classes more appealing to certain races. This will cut back on the number of professions in a given race.
Nevin
I think having race specific professions would be cool. Like professions that could ONLY be used by one race or perhaps multiple?
Humans
Engineer - Very likewise to the concept class that has already gained much popularity. Wields a musket, and has a unique "material" pool in which he can build turrets cannons etc etc for the team's or his own use. Think medieval technology, I'm not talking about wires and flashing lights and what not. I'm talking about steel clad with wood, maybe even a hint of steam punk to round out the style. They'd have leather bound armor, with lots of gizmos and gadgets.
Charr
Shaman - A very broad and mixed profession. Uses lots of elements of nature unlike an elementalist though, the shaman is more of a summoner. So instead of shooting fireballs and what not, perhaps it could start a fire, or call upon a hurricane. Less direct damage, but more indirect damage over time effects. Should have some healing skills mixed in there too. I'm thinking their skills could be based off some system of tribal markings, in which they can lay a set number down on the battlefield (almost like flags, but more like banners) in which they can than summon stronger and more fierce elements of nature. They would not be like spirits how ever. The charr shaman could perhaps specialize in hand to hand combat as well.
Norn
Berserker - Pretty simple concept, take the warrior shed off some of his armor. Throw away the one handed sword and axe; replace it with two handed axes and swords. Multiple target damage, and perhaps some sort of attack system that could require timing. Consider having skills that require or gain a benefit from activating them "mid swing" or even "beginning of a swing". Thus the berserkers would almost be like a combination of the assassin's combo system + warrior's adreline, with a rhythm stylized twist in which the player must take full advantage of the large weapon's momentum to gain more damage during swings.
Asura
It was really between Alchemist or Golemancer for this one, but I think Golemancer fits the lore much nicer. Pretty general concept though, think of the warlocks of WoW + Beast Mastery. The golemancer would get a single golem that he could customize and equip from start to finish. The golem would be like a permanent hero, it would level with him- the asura could buy/craft/create new components such as stronger arms, faster legs etc etc. Perhaps customization could be taken even further resulting in, flying golems, wheeled golems, or even animal shaped golems (apes, tigers, snakes etc etc). The golem would basically be like a "pokemon" and the golemancer the "poke'master", if that helps people understand my idea better. The golem mancer would use control gauntlets, and have no attacks of his own.
Syvalri
Druid - Pretty stereotypical but I think its really what would fit them the best. They'd be able to fight with bow staffs etc etc. Masteries could include herbology, in which the druid could use the battlefield for his/her skills. Such as upon finding a body of water, the druid could plant a magical plant that heals nearby allies. Maybe even more intense environmental possibilities as well, such as playing a flute song to turn a tree into a fighting ally. The main idea is the druid would tap into the level's environment itself more so than any other profession.
I have an idea also though, something along the lines of the final fantasy job system. Maybe when a player reaches max level in GW, for arguments sake say level 70. They can then become "enlightened" in the path/ways of another race. So say a human warrior/monk reaches level 70, well then maybe he could go to the asura city, do a hard quest- and get to start out as a level 1 Golem mancer but human. Or he could have the choice to start as a level 20 golem mancer, but no longer be able to use a secondary profession while he remains as such. Of course he'd be able to go back and swap to his warrior/monk combo at any time.
Perhaps professions/jobs should function like that no matter what? Then people could actually have fun with just 1 character gaining all the titles.
Humans
Engineer - Very likewise to the concept class that has already gained much popularity. Wields a musket, and has a unique "material" pool in which he can build turrets cannons etc etc for the team's or his own use. Think medieval technology, I'm not talking about wires and flashing lights and what not. I'm talking about steel clad with wood, maybe even a hint of steam punk to round out the style. They'd have leather bound armor, with lots of gizmos and gadgets.
Charr
Shaman - A very broad and mixed profession. Uses lots of elements of nature unlike an elementalist though, the shaman is more of a summoner. So instead of shooting fireballs and what not, perhaps it could start a fire, or call upon a hurricane. Less direct damage, but more indirect damage over time effects. Should have some healing skills mixed in there too. I'm thinking their skills could be based off some system of tribal markings, in which they can lay a set number down on the battlefield (almost like flags, but more like banners) in which they can than summon stronger and more fierce elements of nature. They would not be like spirits how ever. The charr shaman could perhaps specialize in hand to hand combat as well.
Norn
Berserker - Pretty simple concept, take the warrior shed off some of his armor. Throw away the one handed sword and axe; replace it with two handed axes and swords. Multiple target damage, and perhaps some sort of attack system that could require timing. Consider having skills that require or gain a benefit from activating them "mid swing" or even "beginning of a swing". Thus the berserkers would almost be like a combination of the assassin's combo system + warrior's adreline, with a rhythm stylized twist in which the player must take full advantage of the large weapon's momentum to gain more damage during swings.
Asura
It was really between Alchemist or Golemancer for this one, but I think Golemancer fits the lore much nicer. Pretty general concept though, think of the warlocks of WoW + Beast Mastery. The golemancer would get a single golem that he could customize and equip from start to finish. The golem would be like a permanent hero, it would level with him- the asura could buy/craft/create new components such as stronger arms, faster legs etc etc. Perhaps customization could be taken even further resulting in, flying golems, wheeled golems, or even animal shaped golems (apes, tigers, snakes etc etc). The golem would basically be like a "pokemon" and the golemancer the "poke'master", if that helps people understand my idea better. The golem mancer would use control gauntlets, and have no attacks of his own.
Syvalri
Druid - Pretty stereotypical but I think its really what would fit them the best. They'd be able to fight with bow staffs etc etc. Masteries could include herbology, in which the druid could use the battlefield for his/her skills. Such as upon finding a body of water, the druid could plant a magical plant that heals nearby allies. Maybe even more intense environmental possibilities as well, such as playing a flute song to turn a tree into a fighting ally. The main idea is the druid would tap into the level's environment itself more so than any other profession.
I have an idea also though, something along the lines of the final fantasy job system. Maybe when a player reaches max level in GW, for arguments sake say level 70. They can then become "enlightened" in the path/ways of another race. So say a human warrior/monk reaches level 70, well then maybe he could go to the asura city, do a hard quest- and get to start out as a level 1 Golem mancer but human. Or he could have the choice to start as a level 20 golem mancer, but no longer be able to use a secondary profession while he remains as such. Of course he'd be able to go back and swap to his warrior/monk combo at any time.
Perhaps professions/jobs should function like that no matter what? Then people could actually have fun with just 1 character gaining all the titles.
pamelf
@ Nevin... You're assuming the player base want to play just one character to get all the titles. Lots of people like having multiple characters and playing different ways depending how the mood takes them.
...and the word 'job' should never be used in conjunction with any game.
...and the word 'job' should never be used in conjunction with any game.
GrimEye
Maybe GWEN gives us a glimpse of what race-differences would bring in GW2: RACE-specific skills.
Im still thinking if I like it or not.
Anyway, for a race-class, I would think a Centaur race would be nice since GW1 has one in the character of Zhed.
Im still thinking if I like it or not.
Anyway, for a race-class, I would think a Centaur race would be nice since GW1 has one in the character of Zhed.
Nevin
Quote:
Originally Posted by pamelf
@ Nevin... You're assuming the player base want to play just one character to get all the titles. Lots of people like having multiple characters and playing different ways depending how the mood takes them.
...and the word 'job' should never be used in conjunction with any game. |
llsektorll
whatever they decide I know I'm playing Sylvari. Hawt.... looks sexy...
GWEN SPOILER ALERT
I've read up on the history seems like they spawn from that seed shown in the end of GWEN from Ventari. Some soldier (can't remember name) found the seeds in a cave while away from his platoon and he returned to his town to see his daughter and his family were all killed. He and ventari preached peace and created ventari's refuge. They planted the seed in the ground and ventari tended to it till his death. Ventari before dieing underneath the tree wrote his teachings down on a stone tablet. Hundreds of years later the tree spawned Sylvari, which consider the tablet as their holy scripture and follow its peaceful teachings.
Seems like a cool premise for a new race. Gotta love how they tied a town like ventari's refuge into the larger plot... good work GW writers.
GWEN SPOILER ALERT
I've read up on the history seems like they spawn from that seed shown in the end of GWEN from Ventari. Some soldier (can't remember name) found the seeds in a cave while away from his platoon and he returned to his town to see his daughter and his family were all killed. He and ventari preached peace and created ventari's refuge. They planted the seed in the ground and ventari tended to it till his death. Ventari before dieing underneath the tree wrote his teachings down on a stone tablet. Hundreds of years later the tree spawned Sylvari, which consider the tablet as their holy scripture and follow its peaceful teachings.
Seems like a cool premise for a new race. Gotta love how they tied a town like ventari's refuge into the larger plot... good work GW writers.
draxynnic
Quote:
Originally Posted by Operative 14
So basically each race has a slight bonus in only one area of expertise? Like, as an example using our current system, a Ranger Asura might have a slight expertise bonus, and a Char might have a slight marksmanship bonus?
The problem I could see with that is that no matter how well they balanced it, there would always be one combination that came out on top, like the ever popular 15^50, 20/20, +30 weapon modifier combination. That is the reason I wouldn't want them to give inherent bonuses. The player base would demand that as a Ranger you only be a Char, or as a Monk you only be a Sylvari, because over the games lifespan, one combination or another would come out on top. So they either give no bonus to any race for anything, and leave people free to choose what they want to play as. Or they give bonuses, no matter how small, and one combination will be demanded by the player base, otherwise you won't be able to play with the rest of the community. |
Even with no racial modifiers, in PvE at least race is probably going to have a big difference in how you get treated by NPCs and what sort of quests you do - I don't think I'd want to be a Charr in Kryta or a human in what was formerly Ascalon... So it could be as much a means of providing variety in startup areas as an aesthetic question, without having skills or attributes tied to race.