Which GW1 profession is for the chop for GW2?
wetsparks
I think blood4blood is on the right track. Though I think the assassin's knife fighting might go to ranger and probably get renamed to fantasy generic rogue, *yuck*.
Joseph Spiritmaster
I'm sorry to say, but Ritualists i do not think will be removed, though many people may disagree, Ritualists can be a key part in many builds (even PvP). Everyone hates them for they "powerful" unstrippable wepean spells and spirits and stuff. Rit's are just like mesmers, and paragons, they both require brains to use (spirit spammer does not count as brains), and when you fully understand a rit, they can be powerful. Sorry that no one else can think that little extra distance to say "ha, look if i use maybe this skill, i can increase my healing or damage if i just use this skill." Sorry, but i dont think rits will be removed maybe modified slightly to say have more effect with spawning power, but no, i dont see them going. Paragons prolly wont go either. Dervs can say bye bye, Sins will prolly be merged w/ rangers, Necromancers will stay themselves, same w/ wars and eles. mesmers and Monks are secured in GW2.
I prolly wouldn't buy GW2 if there isnt a Rit or SLIGHT rit variant in it.
I prolly wouldn't buy GW2 if there isnt a Rit or SLIGHT rit variant in it.
Grunntar
Quote:
Originally Posted by Joseph Spiritmaster
Ritualists i do not think will be removed... Ritualists can be a key part in many builds (even PvP)
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Issac
If they really do decide to cut a profession I think it would probably rit or paragon. Mesmers seem to have gotten a bit more popular now. Aiming more towards paragon being cut :S.
Whirlwind
Mesmers will make the cut, its a staple profession (albeit with a different name) in almost every MMO. They are required.
Rits probably won't make it, not a very desirable class imo.
Assassin is pretty lame too, but they will probably make it.
Derv I am geussing will not.. even though this class is my main i just don't think they will make it in.
Paragon is up in the air, but doesn't really matter if they make it in or not, isn't fun to play...
Rits probably won't make it, not a very desirable class imo.
Assassin is pretty lame too, but they will probably make it.
Derv I am geussing will not.. even though this class is my main i just don't think they will make it in.
Paragon is up in the air, but doesn't really matter if they make it in or not, isn't fun to play...
kazjun
Eh, para's need to die. Then maybe I can get all my warrior shouts back...
Plus it's not that hard to just stick most of the para stuff on a warrior. All you'd miss would be the leadership, which has been pretty imba.
Plus it's not that hard to just stick most of the para stuff on a warrior. All you'd miss would be the leadership, which has been pretty imba.
Bobby2
ofc no Core profs.
If they had to choose between Derv or Sin for spike melee I think they would drop Derv, Sin appeals to a much wider audience (read: me)
Para or Rit for support... Rits were easier to incorporate (read: didn't cause stupid nerfs), and I think they are more characterful. However it may be too much of a 'connaisseur's' profession; the holy paladin thingy has always been a sure fire success. Paras would need to be reworked heavily tho.
It would be nice to keep both Spears and Scythes available
If they had to choose between Derv or Sin for spike melee I think they would drop Derv, Sin appeals to a much wider audience (read: me)
Para or Rit for support... Rits were easier to incorporate (read: didn't cause stupid nerfs), and I think they are more characterful. However it may be too much of a 'connaisseur's' profession; the holy paladin thingy has always been a sure fire success. Paras would need to be reworked heavily tho.
It would be nice to keep both Spears and Scythes available
Deadshot Seven
Quote:
Originally Posted by Spellforge
I suspect Assassins are in danger - I think I recall when GW2 first comes out that Cantha won't be playing much of a part (no contact with the continent for a while) and as the profession first appeared there I would put it at risk - same for ritualist
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I'd hate to see spirits on a necro, though. It just doesn't suit them.
And I hope they stay away from the "profession splits into two" thing, like a scout turning into a ranger or an assassin, or something along those lines.
In fact, it'd be best if they just kept all of the classes.
4thVariety
Kill all classes, make no prisoners.
Why?
(1) I am one human being, playing one account, having one life. A short game might require multiple not interchangeable classes for getting a bit long term motivation out of a very short game. MMOs do not! GW does not!
(2) Ultimately you are doing the same things over and over and over in a system of different classes. After three years in the game, I might be interested in trying different high level stuff testing my skills, but I do neither have the time nor the motivation to level each class and their sister to that point. When I finally wanted to try the Imbagon or some other Paraplay in high end areas I ended up the following way. I spent so much (real) time until I got the character up to the point where I originally wanted him, that by then I was bored out of my mind playing the character any further. While some classes in some areas still hold motivation, it's just too much of a drag to get new characters to that point. Long term motivation is having new challenges, not replay old ones nine times when they weren't even challenging to begin with. I rather play Peggle for a straight up time sink.
(3) Select your main attribute, select secondary class, select skillbar, receive armor rating. Totally open with no strings attached. Remember when attribute refund points were gone and people deleted their farming characters? it opened up the experience to players and they were now testing more than one attribute line each month. The same can be done with classes. Pugging will be more attractive and manageable, sure the tendency to cookie cutter is there, but that is something that can be prevented by level design.
(4) Five races are one of the reason. It will be bad enough trying all five races, adding unchangeable classes on top of them will lead to the fact that everyone is forced to specialize so deeply early on that for each individual customer a good portion of gameplay depth is utterly wasted. If I can't tap into the content because nobody has time to try it all, then a good portion of what should keep me playing was setup in a way that it does not keep me in the game. Factions might have been smaller, but it was conceived as being even smaller because by choosing between two sides, the player even omits part of the game.
(5) Better expandability
Every new class requires a new primary attribute. Every new class requires certain rehashes of existing gameplay. Look at the Ritualist and his knock-off attributes. If the developers weren't forced to introduce not whole classes but simply one well designed new attribute, then balance and expandability would profit. Even smaller expansions would be possible. Instead of cross-breeding Semi-Done Ritualists with a Ele-Monk, the Ritualist is a cool new dress and look (incl. hairchange!) for your existing character offering two attributes that are new, Weaponspells and Spirits.
(6) The Grind
Ok, some love the grind. But you have to choose between the grind of 30 titles OR the added fun of trying other classes. Why? That is totally counter intuitive. Naturally one would expect gameplay being setup to make grind more bearable, i.e. making it more fun. Either make all titles to accountwide titles, or get rid of classes. So next time people bash their head into the wall for 100h, they ate least not doing it staring at the same guy.
(7) The RPG Element
Think about RPG, it's about what YOU say you want to be. Don't let the game stick you into one of ten drawers, create your own style.
Why?
(1) I am one human being, playing one account, having one life. A short game might require multiple not interchangeable classes for getting a bit long term motivation out of a very short game. MMOs do not! GW does not!
(2) Ultimately you are doing the same things over and over and over in a system of different classes. After three years in the game, I might be interested in trying different high level stuff testing my skills, but I do neither have the time nor the motivation to level each class and their sister to that point. When I finally wanted to try the Imbagon or some other Paraplay in high end areas I ended up the following way. I spent so much (real) time until I got the character up to the point where I originally wanted him, that by then I was bored out of my mind playing the character any further. While some classes in some areas still hold motivation, it's just too much of a drag to get new characters to that point. Long term motivation is having new challenges, not replay old ones nine times when they weren't even challenging to begin with. I rather play Peggle for a straight up time sink.
(3) Select your main attribute, select secondary class, select skillbar, receive armor rating. Totally open with no strings attached. Remember when attribute refund points were gone and people deleted their farming characters? it opened up the experience to players and they were now testing more than one attribute line each month. The same can be done with classes. Pugging will be more attractive and manageable, sure the tendency to cookie cutter is there, but that is something that can be prevented by level design.
(4) Five races are one of the reason. It will be bad enough trying all five races, adding unchangeable classes on top of them will lead to the fact that everyone is forced to specialize so deeply early on that for each individual customer a good portion of gameplay depth is utterly wasted. If I can't tap into the content because nobody has time to try it all, then a good portion of what should keep me playing was setup in a way that it does not keep me in the game. Factions might have been smaller, but it was conceived as being even smaller because by choosing between two sides, the player even omits part of the game.
(5) Better expandability
Every new class requires a new primary attribute. Every new class requires certain rehashes of existing gameplay. Look at the Ritualist and his knock-off attributes. If the developers weren't forced to introduce not whole classes but simply one well designed new attribute, then balance and expandability would profit. Even smaller expansions would be possible. Instead of cross-breeding Semi-Done Ritualists with a Ele-Monk, the Ritualist is a cool new dress and look (incl. hairchange!) for your existing character offering two attributes that are new, Weaponspells and Spirits.
(6) The Grind
Ok, some love the grind. But you have to choose between the grind of 30 titles OR the added fun of trying other classes. Why? That is totally counter intuitive. Naturally one would expect gameplay being setup to make grind more bearable, i.e. making it more fun. Either make all titles to accountwide titles, or get rid of classes. So next time people bash their head into the wall for 100h, they ate least not doing it staring at the same guy.
(7) The RPG Element
Think about RPG, it's about what YOU say you want to be. Don't let the game stick you into one of ten drawers, create your own style.
maraxusofk
yo 4th, just hope that gw2 will have the pvp system in gw1 so u can roll a new char wit max weapons and stats so u can try the classes.
Um Yeah
Derv, Para, Rit, Assassin, or Nec
Red Sonya
Quote:
Mesmers will make the cut, its a staple profession (albeit with a different name) in almost every MMO. They are required. |
Even so though I sill expect the class to port to GW2 but perhaps as an enchanter this time instead of mesmer. My guess for nixed classes would be assassin (another unneeded class), Ritualists (monks and ele's just are better overall and in the longterm), dervishers and paragons after those two classes.
Laughing Bat
Quote:
Originally Posted by Red Sonya
lol if they were required how come so many of them get left behind when pugs are building up groups? Mesmers are hardly required. GW Mesmers just aren't very popular and certainly one of the lowest on the ladder of most popular pug characters. In PVP they are a different story, but, that's PVP and PVP hardly represents a large majority of the player base in any game.
Even so though I sill expect the class to port to GW2 but perhaps as an enchanter this time instead of mesmer. My guess for nixed classes would be assassin (another unneeded class), Ritualists (monks and ele's just are better overall and in the longterm), dervishers and paragons after those two classes. |
As for the pvp players not representing a large majority of the player base in any game... you do realize there are a lot of games deisgned just for pvp don't you? Of course you could just be talking about mmo's in witch case ignore this comment(unless you find it amusing lol)
SaDuFam
I have played my Mesmer since the 1st campaign and never have problem getting into PUGs in all three campaigns and EotN expansion.
Mesmer style game play must be made available in GW2. I would choose similar role to play in any case for the extra challenge.
I enjoy playing Mesmer because I can explore the game more intimately without following the exact foot steps of what others have done. I enjoy the game play, discovering new and unexpected opponents, adventuring into the unknows and the joy of completing the challenges using the strengths of the given team. Mesmer has a mix bag of skills to deal with most challenges.
Joining a cookie-cutter team build on some missions does not appeal to me. The cookie-cutter team has been proven to work many many times, day after day and team after team. I counld not be motivated to play if I am to be cast into a 'monkey see monkey do' playing role. The most 'fun' part of the game play to explore and be suprised has already been taken away.
Mesmer style game play must be made available in GW2. I would choose similar role to play in any case for the extra challenge.
I enjoy playing Mesmer because I can explore the game more intimately without following the exact foot steps of what others have done. I enjoy the game play, discovering new and unexpected opponents, adventuring into the unknows and the joy of completing the challenges using the strengths of the given team. Mesmer has a mix bag of skills to deal with most challenges.
Joining a cookie-cutter team build on some missions does not appeal to me. The cookie-cutter team has been proven to work many many times, day after day and team after team. I counld not be motivated to play if I am to be cast into a 'monkey see monkey do' playing role. The most 'fun' part of the game play to explore and be suprised has already been taken away.
Woop Shotty
I don't think the Mesmer is going anywhere, no matter what kind of learning curve they have or how new players underestimate them. My feeling about this is the same for Necromancers and even Ritualists. These classes offer some ways to punish attackers, and I think Anet knows that people want to take control and manipulate the gameplay. Nothing is better than making a big newbie warrior beat himself up. It's okay – it's not going to frustrate them too much. They'll learn! Classes that are known for skills like Empathy, Backfire, Spiteful Spirit, and Vengeful Weapon [VwK, XW] aren't going anywhere.
I don't think the Dervish profession is likely to go anywhere, but I think it will undergo many changes. I think the first difference will be that the scythe will have less damage in comparison to GW1 scythes. The slightly lower attack rate doesn't justify the huge damage amount, especially since the attacks can affect more than one target.
I would bet money on Assassins being dumped. I think people like them because they can be very dangerous with the right build, and they have Critical Strikes (the attribute, of course). However, many of the interesting skills could be tweaked and introduced into other classes. I think one problem is attack chains. A caster will typically take a foe down before an assassin can get through a whole combination, especially since the power lies in the last strike.
Paragon could be gone, too. Hopefully their armor style and the wing special effect will be absorbed elsewhere.
How can you say that? There's no way.
I like those ideas a lot!
I don't think the Dervish profession is likely to go anywhere, but I think it will undergo many changes. I think the first difference will be that the scythe will have less damage in comparison to GW1 scythes. The slightly lower attack rate doesn't justify the huge damage amount, especially since the attacks can affect more than one target.
I would bet money on Assassins being dumped. I think people like them because they can be very dangerous with the right build, and they have Critical Strikes (the attribute, of course). However, many of the interesting skills could be tweaked and introduced into other classes. I think one problem is attack chains. A caster will typically take a foe down before an assassin can get through a whole combination, especially since the power lies in the last strike.
Paragon could be gone, too. Hopefully their armor style and the wing special effect will be absorbed elsewhere.
Quote:
Originally Posted by Um Yeah
[...] Nec
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Quote:
Originally Posted by lyra_song
Dervish -> Merge into Monk. Make it the attack version of the monk, change smiting around.
Paragon -> Merge into Warrior. Make it the ranged version of the warrior, and reduce group buff effectiveness with proper counters. Assassin -> Daggers go into Ranger. Everything else goes into Mesmer. Shadow Arts and Illusion should merge. This will give Mesmers more viability in PvE, while taking away the spiking dagger techniques. Ritualist -> Object spells and Ritualist spirits should merge into the Necromancer. Weapon spells should be changed to be strippable and given to Monks or Eles. |
macie28
Quote:
Originally Posted by Edgar The Crosseyed
I think some profession will merge into other professions!
Like paragons will disappear but that warriors will be given a spear mastery and you can choose to use spears.. Ritualists disappear and they give necromancers a line to cast spirits. and mesmers a line to cast those buffs. Maybe a stalker/thief profession which you can modify to be either a ranger or an assasin.. and maybe they will ad a few to get the number back to 10.. Its not at all sure that if they will have 10 professions that then it will be the 10 we have in gw today. hugo |
bcwagner
This thread should be a poll/vote, it would be a lot easier then looking through 23 pages of posts.
Whirlwind
Quote:
lol if they were required how come so many of them get left behind when pugs are building up groups? Mesmers are hardly required. GW Mesmers just aren't very popular and certainly one of the lowest on the ladder of most popular pug characters. In PVP they are a different story, but, that's PVP and PVP hardly represents a large majority of the player base in any game.
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Jiao Yang
I want them to change as many professions as possible..
Skyy High
Quote:
Originally Posted by lyra_song
Dervish -> Merge into Monk. Make it the attack version of the monk, change smiting around.
Paragon -> Merge into Warrior. Make it the ranged version of the warrior, and reduce group buff effectiveness with proper counters. Assassin -> Daggers go into Ranger. Everything else goes into Mesmer. Shadow Arts and Illusion should merge. This will give Mesmers more viability in PvE, while taking away the spiking dagger techniques. Ritualist -> Object spells and Ritualist spirits should merge into the Necromancer. Weapon spells should be changed to be strippable and given to Monks or Eles. |
Also, I'm fairly certain that they said that there will be no profession-specific armor anymore, which infers that each character will be able to switch his primary profession as they choose.
Illumination
Dervish, seriously, a total waste of resources...
DarkZeal
Rits, I srsly don't see them being useful in a non instanced setting.
fear the ear
ritualist, paragons, assassins, and dervishes.
everything was balanced till they showed up
everything was balanced till they showed up
Red Sonya
Nope Diablo's didn't need them, Neverwinter Nights doesn't have them (DnD rules), Arena, Daggerfall, Morrowind, nor Oblivion, Titans Quest doesn't have or need them. They really aren't necessary as long as you have interupting rangers and melee classes. Lots and lots of rpg games don't use or have mesmer classes since supporting classes really aren't that necessary, thus why the holy trinity gets more play and easy of grouping than any other classes. Warriors, Clerics and Wizards still rule.
Tyla
street peddler
you guys really miss the point of guild wars 2
2 = new game = balance all the current classes around each other.
2 = new game = balance all the current classes around each other.
Laughing Bat
Quote:
Nope Diablo's didn't need them, Neverwinter Nights doesn't have them (DnD rules), Arena, Daggerfall, Morrowind, nor Oblivion, Titans Quest doesn't have or need them. They really aren't necessary as long as you have interupting rangers and melee classes. Lots and lots of rpg games don't use or have mesmer classes since supporting classes really aren't that necessary, thus why the holy trinity gets more play and easy of grouping than any other classes. Warriors, Clerics and Wizards still rule.
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Cataclysm
/signed for core professions only with skills from the other 4 given to them.
I remember a day when Guild Wars was fun. The new skills made Guild Wars even more fun to me, as I had a skill for anything I needed in a build. But with those skills came synergies that were too powerful, and shortly there after came the nerfs.
Even mundane skills like "Watch Yourself!" got nerfed, right as I found good use for it in combo with Soldier's Defense.
I just hope ANet learned a lesson and wont add more and more skills and profession to GW2 with each expantion.
I remember a day when Guild Wars was fun. The new skills made Guild Wars even more fun to me, as I had a skill for anything I needed in a build. But with those skills came synergies that were too powerful, and shortly there after came the nerfs.
Even mundane skills like "Watch Yourself!" got nerfed, right as I found good use for it in combo with Soldier's Defense.
I just hope ANet learned a lesson and wont add more and more skills and profession to GW2 with each expantion.
Lishy
I would like to see the 4 non-core professions removed. But in exchange, having whole new professions that build off of the same concepts.
I.E. Assassin being a ninja or samurai in GW2.
I.E. Assassin being a ninja or samurai in GW2.
Shinjinbukai
My list would be this in order.
Rits>Sin>Mes>Para
I really just don't like the bottom 3 though. I actually quite like my paragon, it really is godmode.
Rits>Sin>Mes>Para
I really just don't like the bottom 3 though. I actually quite like my paragon, it really is godmode.
Lishy
vergerefosh
I can see the new classes being removed and merged in with existing ones. Paragons mix with warriors, spears maybe go to rangers. Sins and rangers, several games have them evolving from the same base class, or as alternative ways of playing a class.
Rits go back to Ele, Monk and Necro.
Not sure what would happen with Dervishes. Scythes going to Warriors I can see, don't know about the rest.
Personally I'd like all the classes to stay, but I know this won't necessarily happen
Rits go back to Ele, Monk and Necro.
Not sure what would happen with Dervishes. Scythes going to Warriors I can see, don't know about the rest.
Personally I'd like all the classes to stay, but I know this won't necessarily happen
TwinRaven
GW2 Speculation Thread-Maker...As soon as GW2 comes out, that profession is OVER! Then the QQ Thread-Makers will rise to power and crush all the fun!
Limu Tolkki
Im pretty sure that ele, monk, wammo, ranger and necro stay in game at some form. Others might go.
Sins are just stupid, that dmg from those little little knives isnt anyhow comparable to the real dmg from other professions. Useless, not realistic, please remove.
Paragons are basically like warriors, just having ranged attack and more partywide buffs. Useless, please remove.
Mesmers, atm they are pointless, being just bad in pve and fairly good in pvp. Mesmers should be given the necros curse line and necros should focus on death and blood magic. Good with improvements.
Dervishes, like wammos or sins but sweeping with scythe, too many melee professions fail. Pointless, please remove.
Rits do everything atm and they also fail in everything atm. Rits should focus on spirits instead of channeling and restoration.
Sins are just stupid, that dmg from those little little knives isnt anyhow comparable to the real dmg from other professions. Useless, not realistic, please remove.
Paragons are basically like warriors, just having ranged attack and more partywide buffs. Useless, please remove.
Mesmers, atm they are pointless, being just bad in pve and fairly good in pvp. Mesmers should be given the necros curse line and necros should focus on death and blood magic. Good with improvements.
Dervishes, like wammos or sins but sweeping with scythe, too many melee professions fail. Pointless, please remove.
Rits do everything atm and they also fail in everything atm. Rits should focus on spirits instead of channeling and restoration.
sportacus
I've never seen any class as overpowered and underused as the Paragon is in GW1
Xx_Sorin_xX
i could be completely crazy and just losing my mind, but i thought they mentioned they weren't sure whether they wanted to have all of the same professions as before, and were considering downsizing
Buster
Paragon,Ritualist and Mesmers. I can see some of these class skills being given to other classes to use.
Clarissa F
To all who mention mesmers:
Izzy loves to play mesmer. Izzy is in the loop of the decision process. Mesmer has been given a lot of love recently in PvE, and still dominates(forgive the pun) in PvP. It's unique to GW. It's not going anywhere.
I would think it would be sins and dervishes. Assassin could be merged with ranger, making it more of a rogue class; and dervish could be split easy between monk and warrior.
Izzy loves to play mesmer. Izzy is in the loop of the decision process. Mesmer has been given a lot of love recently in PvE, and still dominates(forgive the pun) in PvP. It's unique to GW. It's not going anywhere.
I would think it would be sins and dervishes. Assassin could be merged with ranger, making it more of a rogue class; and dervish could be split easy between monk and warrior.
lord_shar
The current weapon-to-profession skill system (especially for melee classes) is pretty whacked. Why have sword, axe, hammer, dagger, staff, etc... when you can group them by base weapon type? For example, slashing (swords, axes, scythes), piercing (daggers, spears, rapiers, etc...), blunt (maces, hammers, bo-staves of the realistic variety), etc? Now you can start trimming the profession fat and consolidating the melee classes. Rather than having a bunch of mono-weapon classes (paragon, dervish, assassin), ANET can incorporate them into the base warrior (or possibly ranger).
The ritualist and necromancers share enough similarities to consolidate as well.
The mesmer, monk, ranger, and elementalist are unique enough to maintain their class identities. The remaining classes seem to be hybrid versions of melees. ANET does have room to remove some of the overlaps and better consolidate melees as a whole.
And BTW, when have staves ever been projectile-only weapons? Answer: only in GW...
The ritualist and necromancers share enough similarities to consolidate as well.
The mesmer, monk, ranger, and elementalist are unique enough to maintain their class identities. The remaining classes seem to be hybrid versions of melees. ANET does have room to remove some of the overlaps and better consolidate melees as a whole.
And BTW, when have staves ever been projectile-only weapons? Answer: only in GW...
aotdsyndrome
That, and a necro/rit merge (they all deal with spirity-deathy-emo things) and we have it