Which GW1 profession is for the chop for GW2?
[DE]
Cutting the Assassin, Dervish, Paragon, and Ritualist for GW2 would make A LOT of people happy.
Zahr Dalsk
Quote:
Originally Posted by The Phantom
Cutting the Assassin, Dervish, Paragon, and Ritualist for GW2 would make A LOT of people happy.
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[DE]
Game balance far outweighs peoples feelings imo
Age
Quote:
Originally Posted by GloryFox
They are going to get rid of the Monk.
People seem to want more skill and faster games in both PvP and PvE so this is the logical choice. Plus Monks have that all powerful smite attribute that gives both healing and an attack. We can't encourage classes to have both that takes away class roles. Then there is the whole farming issues of the Monk Class we can't have people running around invincible can we? Monks have caused a great deal of pain to ANet as it gave rise to monetary independence. ANet can't afford people getting too rich as people might play less and less. |
pamelf
I'd wave goodbye to Dervishes and Paragons.
netniwk
I think it will come down to the original six,I just can't imagine a norn assasin(lol),a charr dervish or a asura paragon.
bungusmaximus
Assassins plz, i've grown to hate those hunched miscreants with a passion.
Paragons because theyre utterly boring. Dervishes because they're wammos with way too much energy.
Paragons because theyre utterly boring. Dervishes because they're wammos with way too much energy.
Verity
Leave the core classes in -- if they got rid of Mesmers, I'd be pretty mad.
Remove Paragons and Dervishes. I never got into either class... They just weren't interesting to me.
Keep Assassins -- I've never played one for any length of time, but I can see how they could fit into the game if done right. Keep Ritualists because... well, they have cool armor, and I like mine
Remove Paragons and Dervishes. I never got into either class... They just weren't interesting to me.
Keep Assassins -- I've never played one for any length of time, but I can see how they could fit into the game if done right. Keep Ritualists because... well, they have cool armor, and I like mine
Wish Swiftdeath
Ritualists - gay gimmick prof based on a few overpowered skills
Paragons - Broken, boring, lame shit like motygons
Assassins - I guess they could be ok if they removed the chained skills and
shadowsteps....wait, just remove the whole class tbh
Paragons - Broken, boring, lame shit like motygons
Assassins - I guess they could be ok if they removed the chained skills and
shadowsteps....wait, just remove the whole class tbh
sassoonssamson
paragons will take the hit for sure
assassins are here to stay more like stealth will be added to make them more relevant
ritualist might also take the hit
memsers is a strong profession and will stay
assassins are here to stay more like stealth will be added to make them more relevant
ritualist might also take the hit
memsers is a strong profession and will stay
Terra Xin
All 4 of the new professions can go out for me.
enxa
Quote:
Originally Posted by draxynnic
Necromancers deal with death in the corporeal world - casting spells to bring the enemy closer to death and raising the bodies of the newly dead. Ritualists deal with death in the spiritual - summoning the spirits of the dead and chanelling power directly from the realm of the dead.
Their both drawing power from death, just coming at it from different angles. Other professions may dish out death (or prevent it, in the case of Monks), but, with the exception of characters using Assassin's Promise, they don't actually draw power from it. Consider a universe where nothing can die and nothing has ever died. Warriors would still be able to (futilely...) swing a weapon. Elementalists will still be able to throw fireballs around, even if nothing dies from them. Monks would still be able to channel their power, even if powers of healing may be a little redundant. Assassins would still be able to shadowstep, Paragons chant, Mesmers mesmerise, Rangers shoot, and Dervishes take the form of the gods (apart from Grenth...). However, in such a world, there will be no Necromancers and Ritualists. There may be fewer or none of some of the other professions too because there's no point to them in a world where nothing can be killed, but the Necromancer and Ritualist skillset would be completely unavailable in that world. |
I still think that necromancers are, in charracter, completly different from ritualists. I just feel sick when i play a necro, i dont enjoy it, while as rits are my favorite class.
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As for the six core proffesions remaining and the others being scrapped idea, im against it. Many of us play the 4 extra proffesions, and many of us have a favorite among them. Removing them would be removing a major segment of the game, and a slap in the face to many current players.
Merging them into the core proffesions is something i could support, but i would hate to see them weakened, as for ballance sake, hybrids are usually weakened, so if say assasins would be merged with rangers, neither of them would be as efficient as they are now.
there must be another way, but what... dunno :|
GloryFox
I don't get all the hate for Ritualists here. They are a fantastic class with some unique and interesting concepts. Item Spells, Weapon Spells, and Spirits make them very unique among MMO class options.
I still say the Monk needs to go since people are so hell bent on balance over fun.
I still say the Monk needs to go since people are so hell bent on balance over fun.
creelie
If they do chop some professions, I hope they are not chopped entirely but rather merged into core professions. I then hope that those core professions that absorb new professions get new names. So say Necro ate Rit, both titles should disappear and a new name should be made for the new class. Same for Mesmer/Assassin, Assassin/Dervish, Warrior/Dervish, Warrior/Paragon, Ranger/Paragon, Ranger/Ritualist . . . you get the idea. 2 professions become 1 ---> new name for new profession.
Another idea would be to make professions partly or completely race-specific. If they make strong race-specific attributes and skills that will probably happen anyway, at least in PvP.
Another idea would be to make professions partly or completely race-specific. If they make strong race-specific attributes and skills that will probably happen anyway, at least in PvP.
Zonzai
Interesting thread. I had to post. Knowing ArenaNet, I think they will have some different professions than what we have in GW1. I imagine some will remain the same, but I think that just assuming that they are just going to drop one is a mistake.
FlareStorm
They'll keep the cores, then re-introduce the other four in GW2 xp1...xp2...etc
pumpkin pie
assassin and warrior will be merge into one - dual wielding
ritualist and monk will merge
problem solved lol
ritualist and monk will merge
problem solved lol
Dark Paladin X
well by definition of "getting chopped," do you get rid of the profession permanently?
I believe it might be one of th four professions that was introduced in Factions and Nightfall, as the places like Cantha and Elona will not be accessible in GW2 due to Cantha ended up being a Hitleresque regime and Elona being screwed over by Palawa Joko.
But if one of the professions is going to be "chopped off," I'll say the paragon because of the difficulty of playing them and not a lot of incentive of play as one (like the lack of farming build).
And has anyone notice this thread is 3 months old?
I believe it might be one of th four professions that was introduced in Factions and Nightfall, as the places like Cantha and Elona will not be accessible in GW2 due to Cantha ended up being a Hitleresque regime and Elona being screwed over by Palawa Joko.
But if one of the professions is going to be "chopped off," I'll say the paragon because of the difficulty of playing them and not a lot of incentive of play as one (like the lack of farming build).
And has anyone notice this thread is 3 months old?
pamelf
I just hope they keep the core professions. The rest can go imho simply because they are just a poor man's versions of what could already be achieved with the core.
shoyon456
Quote:
Originally Posted by Verity
Leave the core classes in -- if they got rid of Mesmers, I'd be pretty mad.
Remove Paragons and Dervishes. I never got into either class... They just weren't interesting to me. |
Quote:
Originally Posted by [DE]
Game balance far outweighs peoples feelings imo
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Personally I love my dervish and my whole HoM is about him. If Dervish or any revision of them does not exist in GW2, I see no reason for me to buy it. This goes for sin/rit/para too, because many ppl's favorite chars are those classes and EVERYBODY should be able to play some variation of their fav gw1 class in gw2.
They can get rid of sin/rit/derv/para, personally I don't care anymore. It just means Ill have $50 more in my pocket.
EDIT: On a side note... there MUST be some version of sin/para/derv in GW2, or how else would you explain scythes/spears/daggers in the HoM? Oh yes little asura, these are the daggers of a long dead class, but sorry you can't learn those ways....
JONO51
Quote:
Originally Posted by Verity
Leave the core classes in -- if they got rid of Mesmers, I'd be pretty mad.
Remove Paragons and Dervishes. I never got into either class... They just weren't interesting to me. Keep Assassins -- I've never played one for any length of time, but I can see how they could fit into the game if done right. Keep Ritualists because... well, they have cool armor, and I like mine |
Remove mesmers. i never got into them, therefore, they are bad.
sixofone
Actually, I bet that Mesmers are safe and will be in GW2. (Uhm - Gwen?)
Plus, it was one of the unique character classes to GW.
Likely, it will be the 6 "core" professions, reworked. Hopefully, reworked so that each class is distinct, offering advantages and disadvantages that can be offset by teaming with another profession.
To that end, it may prove to be a good thing to no longer allow a secondary profession - or make it so that the secondary is clearly weaker than a primary. (Not just "no primary attributes" option since sometimes, often, the primary attribute - to put it bluntly - sucks.)
Magical interrupts should be the province of the Mesmer. (I know - flame me from all the Rangers out there!) Disease and lowering health (degen) the province of the Necromancer. Melee for warriors; healing for Monks; AoE and spike damage Elementalists; traps and ranged damage for Rangers; etc. There are problem cross-overs, of course, such as Hexes. Makes sense for both Mesmers and Necroes to have skills in that area. But, a Necro shouldn't have any interrupts, and a Mesmer shouldn't have a skill like Epidemic. (So, I guess inflicting conditions would be a Necro domain. But, then, Blindness makes sense for a Mesmer to be able to inflict, so... oh, dang!) And removing hexes? Makes sense for Monks and Mesmers, so - d-oh again!
I think it would be good to make it so that you really, really want a Monk on your team, but also see the advantages of having a tank along, as well as someone to, perhaps, set traps, rather than be able to do it all oneself (as we currently can - what with EotN non-class specific skills.) Know you're going to want to counter some heavy magic? Bring a Mesmer!
Like being limited to only 8 skills, make it so that composing a team creates some hard choices, too. But, that requires that each profession offer something unique and valuable to the team. Otherwise, we end up with what we have now - Mesmers sitting in towns and outposts, unless they have Ursan r10.
The whole attribute/skill system will probably be redone. If GW:EN is a "test" for GW2, however, I have a bad feeling about the way it will turn out. Maybe they're getting rid of the attributes concept altogether and it will all be rank/grind?
Plus, it was one of the unique character classes to GW.
Likely, it will be the 6 "core" professions, reworked. Hopefully, reworked so that each class is distinct, offering advantages and disadvantages that can be offset by teaming with another profession.
To that end, it may prove to be a good thing to no longer allow a secondary profession - or make it so that the secondary is clearly weaker than a primary. (Not just "no primary attributes" option since sometimes, often, the primary attribute - to put it bluntly - sucks.)
Magical interrupts should be the province of the Mesmer. (I know - flame me from all the Rangers out there!) Disease and lowering health (degen) the province of the Necromancer. Melee for warriors; healing for Monks; AoE and spike damage Elementalists; traps and ranged damage for Rangers; etc. There are problem cross-overs, of course, such as Hexes. Makes sense for both Mesmers and Necroes to have skills in that area. But, a Necro shouldn't have any interrupts, and a Mesmer shouldn't have a skill like Epidemic. (So, I guess inflicting conditions would be a Necro domain. But, then, Blindness makes sense for a Mesmer to be able to inflict, so... oh, dang!) And removing hexes? Makes sense for Monks and Mesmers, so - d-oh again!
I think it would be good to make it so that you really, really want a Monk on your team, but also see the advantages of having a tank along, as well as someone to, perhaps, set traps, rather than be able to do it all oneself (as we currently can - what with EotN non-class specific skills.) Know you're going to want to counter some heavy magic? Bring a Mesmer!
Like being limited to only 8 skills, make it so that composing a team creates some hard choices, too. But, that requires that each profession offer something unique and valuable to the team. Otherwise, we end up with what we have now - Mesmers sitting in towns and outposts, unless they have Ursan r10.
The whole attribute/skill system will probably be redone. If GW:EN is a "test" for GW2, however, I have a bad feeling about the way it will turn out. Maybe they're getting rid of the attributes concept altogether and it will all be rank/grind?
Teutonic Paladin
I think there's a solid chance that all classes will be reworked and we'll end up with new classes rather than replicating certain older ones. Maybe Warriors would take on spears, scythes, and shouts and take on a leader role, maybe rangers will adopt dual wielding daggers (DnD anyone?), Necros may have spirits. The list goes on!
FengShuiDove
As much as I love my Assassin, I'd say a complete re-shuffle of classes might be the best thing instead of just cutting out some of our professions.
For example, there's always the Ranger/Assassin merger into Rogue, where the character could either specialize in Shadow or Dark arts or into Wilderness survival. Ritualists and Necromancers are already strikingly similar and in many cases interchangeable, Elementalists may be intertwined with Mesmers into a generic Mage class that can be taken either the damage direction or the disability direction. An even more diverse class option would be a Monk and Dervish combination that could go either melee damage or healing. Though it definitely changes the dynamic, it still allows players to play their favorite profession in GW while still having to expand themselves and learn new things.
I say either merge some professions or leave them all. Make everyone happy or make everyone reconsider the profession options.
For example, there's always the Ranger/Assassin merger into Rogue, where the character could either specialize in Shadow or Dark arts or into Wilderness survival. Ritualists and Necromancers are already strikingly similar and in many cases interchangeable, Elementalists may be intertwined with Mesmers into a generic Mage class that can be taken either the damage direction or the disability direction. An even more diverse class option would be a Monk and Dervish combination that could go either melee damage or healing. Though it definitely changes the dynamic, it still allows players to play their favorite profession in GW while still having to expand themselves and learn new things.
I say either merge some professions or leave them all. Make everyone happy or make everyone reconsider the profession options.
sixofone
@FengShui: actually, that may be a good idea. Merge current professions into a branch of a core profession tree. Monks might specialize as shamans, and so gain the Rit type skills of Restoration and Communing. Mesmers might have a branch that becomes more melee oriented, and take on the Assassin role; or Stealth oriented and be able to set/disarm traps? Rangers, too, could possibly work as an Assassin, as other people have posted, so I'm not sure which of the 4 new professions would fall under what core profession - Rits and Necros? Makes sense, too. But, so do Rits and Monks.
Warrior Monks? Isn't that, in concept, what a Dervish is?
As someone earlier posted, the HoM poses a problem about what to expect in GW2. Why bother if everything you put there won't exist in GW2? Why save all my Dervish, or Rit, or Assassin stuff if it can't be played in GW2?
Warrior Monks? Isn't that, in concept, what a Dervish is?
As someone earlier posted, the HoM poses a problem about what to expect in GW2. Why bother if everything you put there won't exist in GW2? Why save all my Dervish, or Rit, or Assassin stuff if it can't be played in GW2?
Avarre
Core classes are good.
Every other class had huge problems with balance and generally made things bad in PvP.
Every other class had huge problems with balance and generally made things bad in PvP.
Bryant Again
Quote:
Originally Posted by Avarre
Core classes are good.
Every other class had huge problems with balance and generally made things bad in PvP. |
...Which, unfortunately, is all the new professions ever did.
DarkNecrid
All of them.
FengShuiDove
Well, all of the stuff in the HoM is generic. Even though I put in my Elite Luxon armor as "Assassin" style, every other profession (barring P and D) has that "armor art" available. Destroyer weapons as well -- even my Assassin has to get the Sword, the Bow, etc. to fill the hall. If nothing else, I suspect we'll be seeing at least skills for each currently existing weapon in GW2.
At any rate, I'm glad you agree, and it seems like for a lot of people that would be an acceptable compromise. Still, I'm not opposing just keeping all 10 professions in with some major balance updates. By balance I mean I want to see the ability for Assassins/Mesmers to be more viable in PvE (with more than just 1-2 builds capable of functioning well) and general balancing of unstrippables like Chants and Weapon Spells.
At any rate, I'm glad you agree, and it seems like for a lot of people that would be an acceptable compromise. Still, I'm not opposing just keeping all 10 professions in with some major balance updates. By balance I mean I want to see the ability for Assassins/Mesmers to be more viable in PvE (with more than just 1-2 builds capable of functioning well) and general balancing of unstrippables like Chants and Weapon Spells.
Shadowmere
Quote:
Originally Posted by Bryant Again
New classes are good as long as they don't override the archtypes.
...Which, unfortunately, is all the new professions ever did. |
Essentially though you're right, they were all just spin offs of the core classess. I think the only truley "original" new profession would have been the chronomancer from utopia but unfortunately that whole thing got scrapped.
Ubin4
i hope they keep ritualists but as more of there chronomancer idea because then i think ther would be more ideas for the class instead of having 1 or 2 overpowered skills and the rest crap. And i hope they find more of a niche with ritualists if they stay cause theres no point in able to do a little of everything when there are 2nd proffs
Mister_Smiley
Its really hard to say which class would be gone because each class has its own use in PVP or PVE. But in the end i think anet will bring back all the classes in GW2 or just the core, or scrap them all and start all over with a mixture of classes, since it is 250 years later and things do evolve.
But if i had to chose once class to be gone, down right to the Mesmer.
But if i had to chose once class to be gone, down right to the Mesmer.
payne
Quote:
Originally Posted by pumpkin pie
assassin and warrior will be merge into one - dual wielding
ritualist and monk will merge problem solved lol |
duel axe war would be cool!
Bryant Again
Quote:
Originally Posted by Shadowmere
True, they did all bring new skill types to the table though; item & weapon spells, shadow stepping, echos and the various types of chants, as well as avatar forms (which I was EXTREMELY disspointed they didn't expand on the form skills in GWEN at all)
Essentially though you're right, they were all just spin offs of the core classess. I think the only truley "original" new profession would have been the chronomancer from utopia but unfortunately that whole thing got scrapped. |
Granted, they could get creative in allowing the chrono to have more versatility added to his summonings, maybe in the way of being able to control their skills and the like, but that's an idea for another time.
I think it would've been a much safer and just as cool route to follow if ANet introduced new attribute lines instead. Like you could give Warriors a new weapon, Ele's a new spell (or heck, you could give *them* the monster summonings, 'cus of bein' arcane n' stuff), and the likes.
Shadowmere
Hmm they intended the chronomancer to be a summoner? I always assumed they were about time manipulation (which I figured would manifest it self in game as slowing/speed skills, damage 'repeating' skills and the like, idk).
seems I was misinformed about anet's intentions with that one
seems I was misinformed about anet's intentions with that one
Bryant Again
Quote:
Originally Posted by Shadowmere
Hmm they intended the chronomancer to be a summoner? I always assumed they were about time manipulation (which I figured would manifest it self in game as slowing/speed skills, damage 'repeating' skills and the like, idk).
seems I was misinformed about anet's intentions with that one |
But even that sounds more like a mesmer than anything, especially since it's about "manipulating" something.
TwinRaven
Quote:
Originally Posted by Numa Pompilius
Mesmers. ANet very obviously hates mesmers. There isn't a more red-headed stepchild in all of GW.
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As for dropping professions, well...I always hate it when people put out these speculative threads...Every time someone speculates over something it all just degenerates into guessing, defensive whining and QQ over rumored changes no one has any information about. Then there's the profession-slamming that is sure to follow "this sucks, that sucks, you suck...etc"
Personally, I think we are in for an all new game. We may to have XYZ axis of movement, the possibility of jumping, swimming, climbing. There's the likelihood of a total change in the way instancing works, there are new races available that may or may not have race specific skills/professions...The lands are going to be completely twisted about from what we know...new enemies, new places to go, old places shrouded in mystery or gone entirely...Why would anyone even presume that there will be a mere dropping of a profession or two? The entire mechanic of the game may change to such an extent that all professions are reworked, or renamed, or dropped for a new system. We may see multiple hybrid professions or completely new ones...Asura Mechanic, Charr Shamen (oops, they're ousted)...uh, Charr Scout, Sylvari Druid....who knows?
The information about GW2 has been coming out in such a glacial pace that people are bound to speculate the hell out of every crumb they are thrown...*sniff-sniff* this crumb smells like cheese, but it could very well be earwax...hmmmmm. My suggestion is not to eat anything until you know what it is.
Magikarp
i see paras and dervs not making it. paras i'll miss, dervs.. not so much.. at all lol. sins are a crucial part of the MMO-style gameplay, and rits are our only other viable dedicated healers. the core classes will stay safe.
Kotetsu Rain
I wonder why this thread is still going on? I mean I haven't seen/heard anything about ANY of our professions that we have now being in GW2 at all. I'm personally hopeing for brand new professions.
Innocent
Quote:
Originally Posted by GloryFox
They are going to get rid of the Monk.
People seem to want more skill and faster games in both PvP and PvE so this is the logical choice. Plus Monks have that all powerful smite attribute that gives both healing and an attack. We can't encourage classes to have both that takes away class roles. Then there is the whole farming issues of the Monk Class we can't have people running around invincible can we? Monks have caused a great deal of pain to ANet as it gave rise to monetary independence. ANet can't afford people getting too rich as people might play less and less. |