What kind of Profession System would you like to see in GW2?
Nevin
Anet has released info that there will be cut backs on professions and what not, and that threads been up for discussion for some time. As to not hijack it I propose this question to Guru members, do you think its possible that Anet will change how the profession system is implemented, and how dramatic of a change may it be?
Now personally I find the whole 10 professions or less concept to be incredibly restricting and it really doesn't allow for that player development that many MMO players crave. You pick a warrior, you're a warrior from level 0 to 20, theres no change other then the skills you've acquired. What if GW were to change its system completely? To something more along the lines of L2 or Ragnorak Online? By this I mean a branching character development with three basic character archetypes. It seems plausible considering the increased level cap which will most likely be in GW2. With this system Anet could easily have a verity of "end result" professions which the player would reach upon his path decisions at the level barriers. Such as you start out as a level 0 fighter until you hit level 20 then you can choose to become (insert pre-warrior path name), then at level 40 you can choose to be a full blown warrior. Etc etc, the idea is that once you hit say level 60, your end result equipment and skills would represent one of the generic profession types.This is the classic way for character archetypes to be further defined, I personally am not really a fan of this method.
I however have a different and even more unique idea (Disclaimer: This is in no relation to what Anet has planned for GW2, and yes it does belong in sardelic but it'd be silly to create another thread when I'm sure people will post what kind of profession system they'd like to see in GW2 anyways). Something that many may find radical and the concept itself almost completely ditches the original professions of GW, but if you bare with me you'll see how it fits to what GW already has implemented within its gameplay. The way I see it, is players should have almost complete control over their paths, not just choosing predetermined and locked in place choices. This idea would still use the level 0-20, 20-40, 40-60 (hypothetically), but in a different manner. Instead you would be given much more diverse options to fine tune your character's profession into your OWN profession. Does anyone remember that interview a long time ago I can't remember who exactly made the statement but it basically inferred to creating our "own" unique skills in GW (Most likely off of a palette of already balanced options with balanced outcomes). My idea sorta partakes to that and I'll explain through words and maybe a visual example (in an edit later on)
So lets keep uniformity and run with the "Fighter" archetype. In this case the fighter would be given a variety of options that sum up his equipment and skills, the difference being that he could choose any of the set collections of options, at any of the level barriers. These diversified and hand picked choices would come in the form of Masteries- So in essence, the entire concept can be summed up as picking a set number of masteries from a pool of many. So at any level barrier 0-20, 20-40, 40-60- The player could choose one collection of Masteries to gain a Mastery from.
As a Fighter the player would already have the Masteries for...
Basic Weapon Mastery (Clubs, Short Swords, Real basic stuff)
Light Armor Mastery (Lowest form of armor in the game)
Then once he approaches level 20 he will be given the option to pick a collection of masteries he'd like to choose from. So for example and simplicity's sake the options shall be known as "Choice Set #1", "Choice Set #2", "Choice Set #3". Now remember at any of the level barriers the player would be given the option to pick any of the Choices to further define himself in.
Choice Set #1 (Select 1 Mastery)
Combatant's Mastery (Gain a permanent bonus to melee combat, and the ability to combo with attack skills)
Tactician's Mastery (Utilizes Shouts, Chants, Echoes, all that stuff, emphasis on support)
Choice Set #2 (Select 1 Mastery)
Single Handed Weapon Mastery (Uses Swords, Maces, Axes, Spears- Allows for the use of a shield)
Dual Wielding Weapon Mastery (Dual Wield Single Handed Weapons- Does not allow the use of a shield)
Two Handed Weapon Mastery (Uses Two-Handed Axes, Two-Handed Swords, and Polearms (Scythes)- Does not allow the use of a shield)
Choice Set #3 (Select 1 Mastery)
Heavy Armor Mastery (Allows for the use of Plate Armor, and Heavy shields slower attack times, slower movement speed)
Medium Armor Mastery (Allows for the use of Chainmail armor, and Light shields, quicker attack times and movement speeds)
Now remember, you can select any Choice set to choose from at any level barrier. But this is just a rough sketch- each mastery would have much much much much much much more detailed abilities and powers, although if you understand my concept you would be able to realize that if one wanted to create a Paragon all they would have to choose is Heavy Armor Mastery, Single Handed Weapon mastery, and Tactician Mastery. The formula would apply for Dervishes and Warriors as well, even further more the creation of new professions (Berserker?). Of course all the Masteries would also have unique skills and inherent bonuses within each.
To complete this concept the other two branches would be Scout (Encompasses Assassins and Rangers), or Caster (Encompasses Mesmer, Ritualist, Necromancer, Elementalist, and Monk). The Caster option would be rather neat with the choice to go with Dark or Light magic, etc etc. In short my idea is very RPG compared to what GW has already implemented, and I think it'd be rather fun of Anet tried to change things up with GW.
P.S. - I think my idea would work rather well considering GW will have a raised level cap, and there won't be the option to be PvP or PvE- only one unified world. (Just providing some evidence)
Now personally I find the whole 10 professions or less concept to be incredibly restricting and it really doesn't allow for that player development that many MMO players crave. You pick a warrior, you're a warrior from level 0 to 20, theres no change other then the skills you've acquired. What if GW were to change its system completely? To something more along the lines of L2 or Ragnorak Online? By this I mean a branching character development with three basic character archetypes. It seems plausible considering the increased level cap which will most likely be in GW2. With this system Anet could easily have a verity of "end result" professions which the player would reach upon his path decisions at the level barriers. Such as you start out as a level 0 fighter until you hit level 20 then you can choose to become (insert pre-warrior path name), then at level 40 you can choose to be a full blown warrior. Etc etc, the idea is that once you hit say level 60, your end result equipment and skills would represent one of the generic profession types.This is the classic way for character archetypes to be further defined, I personally am not really a fan of this method.
I however have a different and even more unique idea (Disclaimer: This is in no relation to what Anet has planned for GW2, and yes it does belong in sardelic but it'd be silly to create another thread when I'm sure people will post what kind of profession system they'd like to see in GW2 anyways). Something that many may find radical and the concept itself almost completely ditches the original professions of GW, but if you bare with me you'll see how it fits to what GW already has implemented within its gameplay. The way I see it, is players should have almost complete control over their paths, not just choosing predetermined and locked in place choices. This idea would still use the level 0-20, 20-40, 40-60 (hypothetically), but in a different manner. Instead you would be given much more diverse options to fine tune your character's profession into your OWN profession. Does anyone remember that interview a long time ago I can't remember who exactly made the statement but it basically inferred to creating our "own" unique skills in GW (Most likely off of a palette of already balanced options with balanced outcomes). My idea sorta partakes to that and I'll explain through words and maybe a visual example (in an edit later on)
So lets keep uniformity and run with the "Fighter" archetype. In this case the fighter would be given a variety of options that sum up his equipment and skills, the difference being that he could choose any of the set collections of options, at any of the level barriers. These diversified and hand picked choices would come in the form of Masteries- So in essence, the entire concept can be summed up as picking a set number of masteries from a pool of many. So at any level barrier 0-20, 20-40, 40-60- The player could choose one collection of Masteries to gain a Mastery from.
As a Fighter the player would already have the Masteries for...
Basic Weapon Mastery (Clubs, Short Swords, Real basic stuff)
Light Armor Mastery (Lowest form of armor in the game)
Then once he approaches level 20 he will be given the option to pick a collection of masteries he'd like to choose from. So for example and simplicity's sake the options shall be known as "Choice Set #1", "Choice Set #2", "Choice Set #3". Now remember at any of the level barriers the player would be given the option to pick any of the Choices to further define himself in.
Choice Set #1 (Select 1 Mastery)
Combatant's Mastery (Gain a permanent bonus to melee combat, and the ability to combo with attack skills)
Tactician's Mastery (Utilizes Shouts, Chants, Echoes, all that stuff, emphasis on support)
Choice Set #2 (Select 1 Mastery)
Single Handed Weapon Mastery (Uses Swords, Maces, Axes, Spears- Allows for the use of a shield)
Dual Wielding Weapon Mastery (Dual Wield Single Handed Weapons- Does not allow the use of a shield)
Two Handed Weapon Mastery (Uses Two-Handed Axes, Two-Handed Swords, and Polearms (Scythes)- Does not allow the use of a shield)
Choice Set #3 (Select 1 Mastery)
Heavy Armor Mastery (Allows for the use of Plate Armor, and Heavy shields slower attack times, slower movement speed)
Medium Armor Mastery (Allows for the use of Chainmail armor, and Light shields, quicker attack times and movement speeds)
Now remember, you can select any Choice set to choose from at any level barrier. But this is just a rough sketch- each mastery would have much much much much much much more detailed abilities and powers, although if you understand my concept you would be able to realize that if one wanted to create a Paragon all they would have to choose is Heavy Armor Mastery, Single Handed Weapon mastery, and Tactician Mastery. The formula would apply for Dervishes and Warriors as well, even further more the creation of new professions (Berserker?). Of course all the Masteries would also have unique skills and inherent bonuses within each.
To complete this concept the other two branches would be Scout (Encompasses Assassins and Rangers), or Caster (Encompasses Mesmer, Ritualist, Necromancer, Elementalist, and Monk). The Caster option would be rather neat with the choice to go with Dark or Light magic, etc etc. In short my idea is very RPG compared to what GW has already implemented, and I think it'd be rather fun of Anet tried to change things up with GW.
P.S. - I think my idea would work rather well considering GW will have a raised level cap, and there won't be the option to be PvP or PvE- only one unified world. (Just providing some evidence)
Taurucis
I'd love to see something like the Avernum/Exile games, or Oblivion... you choose what to specialize in but you can make a jack-of-all-trades at the end if you want.
enxa
Your concept is good, but theres one problem... It is just too radical compared to the current system.
I fear that ANet will choose not to gamble with GW1 fans. Fans are VERY hard to please, and the more radical the changes are, the more of their customer base they MIGHT loose. I really hope this doesnt scare them.
I fear that ANet will choose not to gamble with GW1 fans. Fans are VERY hard to please, and the more radical the changes are, the more of their customer base they MIGHT loose. I really hope this doesnt scare them.
N1ghtstalker
your idea is quite good
but i would like to see things that can adjusted completely like the attribute system now
so i can use different builds and try stuff out
if that stays i'm happy
i'm a fan yes
but i like progress in the game
what kind of progress?
daring to do new things, if they make it possible to do a new variety of things, more content and such i'll be happy
new features 'n stuff it's all welcome
edit: y'know i thought a bit
if they would like make it capable to make warriors wield a sword AND axe instead of sword and shield/axe and shield
would be quite cool, just like the gladiators
but i would like to see things that can adjusted completely like the attribute system now
so i can use different builds and try stuff out
if that stays i'm happy
i'm a fan yes
but i like progress in the game
what kind of progress?
daring to do new things, if they make it possible to do a new variety of things, more content and such i'll be happy
new features 'n stuff it's all welcome
edit: y'know i thought a bit
if they would like make it capable to make warriors wield a sword AND axe instead of sword and shield/axe and shield
would be quite cool, just like the gladiators
zwei2stein
That idea is nice, thou done way too much.
Main problem is that it is totally in opposite of gws "you cant screw up" approach to character development: The only trully set-to-stone option that affects your gameplay is your character class.
Nothing else you do can screw you up: secodary is changeable, attributes respecable. Etc, etc...
It makes you play in very relaxed way, because you know that once (if) you turn hardcore, you will have no newbie mistakes haunting you or that you would have to redo character to meet current popular spec. You are free to experiment with builds and stuff and whatnot. I have to say i greatly enjoy that and its one of thinks that made me stick with GW despite ... you guess.
Branching system (If its locked in once you make choice) makes you study wiki and ask on forums for perfect choice paths. OR to redo character OR to suffer badly specced character and usuall "politeness" from other players. Neither of which really is cool for casuall to semicasuall people at which gw is targeted.
OFC, you can make those braches undoable and make character simply fully respecable, which would be kinda awesome as it would allow much easier grouping possiblitities as people would be able to change to party needs.
Moreover, branching is usually not really branching, because in the end you end up with exactly same thing as if you had normal classes.
It also dulls replay value at low levels, again, kills game for casuals. Say, player has "Tank" style warrior and he now decided to create "Damage" style fighter. He would have to play exactly same content with exactly same character for whatever amound of levels it took to reach branch. Imagine what if he would like to have paragon-like support character which is in warrior branches. Ouch, third time of the same stuff. I would think twice about that.
Also, it unnecesarily delays player from playing class he wants. If i want to play, say, assassin, i would not want to create generic scout character and level till i reach assassin-ranger decidion point. Wanna earth elementalist? Sticking for Generic Caster -> Arcane Caster -> Elementalist -> Earthmancer chain taking whatever amounts of levels is not really that cool, because i would be playing most of the time builds/classes i was not interested in.
In reality would going Tactician's Mastery -> Two Handed Weapon Mastery -> Medium Armor Mastery chain be any different from hammer wielding warrior with WY! and frenzy on his bar? I dont think so, all it would do is to lock one person in this playstyle combination.
All it would do is to remove his ability to make his loved character dualwielding heavily armored combatant.
Main problem is that it is totally in opposite of gws "you cant screw up" approach to character development: The only trully set-to-stone option that affects your gameplay is your character class.
Nothing else you do can screw you up: secodary is changeable, attributes respecable. Etc, etc...
It makes you play in very relaxed way, because you know that once (if) you turn hardcore, you will have no newbie mistakes haunting you or that you would have to redo character to meet current popular spec. You are free to experiment with builds and stuff and whatnot. I have to say i greatly enjoy that and its one of thinks that made me stick with GW despite ... you guess.
Branching system (If its locked in once you make choice) makes you study wiki and ask on forums for perfect choice paths. OR to redo character OR to suffer badly specced character and usuall "politeness" from other players. Neither of which really is cool for casuall to semicasuall people at which gw is targeted.
OFC, you can make those braches undoable and make character simply fully respecable, which would be kinda awesome as it would allow much easier grouping possiblitities as people would be able to change to party needs.
Moreover, branching is usually not really branching, because in the end you end up with exactly same thing as if you had normal classes.
It also dulls replay value at low levels, again, kills game for casuals. Say, player has "Tank" style warrior and he now decided to create "Damage" style fighter. He would have to play exactly same content with exactly same character for whatever amound of levels it took to reach branch. Imagine what if he would like to have paragon-like support character which is in warrior branches. Ouch, third time of the same stuff. I would think twice about that.
Also, it unnecesarily delays player from playing class he wants. If i want to play, say, assassin, i would not want to create generic scout character and level till i reach assassin-ranger decidion point. Wanna earth elementalist? Sticking for Generic Caster -> Arcane Caster -> Elementalist -> Earthmancer chain taking whatever amounts of levels is not really that cool, because i would be playing most of the time builds/classes i was not interested in.
In reality would going Tactician's Mastery -> Two Handed Weapon Mastery -> Medium Armor Mastery chain be any different from hammer wielding warrior with WY! and frenzy on his bar? I dont think so, all it would do is to lock one person in this playstyle combination.
All it would do is to remove his ability to make his loved character dualwielding heavily armored combatant.
Zahr Dalsk
I'd like the classless, Skill+Attribute based system from Morrowind. Replace the use of a build with a player's actual skill in combat.
1 up and 2 down
To be honest, I would like to see the current class system in GW2.
Nevin
Quote:
Originally Posted by zwei2stein
That idea is nice, thou done way too much.
Main problem is that it is totally in opposite of gws "you cant screw up" approach to character development: The only trully set-to-stone option that affects your gameplay is your character class. Nothing else you do can screw you up: secodary is changeable, attributes respecable. Etc, etc... It makes you play in very relaxed way, because you know that once (if) you turn hardcore, you will have no newbie mistakes haunting you or that you would have to redo character to meet current popular spec. You are free to experiment with builds and stuff and whatnot. I have to say i greatly enjoy that and its one of thinks that made me stick with GW despite ... you guess. Branching system (If its locked in once you make choice) makes you study wiki and ask on forums for perfect choice paths. OR to redo character OR to suffer badly specced character and usuall "politeness" from other players. Neither of which really is cool for casuall to semicasuall people at which gw is targeted. OFC, you can make those braches undoable and make character simply fully respecable, which would be kinda awesome as it would allow much easier grouping possiblitities as people would be able to change to party needs. Moreover, branching is usually not really branching, because in the end you end up with exactly same thing as if you had normal classes. It also dulls replay value at low levels, again, kills game for casuals. Say, player has "Tank" style warrior and he now decided to create "Damage" style fighter. He would have to play exactly same content with exactly same character for whatever amound of levels it took to reach branch. Imagine what if he would like to have paragon-like support character which is in warrior branches. Ouch, third time of the same stuff. I would think twice about that. Also, it unnecesarily delays player from playing class he wants. If i want to play, say, assassin, i would not want to create generic scout character and level till i reach assassin-ranger decidion point. Wanna earth elementalist? Sticking for Generic Caster -> Arcane Caster -> Elementalist -> Earthmancer chain taking whatever amounts of levels is not really that cool, because i would be playing most of the time builds/classes i was not interested in. In reality would going Tactician's Mastery -> Two Handed Weapon Mastery -> Medium Armor Mastery chain be any different from hammer wielding warrior with WY! and frenzy on his bar? I dont think so, all it would do is to lock one person in this playstyle combination. All it would do is to remove his ability to make his loved character dualwielding heavily armored combatant. |
However there are a few comments I would like to make. First off I believe in the "Jack of All Trades" concept, so in essence- perhaps once the player is all the way leveled up he will have unlocked every mastery in every choice. Now to keep them separate, some masteries simply would not be able to mix with others- when creating builds of course.
Now yes, I do realize it still comes down to the fact- I could've just been a warrior to begin with. a little food for thought though, I remember the first time I played a necromancer through Prophecies. It was my second character and I was still a noob, casual as it can get. I never went outside of the blood magic attribute until I hit level 15ish, then I played with death magic a bit but not much because I realized it'd require a dramatic change to my equipment and skills to be effective; I simply did not have the cash to invest in it. So my point being, is offering casual players TOO many options from the get go, too overwhelming?
A new guild member of mine is in the same situation, he had asked within the first few days of playing his elementalist; Hey guys I really like air magic, but I have more fire magic skills. What should I do? Overwhelmingly everyone in the guild told him to go with fire magic. GW already does what my idea encompasses, but I'd rather it be in the player's hands to determine what he wants to do, and not the game's decision. Many warriors play through PvE with out even using hammer mastery, and usually picking only axe or sword. Monks never use smiting prayers in PvE (outside of special scenarios), etc etc... The examples could go on and on. Assuming GW2 will be more like Prophecies then any of the other campaigns, if the same profession system of GW1 is kept, we'll be expecting spoon fed skills until we have the cash to actually change the way we play. Its like having the freedom to do whatever you want, but you won't be good at it until you shovel a nice pile of gold over.
zwei2stein
Quote:
Originally Posted by Nevin
Well thought, and I agree with you completely.
However there are a few comments I would like to make. First off I believe in the "Jack of All Trades" concept, so in essence- perhaps once the player is all the way leveled up he will have unlocked every mastery in every choice. Now to keep them separate, some masteries simply would not be able to mix with others- when creating builds of course. Now yes, I do realize it still comes down to the fact- I could've just been a warrior to begin with. a little food for thought though, I remember the first time I played a necromancer through Prophecies. It was my second character and I was still a noob, casual as it can get. I never went outside of the blood magic attribute until I hit level 15ish, then I played with death magic a bit but not much because I realized it'd require a dramatic change to my equipment and skills to be effective; I simply did not have the cash to invest in it. So my point being, is offering casual players TOO many options from the get go, too overwhelming? A new guild member of mine is in the same situation, he had asked within the first few days of playing his elementalist; Hey guys I really like air magic, but I have more fire magic skills. What should I do? Overwhelmingly everyone in the guild told him to go with fire magic. GW already does what my idea encompasses, but I'd rather it be in the player's hands to determine what he wants to do, and not the game's decision. Many warriors play through PvE with out even using hammer mastery, and usually picking only axe or sword. Monks never use smiting prayers in PvE (outside of special scenarios), etc etc... The examples could go on and on. Assuming GW2 will be more like Prophecies then any of the other campaigns, if the same profession system of GW1 is kept, we'll be expecting spoon fed skills until we have the cash to actually change the way we play. Its like having the freedom to do whatever you want, but you won't be good at it until you shovel a nice pile of gold over. |
It can be remedied with better skill distribution system. Like skill quests giving player pool of skills to choose from.
I guess prophecies limited skills to resolve newbie confusion: in order not to overhelm player they gave skills in little doses. Thus removed stress of choosing from pool of hundred skills at skilltrainer.
About blood-to-death: Maybe you were too much concerned about your equipment? GW is not equipment based game, not using attribute meeting weapons is not that huge thing on L15 character. Besides, I dont think that not having prober equipment to make use of other skill line is not fault of GW ... its like wanting ot use sword skills without sword. Nonsensical.
"Dead" skill trees are unsolvable usually and are equievalent to tree choice nearly noone does. Given enough choices, people would filter out certain ones as "bad" (whether they would really be bad is another question.) (what was your point aboutcertain stuff not being widely used - is it problem or is it okay)
Craywulf
I don't think we should have professions at all. I would like to have option of interchanging our attributes.
Another words, I would like have a character who has these attributes
Swordmanship
Marksmanship
Dagger Mastery
Spear Mastery
Scythe Mastery
Protection Prayers
Tactics
Energy Storage
This would be a Jack-of-all trades Warrior. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you are a Necromancer and never use Blood Magic then what's the point of having that attribute?
I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor.
Another words, I would like have a character who has these attributes
Swordmanship
Marksmanship
Dagger Mastery
Spear Mastery
Scythe Mastery
Protection Prayers
Tactics
Energy Storage
This would be a Jack-of-all trades Warrior. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you are a Necromancer and never use Blood Magic then what's the point of having that attribute?
I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor.
geriand
I'm happy to see the core professions return and I think we will get the Factions and NF ones in expansion packs.
Biostem
Quote:
Originally Posted by Craywulf
I don't think we should have professions at all. I would like to have option of interchanging our attributes.
Another words, I would like have a character who has these attributes Swordmanship Marksmanship Dagger Mastery Spear Mastery Scythe Mastery Protection Prayers Tactics Energy Storage This would be a Jack-of-all trades Warrior. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you are a Necromancer and never use Blood Magic then what's the point of having that attribute? I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor. |
The Fox
Quote:
Originally Posted by zwei2stein
That idea is nice, thou done way too much.
Main problem is that it is totally in opposite of gws "you cant screw up" approach to character development: The only trully set-to-stone option that affects your gameplay is your character class. Nothing else you do can screw you up: secodary is changeable, attributes respecable. Etc, etc... It makes you play in very relaxed way, because you know that once (if) you turn hardcore, you will have no newbie mistakes haunting you or that you would have to redo character to meet current popular spec. You are free to experiment with builds and stuff and whatnot. I have to say i greatly enjoy that and its one of thinks that made me stick with GW despite ... you guess. Branching system (If its locked in once you make choice) makes you study wiki and ask on forums for perfect choice paths. OR to redo character OR to suffer badly specced character and usuall "politeness" from other players. Neither of which really is cool for casuall to semicasuall people at which gw is targeted. OFC, you can make those braches undoable and make character simply fully respecable, which would be kinda awesome as it would allow much easier grouping possiblitities as people would be able to change to party needs. Moreover, branching is usually not really branching, because in the end you end up with exactly same thing as if you had normal classes. It also dulls replay value at low levels, again, kills game for casuals. Say, player has "Tank" style warrior and he now decided to create "Damage" style fighter. He would have to play exactly same content with exactly same character for whatever amound of levels it took to reach branch. Imagine what if he would like to have paragon-like support character which is in warrior branches. Ouch, third time of the same stuff. I would think twice about that. Also, it unnecesarily delays player from playing class he wants. If i want to play, say, assassin, i would not want to create generic scout character and level till i reach assassin-ranger decidion point. Wanna earth elementalist? Sticking for Generic Caster -> Arcane Caster -> Elementalist -> Earthmancer chain taking whatever amounts of levels is not really that cool, because i would be playing most of the time builds/classes i was not interested in. In reality would going Tactician's Mastery -> Two Handed Weapon Mastery -> Medium Armor Mastery chain be any different from hammer wielding warrior with WY! and frenzy on his bar? I dont think so, all it would do is to lock one person in this playstyle combination. All it would do is to remove his ability to make his loved character dualwielding heavily armored combatant. |
[M]agna_[C]arta
Why not in GW2, Still same Class System, but in the Starting Parts you'll be able to Choose which Attribute to set on.
Instead of a Monk Instructor we'll have a Healer or Protector Instructor.
So it's more Attribute-Specific, You can take up only 3 Attribute Intsructiorial Tests. Which would ballance your Attribute Point Distribution.
Primary Attributes is a must, It won't be limited nor Optional, it would be Mandatory in the Tests but won't affect how much Attribute Tests you can take.
It's automatic you'll have it in the Tutorials, While the other 3 are just Optional.
Each Class would have a Class Tree like in Ragnarok to lessen the Overpopulation of Classes.
Example:
Soldier
-The Soldier Class would give all the Proper Weaponry for Combat, Swords, Axes(Maces), Hammers and Spears(Javelin/Polearms). Also would be the Tank Type.
Rouge
-The Rouge would be based on taking down Foes while dropping their Defence but they too are hard to beat cause of their Agility.
Cleric
-They are People of Clergy, adept in Healing and Protecting Allies.
Scholar
-The Scholar is a Man who have earned Great respect and ability throught Studies, They are able to Conjure upon the Powers of Nature.
Performer
-The Performer is able to Trick Foes, into the Performer's Victory, The Performer holds Great Artistic Abilities which motivates allies to Win.
Shaman
-The Shaman calls upon Legions of Damned Spirits and Undead Souls, obeying to it's Command it can Aid Allies or Mob Foes.
What do you think? I was not only able to fix the Overpopulation Problem but able to add more Classes too.
This may help Newbies in Choosing paths, They can start into Something Small and Grow into something new.
They are able to take on a New Role after Ascension, when you can say they are a bit more Pro now.
So that they may be sure which role to pick.
Instead of a Monk Instructor we'll have a Healer or Protector Instructor.
So it's more Attribute-Specific, You can take up only 3 Attribute Intsructiorial Tests. Which would ballance your Attribute Point Distribution.
Primary Attributes is a must, It won't be limited nor Optional, it would be Mandatory in the Tests but won't affect how much Attribute Tests you can take.
It's automatic you'll have it in the Tutorials, While the other 3 are just Optional.
Each Class would have a Class Tree like in Ragnarok to lessen the Overpopulation of Classes.
Example:
Soldier
-The Soldier Class would give all the Proper Weaponry for Combat, Swords, Axes(Maces), Hammers and Spears(Javelin/Polearms). Also would be the Tank Type.
- Knight(Warrior)
-The Knight is the Class which would revolve around Strengthening themselves so they may withstand Battles, They are better in Combat. - Templar(Paragon/Dervish)
-The Templar would have lesser Defence(in Armor) than the Knight but would be based on Defending and Strengthening Allies instead, They are better in Defence(in Skills).
Rouge
-The Rouge would be based on taking down Foes while dropping their Defence but they too are hard to beat cause of their Agility.
- Assassin
-They are Skilled Adepts thought how to fight within the Shadows, They are thought in Martial Arts(Fist/Dagger/Claw/Katar) and Assassination(Shadow/Deadly Arts). - Scout(Ranger)
-Scouts are better in Survival and better in Ranged, They are able to tell the Weaknes of an enemy, They would Manipulate their Weaponry(Preperations) or Environment(Nature Spells) just to take down a Prey.
Cleric
-They are People of Clergy, adept in Healing and Protecting Allies.
- Priest
-The Priests have taken a Greater Vocation, Devouting themselves to the Gods and their People, they gain new Healing and Protecting Abilities. - Monks(Monk/Dervish)
-Nomad Clerics, They have thought themselves in Smithing the Evil and Banishing the weak, They have dropped there Clergical Vocation but they have gained the Powers of Gods to not Protect the Weak but to Fight for them.
Scholar
-The Scholar is a Man who have earned Great respect and ability throught Studies, They are able to Conjure upon the Powers of Nature.
- Wizard
-The Wizard is a Sage who have known Greater Magic, in Manipulating more Destructive Magic by Conjuring more amounts of Fire, Water, Wind and Earth. - Alchemist
http://www.guildwarsguru.com/forum/s...php?t=10224090
http://www.guildwarsguru.com/forum/s...php?t=10215842
-The Alchemist is a man of Respect, instead of Studying more Magic he went on to Technology, He uses Technology inspired by the Asurans to summon Beings to Aid Foes, also to Summon Structures to Shelter Allies. He also uses Alchemy(Potions) as a second Support to allies in Healing and Strengthening them.
Performer
-The Performer is able to Trick Foes, into the Performer's Victory, The Performer holds Great Artistic Abilities which motivates allies to Win.
- Warlock(Mesmer)
-The Warlock is a Magician who manipulates Energy and Cast upon Illusion to Foes. - Minstrel
http://www.guildwarsguru.com/forum/s...php?t=10214190
-The Minstrel takes on its' Performing and Art abilities to a Greater level, They use such abilites to Buff Allies instead of Weakening Foes.
Shaman
-The Shaman calls upon Legions of Damned Spirits and Undead Souls, obeying to it's Command it can Aid Allies or Mob Foes.
- Oracle/Druid(Ritualist)
-The Oracle/Druid calls upon the Spirits of it's Ancestors to Smite Foes or to Aid Allies in Battle, By using their Urns or Weapons as Medium to this world. - Necromancer
-A Fanatic who obssess about the Dark Arts, they have earned Greater Ability to the Undead and learn more skills in Cursing and Blood Rituals.
What do you think? I was not only able to fix the Overpopulation Problem but able to add more Classes too.
This may help Newbies in Choosing paths, They can start into Something Small and Grow into something new.
They are able to take on a New Role after Ascension, when you can say they are a bit more Pro now.
So that they may be sure which role to pick.
Faer
I can honestly say that I would not be disappointed if ArenaNet decided to clone the tried-and-true class sets that Blizzard has been using for years now. Stick to what works, and what pays the bills. And, if they do take a page from their predecessor's book, well... I'm rolling an Amazon/Hunter/Whatevertheycallitthistime. Move out of my way, fools, I have COLD ARROW!
bel unbreakable
yep i like this idea lots would give the game a greater depth
Meat Axe
I like the idea, since I love watching my character grow and be able to mould it in the way I want. However, as many have said, what makes GW such a good game is that you can experiment without the risk of repercusions. You can change your build whenever you want, to whatever you want. I think it'd be disappointing to see that disappear in GW2.
Another thing I would like to see is interchangable primary professions. Since GW2 will have different playable races, and each race will have some kind of racial trait (like norns have increased health and armour while they're in bear form), I'd like to be able to experiment with primary professions for each race without needing 40 character slots (that's assuming that the 10 professions will still exist, which I doubt they will) and more if more races are released with new expansions.
Another thing I would like to see is interchangable primary professions. Since GW2 will have different playable races, and each race will have some kind of racial trait (like norns have increased health and armour while they're in bear form), I'd like to be able to experiment with primary professions for each race without needing 40 character slots (that's assuming that the 10 professions will still exist, which I doubt they will) and more if more races are released with new expansions.
Nevin
Quote:
Originally Posted by Meat Axe
I like the idea, since I love watching my character grow and be able to mould it in the way I want. However, as many have said, what makes GW such a good game is that you can experiment without the risk of repercusions. You can change your build whenever you want, to whatever you want. I think it'd be disappointing to see that disappear in GW2.
Another thing I would like to see is interchangable primary professions. Since GW2 will have different playable races, and each race will have some kind of racial trait (like norns have increased health and armour while they're in bear form), I'd like to be able to experiment with primary professions for each race without needing 40 character slots (that's assuming that the 10 professions will still exist, which I doubt they will) and more if more races are released with new expansions. |
Meat Axe
Quote:
Originally Posted by Nevin
Ever play any Final Fantasy? Not just FFXII, although its a good example. But basically the way "classes" work in those games is based off of a "Job system" which literally means you can get to what ever you want in one "profession", then just start over as level 1 in another "profession". And of course you could always switch back and forth between them, but some traits would carry over. (if my memory serves me correctly)
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I would like to play FFXII, but it would mean buying a new CPU (I don't own a PS2, and I don't ever intend to, so it means running an emulator, but FFXII needs a very powerful machine to run properly).
slowerpoke
oblivions class, fighting and levelling system is rotten.
whatever they choose, i hope its a subtle refinement of the current system which is so much better to what many other games have.
whatever they choose, i hope its a subtle refinement of the current system which is so much better to what many other games have.
ZenRgy
Don't care, just don't bring stupid classes like Rits, Paragons, Assassins and Dervishes into PvP.
Savio
I wish you people would go back to the Sardelac Sanitarium forum. The title suggests discussion, the thread reveals it's just another "omg plz take my imba ideas anet".
D E C E P T I V E
Lets face it, there is alot that is is good about Guild Wars. Games dont get to be as popular as Guild Wars unless there is ALOT of things that are really good about them. Im not saying that GW doesnt lack in some aspects, just saying that most of what is in the current GW is pretty good. Lots of games mentioned in this thread comparing those class systems to GW arent even in the same ballpark with GW.
I like the current class system for the most part. I really like the fact that you can respec and rebuild your character as often as you like so you never have to make a new character of the same class to do something like use an a hammer instead of a sword because you permanenently assign attribute points as you develop your character and would hate to see anything like that.
You cannot eliminate class and just allow free reign for people to just choose whatever attribute they want and put it into their character. It would be a balancing nightmare. Imagine an ele character with fast casting, expertise, fire magic, air magic and all of the havoc a character like that could create in regards to balance with a bar full of what would normally high powered AOE dmg, high energy cost, slow casting spells that wouldnt cost him alot of energy because of expertise and wouldnt cast slow because of fast casting.
For all of the people suggesting that GW2 have these radical concepts related to eliminating all the original professions altogether, I think that is just crazy and I dont really expect to see that. It is after all Guild Wars 2, which should have a pretty strong foundation within and be built upon GW1. If they were going to do something so radical like that I would expect an entirely different name to an entirely different game.
What I would like to see is
A class system similiar to GW current system as far as primary and secondary go, but where race adds an additional factor that effects skills similar to the way your primary attribute affects your characters skills now.
I would also like to be able to change primary as well secondary professions but be confined to race. This would create so much freedom and replayablility factor within the game. No one really likes leveling up and creating new characters, they do so because they are bored with playing in the same kind of role, and building a new char becomes just a grind to get the skills and experience they need to play that character in high end fun parts of the game. If you could change your primary profession you could pretty much play anywhere in any part of the game, you would repeat parts of the game in order to obtain and cap skills for whatever your new chosen profession is. It would just eliminate all the grind of having to start out on some noob island and doing a bunch of crap that you really dont want to do, but have to in order to do what you want, which isnt so bad for your first 2 or 3 chars but as i learned in GW1, when you get to the point of having 4 or more gets really old and boring really fast. ....Anyway, thats what I would suggest.
I like the current class system for the most part. I really like the fact that you can respec and rebuild your character as often as you like so you never have to make a new character of the same class to do something like use an a hammer instead of a sword because you permanenently assign attribute points as you develop your character and would hate to see anything like that.
You cannot eliminate class and just allow free reign for people to just choose whatever attribute they want and put it into their character. It would be a balancing nightmare. Imagine an ele character with fast casting, expertise, fire magic, air magic and all of the havoc a character like that could create in regards to balance with a bar full of what would normally high powered AOE dmg, high energy cost, slow casting spells that wouldnt cost him alot of energy because of expertise and wouldnt cast slow because of fast casting.
For all of the people suggesting that GW2 have these radical concepts related to eliminating all the original professions altogether, I think that is just crazy and I dont really expect to see that. It is after all Guild Wars 2, which should have a pretty strong foundation within and be built upon GW1. If they were going to do something so radical like that I would expect an entirely different name to an entirely different game.
What I would like to see is
A class system similiar to GW current system as far as primary and secondary go, but where race adds an additional factor that effects skills similar to the way your primary attribute affects your characters skills now.
I would also like to be able to change primary as well secondary professions but be confined to race. This would create so much freedom and replayablility factor within the game. No one really likes leveling up and creating new characters, they do so because they are bored with playing in the same kind of role, and building a new char becomes just a grind to get the skills and experience they need to play that character in high end fun parts of the game. If you could change your primary profession you could pretty much play anywhere in any part of the game, you would repeat parts of the game in order to obtain and cap skills for whatever your new chosen profession is. It would just eliminate all the grind of having to start out on some noob island and doing a bunch of crap that you really dont want to do, but have to in order to do what you want, which isnt so bad for your first 2 or 3 chars but as i learned in GW1, when you get to the point of having 4 or more gets really old and boring really fast. ....Anyway, thats what I would suggest.
You can't see me
I won't make an essay to say this.
I'd prefer to see the "Jack of All Trades" (borrowed term from posts above) from The Elder Scrolls games that I so love, profession type. Where your character can be anything he wants and the system is not based on specializing, but you can still choose bonuses, but those bonuses may effect different different areas of combat at once.
I'd prefer to see the "Jack of All Trades" (borrowed term from posts above) from The Elder Scrolls games that I so love, profession type. Where your character can be anything he wants and the system is not based on specializing, but you can still choose bonuses, but those bonuses may effect different different areas of combat at once.
The Fox
Here's my comments in the proper forum. I made a new thread because I wanted feedback on an open character system where the introduction of new professions would be unnecessary.
http://www.guildwarsguru.com/forum/s...35#post3710335
http://www.guildwarsguru.com/forum/s...35#post3710335
Kerwyn Nasilan
I like GW approch for reason list above, for freedom and lack of screw up ness and lack of need to redo as builds and pvp/pve changes.
englitdaudelin
In all these threads about professions and so on, there's some hardcore talk about the nuances of classes and trees and similar RPG games.
Great, swell, but I can't be the only one who's been pretty casual about RPGs--in fact, GW is the first and only real RPG of its type that I've played.
So I would say that a subtler, more complicated system of branching and rebranching, or some other setup of levels and "growth" in character class, MIGHT be more counterproductive than we think. Would ANet want to run the risk of alienating pretty casual people? Would casual people want to think this hard about class? Or will the lure of tradition prove too tempting for both ANet and its players?
I've tried other games and find what I judge unneeded levels of complication. The quick skill setup, the quick progression and the flexible system of secondaries keeps me entertained.
What I would like, honestly, is some variant of the current system, where the primary class is set pretty early (at or near start).
Most important, I would like to see slightly better synergy between classes in some ways. 10-skill bars? A primary bar (8 skills) and a secondary bar (2 skills)? I want my ranger/mesmer to FEEL like a ranger / mesmer, not like a ranger with a signet (For instance, the R/W thumper combo has always "felt" authentic--the heal skills, the damage skills, and so on, play very different from the usual ranger bar). I want a mo/p to shout a lot.
I want energy management to still be built in to primary attributes, but I want that primary attribute to affect a variety of skills actively and logically (for instance, expertise affects ranger skills, touch skills, and nature + binding rituals-- but NOT other weapon attacks? Especially--and here I contradict my earlier statement, but will use the language of some other posters--in the other "hunter/scout" class, the 'sin, with daggers, shadow steps, and skills remarkably like those of the ranger? (Blinding powder/throw dirt, anyone?)).
I might even like to see the possibility of getting access to the "primary attribute" of the secondary class: Expertise AND Strength, to use current examples. If we have a finite number of skill points, this seems (relatively) likely to keep balance (so long as the skills are balanced to begin with).
What I don't love the thought of is the racial advantage. Some of the literature has hinted that each race will carry some advantage to it. Why?
Will this be offset by some compensating disadvantage? Or will we see Charr-Way in PvP for ages to come? I don't want what I can do to be determined by what race I choose to be. Like I said, I'm not a huge RPGer, and the thought of playing an oversized housecat, or an undersized pseudo-elf, doesn't fully appeal to me. Making me play one because it confers something special...ehhhhhhh, that's already been widely discussed under the rubric of Ursan and other PvE only skills.
So, I'll take the current system, refined, expanded, broadened out.
Great, swell, but I can't be the only one who's been pretty casual about RPGs--in fact, GW is the first and only real RPG of its type that I've played.
So I would say that a subtler, more complicated system of branching and rebranching, or some other setup of levels and "growth" in character class, MIGHT be more counterproductive than we think. Would ANet want to run the risk of alienating pretty casual people? Would casual people want to think this hard about class? Or will the lure of tradition prove too tempting for both ANet and its players?
I've tried other games and find what I judge unneeded levels of complication. The quick skill setup, the quick progression and the flexible system of secondaries keeps me entertained.
What I would like, honestly, is some variant of the current system, where the primary class is set pretty early (at or near start).
Most important, I would like to see slightly better synergy between classes in some ways. 10-skill bars? A primary bar (8 skills) and a secondary bar (2 skills)? I want my ranger/mesmer to FEEL like a ranger / mesmer, not like a ranger with a signet (For instance, the R/W thumper combo has always "felt" authentic--the heal skills, the damage skills, and so on, play very different from the usual ranger bar). I want a mo/p to shout a lot.
I want energy management to still be built in to primary attributes, but I want that primary attribute to affect a variety of skills actively and logically (for instance, expertise affects ranger skills, touch skills, and nature + binding rituals-- but NOT other weapon attacks? Especially--and here I contradict my earlier statement, but will use the language of some other posters--in the other "hunter/scout" class, the 'sin, with daggers, shadow steps, and skills remarkably like those of the ranger? (Blinding powder/throw dirt, anyone?)).
I might even like to see the possibility of getting access to the "primary attribute" of the secondary class: Expertise AND Strength, to use current examples. If we have a finite number of skill points, this seems (relatively) likely to keep balance (so long as the skills are balanced to begin with).
What I don't love the thought of is the racial advantage. Some of the literature has hinted that each race will carry some advantage to it. Why?
Will this be offset by some compensating disadvantage? Or will we see Charr-Way in PvP for ages to come? I don't want what I can do to be determined by what race I choose to be. Like I said, I'm not a huge RPGer, and the thought of playing an oversized housecat, or an undersized pseudo-elf, doesn't fully appeal to me. Making me play one because it confers something special...ehhhhhhh, that's already been widely discussed under the rubric of Ursan and other PvE only skills.
So, I'll take the current system, refined, expanded, broadened out.
street peddler
delete all professions, start new, same system.
Operative 14
Keep it like it is now. No species bonuses, either. The reason I play GW is to play GW. Not WoW, Elder Scrolls, Final Fantasy, Morrowind, Oblivion, Lineage, Ragnorak, or any of the other myriad of MMo's mentioned in this thread.
If they truly feel they have to change it, and personally I have yet to see a reason why, go with something like what [M]agna_[C]arta suggested.
If they truly feel they have to change it, and personally I have yet to see a reason why, go with something like what [M]agna_[C]arta suggested.
[DE]
As long as every race has access to all professions I don't care.
[M]agna_[C]arta
I would hate if they would add Racial Traits for each Race.
Why not Racial Skills, I would love to play a Hammer-weilding Asura or a Norn Monk.
The Norn would Possess Totem Skills causing effects, Each effect can help Greatly in your Team and Character, just mix and blend which Spirit goes for which Profession^^.
You can change it if you want^^.
For the rest of the Races, they can Posses Racial Abilities which every Profession from that race to use.
Like a Asuran Mesmer can use same skill usable by a Asuran Warrior.
But never crossing a different Race.
For Humans, I have 2 Ideas, They can have some of the Racial Skills of other Races(like right now) but have no Original Racial Skill.
Or stay every race would be unique and have a Racial Skill of their own.
The Difference of each Race is only, Background, Appearance, Skills and Storyline.
@Operative
-I only made that to lessen the Professions, but able to add more diversity to Professions.
The Base Profession shown there are already classified as that, the Sub-Profession just add more Skills and Build Differences.
The Sub-Professions are just Build Types possessing more Skills for that type of Build.
But it won't change anything with the Primary and Secondary Profession System.
Base and Sube-Profession are different with Primary and Secondary Profession System.
I Believe is we implement this, People would want to play Paragons(Templar) or Smiter Monks(Monk) more.
But these Pofession are cloacked or in disguised as Build Types, This would also lessen flames on Paras and other Profs under Flamefest.
And people hated Paras cause it's another Warrior-Bard Copycat, but if we do this people would look at it as not a Copycat but a Transformed Warrior.
Why not Racial Skills, I would love to play a Hammer-weilding Asura or a Norn Monk.
The Norn would Possess Totem Skills causing effects, Each effect can help Greatly in your Team and Character, just mix and blend which Spirit goes for which Profession^^.
- Bear, + Health Pool
- Wolf, - Energy Cost
- Deer/Qirin, + Heal more
- Dragon, + More Energy Pool
- Pheonix, - Cast Time
- Turtle, + Health Regen
- Raven, + Energy Regen
- Snake/Naga, + Health on Summoned Being
- Rollerbeetle, + Defence
- Eagle/Harpy, + Larger Shout-Range
You can change it if you want^^.
For the rest of the Races, they can Posses Racial Abilities which every Profession from that race to use.
Like a Asuran Mesmer can use same skill usable by a Asuran Warrior.
But never crossing a different Race.
For Humans, I have 2 Ideas, They can have some of the Racial Skills of other Races(like right now) but have no Original Racial Skill.
Or stay every race would be unique and have a Racial Skill of their own.
The Difference of each Race is only, Background, Appearance, Skills and Storyline.
@Operative
-I only made that to lessen the Professions, but able to add more diversity to Professions.
The Base Profession shown there are already classified as that, the Sub-Profession just add more Skills and Build Differences.
The Sub-Professions are just Build Types possessing more Skills for that type of Build.
But it won't change anything with the Primary and Secondary Profession System.
Base and Sube-Profession are different with Primary and Secondary Profession System.
I Believe is we implement this, People would want to play Paragons(Templar) or Smiter Monks(Monk) more.
But these Pofession are cloacked or in disguised as Build Types, This would also lessen flames on Paras and other Profs under Flamefest.
And people hated Paras cause it's another Warrior-Bard Copycat, but if we do this people would look at it as not a Copycat but a Transformed Warrior.
StormDragonZ
Evolution System.
-Pick 1 base class, let's say Warrior.
-Warrior can become Sword Master, Axe Master or Hammer Master, so let's pick Axe Master.
-The Axe Master can now become Skilled With Healing or Skilled With Life Drain, so let's pick Life Drain.
-The Axe Master Drainer can add an elemental property of Fire, Ice, Air, Earth, Dark or Holy. He gains 30% resist to that element and deals burn, cripple, armor penetration, weakness, blind or gain health from hits, so let's pick Ice/Cripple.
In the end, you have a high level Warrior that uses an axe, can steal health with each attack, resist ice damage and deal cripple to foes.
You can do this with many characters and have many unique combinations.
-Pick 1 base class, let's say Warrior.
-Warrior can become Sword Master, Axe Master or Hammer Master, so let's pick Axe Master.
-The Axe Master can now become Skilled With Healing or Skilled With Life Drain, so let's pick Life Drain.
-The Axe Master Drainer can add an elemental property of Fire, Ice, Air, Earth, Dark or Holy. He gains 30% resist to that element and deals burn, cripple, armor penetration, weakness, blind or gain health from hits, so let's pick Ice/Cripple.
In the end, you have a high level Warrior that uses an axe, can steal health with each attack, resist ice damage and deal cripple to foes.
You can do this with many characters and have many unique combinations.
Lihinel
Yeah or you use a GW1 Warrior who uses an vampiric-axe-ofxyz with an inscription against cold dmg and got a skill equipt that can cripple a foe.
Same thing, exept its by far better, you can change to something else at once and you don't have to spent x-days leveling up.
Same thing, exept its by far better, you can change to something else at once and you don't have to spent x-days leveling up.
Pleikki
I like gw being differend then any other games. many MMo like that so i dont think gw should be.
CyberNigma
I'd like them somehow tier the classes so that they could implement a cloning system similar to another NCSoft title -> Tabula Rasa.
Lihinel
Cloning is just a bad excuse for the miss of refundpoints.
Classtiering is nothing but stupid grind.
And why the hell create new professions that can only be used till you are half way to max lvl?
Instead of:
> Novice -> lvl20 -> Soldier -> lvl60 -> Knight/Warrior/Berseker
Just let them choose
> Knight
> Warrior
> Berseker
right from the start.
And if you don't use special 3D models for each class, than just implent primary class change...
Classtiering is nothing but stupid grind.
And why the hell create new professions that can only be used till you are half way to max lvl?
Instead of:
> Novice -> lvl20 -> Soldier -> lvl60 -> Knight/Warrior/Berseker
Just let them choose
> Knight
> Warrior
> Berseker
right from the start.
And if you don't use special 3D models for each class, than just implent primary class change...
Draginvry
I'd like to see some more synergy between skills, especially ones from different classes. And not broken gimmick skills either. Neither do I want more stuff like Vocal Was Sogolon.
I want some real ability to integrate secondary characteristics into a primary playstyle. Then again, that's what the current system is supposed to be, but the skills are broke.
We need the same system, but better skill balancing. For example, the Communing line in Ritualists could use some more variety. Paragons need to be non-gimped. And the Assassin class needs to be rethought entirely, possibly emulating Diablo II a little more.
To be honest, I'd rather see completely different classes in GW2. I want something fresh. Give me a Barbarian, a Wizard, a Holy Knight, a Druid, an Executioner, and a Necromancer.
Actually, it doesn't really matter as long as the skills are all usefull and I get to bash face. I want to bash lots of face using lots of skills. That's what makes a good game.
I want some real ability to integrate secondary characteristics into a primary playstyle. Then again, that's what the current system is supposed to be, but the skills are broke.
We need the same system, but better skill balancing. For example, the Communing line in Ritualists could use some more variety. Paragons need to be non-gimped. And the Assassin class needs to be rethought entirely, possibly emulating Diablo II a little more.
To be honest, I'd rather see completely different classes in GW2. I want something fresh. Give me a Barbarian, a Wizard, a Holy Knight, a Druid, an Executioner, and a Necromancer.
Actually, it doesn't really matter as long as the skills are all usefull and I get to bash face. I want to bash lots of face using lots of skills. That's what makes a good game.
[M]agna_[C]arta
Each Sub-Profession would have different Armors, but they can use the Base Profession Armors.
The Templars are you'r Typical Paragon, and Knights are your Warriors in Heavy Armory, trhe Soldier would look Slim-like, sumthing like the Gladiator Armor or the Normal Ebon Vanguard armor.
The Templars are you'r Typical Paragon, and Knights are your Warriors in Heavy Armory, trhe Soldier would look Slim-like, sumthing like the Gladiator Armor or the Normal Ebon Vanguard armor.
Avoc
Add two schools that you're characters will pick from the begining: School of Magic, and School of Steel - names are self explanatory.
Once your character picks one of these schools, he cannot switch to the other. This means you will have to make 2 characters if you want to have one for each school.
In the school of magic, all the magic casting classes would be; monk, ritualist, necro, ele, mesmer.
In the school of steel, all the melee and ranged classes would be; warrior, ranger, paragon, dervish
Once a character has picked a school, he would be able to train and master each and every class within that school.
Also, all faces, hairstyles, skintones, haircolors should be the same for all in the race of choice. Don't force people to have to make a dervish because they have the hairstyle or face which they like the most.
Once your character picks one of these schools, he cannot switch to the other. This means you will have to make 2 characters if you want to have one for each school.
In the school of magic, all the magic casting classes would be; monk, ritualist, necro, ele, mesmer.
In the school of steel, all the melee and ranged classes would be; warrior, ranger, paragon, dervish
Once a character has picked a school, he would be able to train and master each and every class within that school.
Also, all faces, hairstyles, skintones, haircolors should be the same for all in the race of choice. Don't force people to have to make a dervish because they have the hairstyle or face which they like the most.
Tyla
Quote:
Originally Posted by ZenRgy
Don't care, just don't bring stupid classes like Rits, Paragons, Assassins and Dervishes into PvP.
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