More skill options for the newer classes

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Well, it has always been a nuisance to me to get on my derv and realize that the most effective elites in general play are the avatars. Yes convicted and reapers sweep are nice... but 2 entire elites in a major attribute line of a class?

Personally, I expected EOTN to balance the skill amounts by providing more skills to the newer classes (sin/rit/derv/para) and less to the more established, core classes. Needless to say I was horribly wrong, and saddened by the introduction of non class linked pve only skills.

According the official wiki, the total skill amounts are as follows:

Warrior=140
Ranger=140
Monk=141
Necromancer=142
Mesmer=137
Elementalist=144
Assassin=110
Ritualist=110
Paragon=85
Dervish=85

Clearly, the trend is that anet neglected the newer classes in terms of skill options. I know that many will just say that this will:

1. Create more balance problems when anet can barely handle whats already in the game.

2. Be a waste of resources, since the core playerbase uses core classes anyways.

3. Be pointless, especially in pve, since Ursans Blessing mops up any diversity.

This should also be coupled with the realization that the newer classes have the least amount of armor options because anet did not make armor crafters backwards compatible.

My proposition? A mini expansion, with the same level of content as the BMP. This expansion would be available to all classes of course, but it would occur in either Cantha or Elona, depending on whether you wanted rit or sin skills/armor or para or derv skills/armor. It could also add a bit of depth to the storyline, such as the BMP did. For example the cantha storyline would dealt with the empire after togo's death, and the elona storyline would deal with improving the sunspear army or creating peace between vabbi, kourna, istan. And yes, a small fee for it of course

In the end, this whole suggestion is meant to give the newer classes more options and diversity, up to the general level that the core classes are at.

EDIT: I'm not saying anet should take resources from GW2 and stop production for this. However many of us still enjoy GW1 and anet DOES have the resources to start another small project like this, as proven by the BMP's very existence.

Hodgie

Hodgie

Lion's Arch Merchant

Join Date: Nov 2006

On A Chair

Rise Of Corruption

Mo/

the reason that the newer classes have fewer skills is becuase anet dnt add new skills to older campaigns, only the new 1's.

Thats just like saying that the newer classes dnt have enough armour bcos they dnt add new armour to older games.

miskav

miskav

Jungle Guide

Join Date: Jun 2005

None

Mo/

Also, Shoyon.

Adding more skills wont fix GW.
Re-balancing the current skills will.

Hodgie

Hodgie

Lion's Arch Merchant

Join Date: Nov 2006

On A Chair

Rise Of Corruption

Mo/

yeah totally agree with miskav wouldnt u rather them fixing skills than making new ones to then be fixed in the future etc.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

What ANet should have done in the beginning, is to add less skills for the older classes to the newer games, so that then there would be an equal amount of skills. But I would rather see better balancing then new skills, or removal of skills.

Something I do want to see is new armor in Prophecies for the non-Core classes, and Kurzick/Luxon armor for Dervish and Paragon.

Bront

Bront

Wilds Pathfinder

Join Date: Feb 2008

Honored Order of Light

W/Me

Quote:
Originally Posted by Hodgie
the reason that the newer classes have fewer skills is becuase anet dnt add new skills to older campaigns, only the new 1's.

Thats just like saying that the newer classes dnt have enough armour bcos they dnt add new armour to older games.
This is what i didn't get though.

Ignoring PvE skills and endgame content:

No new content was added to Prof for the Factions classes, and that's fine.

New content for the Factions classes was added to Nightfall, including rit and assassin enemies, but no new content was added to factions (or prophecies).

EotN had new non-elite content added to it, but no new elite content. Also, there are no non-core Henchmen, dispite having many Assassin, Rit, Paragoin, and Dervish enemies.

The EotN baffles me a bit, but in general, it actually gives you less incentive to buy factions or prophecies once you have Nightfall than the other way around, and I don't think that's really a good idea. I mean, you can't even buy core skills in a prior campaign!

Taisayacho

Taisayacho

Wilds Pathfinder

Join Date: Jan 2007

England (GMT)

The Imperial Guards of Istan [TIGI]

R/

I think the point is that they're newer. No new skills please!

Hodgie

Hodgie

Lion's Arch Merchant

Join Date: Nov 2006

On A Chair

Rise Of Corruption

Mo/

i think wht the post above me is trying to say is.........


Balancing>New Skills

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

Why do mesmers have only 137 skills while all the other core classes have at least 140?

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

Quote:
Originally Posted by Hyper Cutter
Why do mesmers have only 137 skills while all the other core classes have at least 140?
They had several skills completely removed from beta to full game those being:
*Confusion: Completely removed. (15/2/20: For 8...18...21 seconds, target foe's attacks may damage any character in range, including the target.)
*Disappear: Completely removed. (15/1/60: You disappear for 10 seconds.)
*Mantra of Celerity (the 1 less elite that mesmer's dont have compared to the other cores in Prophecies): (15/0/20: For 30...78...90 seconds, your Fast Casting attribute increases by 50%. Whenever you cast a spell, you lose 3 Energy or Mantra of Celerity ends.)
*Mimic: Completely removed. (15/3/10: Learn the last skill used by target ally. For 20 seconds, Mimic is replaced by the skill you learned. You may use the skill once. )
*Mirror of Delusions: Completely removed. (15/?/?: If target foe suffers from a Hex in the next 10 seconds, all nearby foes suffer from that same Hex. With Illusion Magic 4 or less, this spell has a 50% chance to fail.)
*Signet of Illusions (Beta Version): Removed, later added as an elite (this one wasn't elite) in Nightfall. (0/1/10: For 3...13...15 seconds, the next spell you cast uses Illusion Magic as its attribute.)
*Unnatural Signet (Beta version): Removed, later added in Factions. In beta spirits were global effects that affected the whole map, hence this signet's effect. (0/15 (yes, not a typo. 15 seconds)/75: Remove the most recent Nature Ritual. All of your skills are disabled for 60...36...30 seconds.)

There you go.

EDIT:
Actually mirror of delusions was an alpha skill, not beta. In beta they got "Mantra of Hex Reflection" which reflected a hex you suffered to the caster. Soz.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

I dont mind having more skills for sins/rits/para/derv, however ur argument is sort of like saying:

"Its not fair, my big bro is older then me"

Also skill balance > more skills.

Taisayacho

Taisayacho

Wilds Pathfinder

Join Date: Jan 2007

England (GMT)

The Imperial Guards of Istan [TIGI]

R/

Quote:
Originally Posted by Hodgie
i think wht the post above me is trying to say is.........


Balancing>New Skills
correct indeed.

Mitchel

Mitchel

Krytan Explorer

Join Date: Jan 2007

Almkerk, The Netherlands

P/W

No, no new skills for the new classes, because every class added was/is(?) imba.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Please fix the new classes first.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Tyla
Please fix the new classes first.
Yay.

Plus, I think there's plenty to enjoy as it is. ANet's already having a bit of trouble balancing the current set of skills, so I don't think it would be the best of ideas to add more.