What changes would you make to your profession?
Roupe
Rangers
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I would have the rangers be able to have multiple pets... though the beast master attribute would decide how many.
perhaps
at 10 beast mastery = 2-3 pets
at 16 beast mastery = 3-4 pets
Warriors
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better hammer skills.. since its underused -- unless its a bunnythumping ranger
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I would have the rangers be able to have multiple pets... though the beast master attribute would decide how many.
perhaps
at 10 beast mastery = 2-3 pets
at 16 beast mastery = 3-4 pets
Warriors
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better hammer skills.. since its underused -- unless its a bunnythumping ranger
draxynnic
Quote:
Originally Posted by Damian979
For all professions, no males wearing dresses and tights.
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So, in other words: Go ahead and have 'dresses' for males... as long as males of the same profession can wear trousers instead if they so chose. Same with females and skimpy outfits.
Quote:
Originally Posted by AlexEternal
I'd want mesmers to be more......mesmery, less "I'm a necro minus energy management, decent self healing and summoning skills".
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Chucky333
There's alot of changes i'd like to see done with the proffesions in GW2, if they all make it to GW2 with the same concepts.
In my opinion, the core classes are balanced enough, naturally.
Warriors shouldn't be touched.
Rangers are fine, but some rethinking is definatly required when it comes to expertise.
Eles attributes other than fire should definatly be reworked a bit to fit to PVE as well as fire so we may get to see water seeing use in PVE for example.
Necro's primary attribute is just overpowered and gives them infinite energy in PVE.
Plus, i'd like to see the curses line moved completely as it is to the mesmer, hands down, thats where it belongs, curses could be fit into necros nicely if it wasnt for mesmers, but when you have a class devoted to weakening the enemy and use his actions against him ([Spiteful Spirit], anyone?), than thats where it belongs.
Monks are great as it is and are my favorite, reworking smiting can be nice.
In my opinion making smiting more of an offensive buffs attribute (more skills like [Judge's Insight] and [Strength of Honor}) than direct damage will fit perfectly to the monk's usual role in the group.
Mesmers need to be viable in PVE, its about damn time, but not using cheap, fast solutions to that problem like ANET did with [Cry of Pain].
Instead, think well how can the mesmer's concept fit in with the usual PVE group, i trust ANET to work something out.
So overall, the core classes are great.
The problem is with the expansion proffesions.
The way anet chose to make sins is just wrong, instead of the flying ninja that relies on smacking buttons and running away, they should have been more like real assasins, stealthy gameplay style.
Ritualist are great in theory, i love the concept, too bad the current way in which spirits work is completely screwed and most spirits are utterly useless, so what you get with rits today is an ele and a monk bunched into one proffesion, because rits today don't use their so called specialty which is the spirits.
Dervs in my opinion is the most stupid prof in the game, it feels like anet took the W\Mo and put it in one proffesion, the concept of buffing yourself up before battle is what the dervish is all about.
Paragons are a great idea, but in practice dont work because of too much nerfs and lack of attention to that proffesion, i would definatly like to see them reworked while retaining the concept of a party buffer. And about their appearence, i dont mind the skirts as long as you give people to abillity to dye the armor COMPLETELY, and possibly change the color of the wings (like in texmods, which works great) according to the dye, so that players can choose to have a darker look and are not forced to look like a fairy.
My opinions, that was long
In my opinion, the core classes are balanced enough, naturally.
Warriors shouldn't be touched.
Rangers are fine, but some rethinking is definatly required when it comes to expertise.
Eles attributes other than fire should definatly be reworked a bit to fit to PVE as well as fire so we may get to see water seeing use in PVE for example.
Necro's primary attribute is just overpowered and gives them infinite energy in PVE.
Plus, i'd like to see the curses line moved completely as it is to the mesmer, hands down, thats where it belongs, curses could be fit into necros nicely if it wasnt for mesmers, but when you have a class devoted to weakening the enemy and use his actions against him ([Spiteful Spirit], anyone?), than thats where it belongs.
Monks are great as it is and are my favorite, reworking smiting can be nice.
In my opinion making smiting more of an offensive buffs attribute (more skills like [Judge's Insight] and [Strength of Honor}) than direct damage will fit perfectly to the monk's usual role in the group.
Mesmers need to be viable in PVE, its about damn time, but not using cheap, fast solutions to that problem like ANET did with [Cry of Pain].
Instead, think well how can the mesmer's concept fit in with the usual PVE group, i trust ANET to work something out.
So overall, the core classes are great.
The problem is with the expansion proffesions.
The way anet chose to make sins is just wrong, instead of the flying ninja that relies on smacking buttons and running away, they should have been more like real assasins, stealthy gameplay style.
Ritualist are great in theory, i love the concept, too bad the current way in which spirits work is completely screwed and most spirits are utterly useless, so what you get with rits today is an ele and a monk bunched into one proffesion, because rits today don't use their so called specialty which is the spirits.
Dervs in my opinion is the most stupid prof in the game, it feels like anet took the W\Mo and put it in one proffesion, the concept of buffing yourself up before battle is what the dervish is all about.
Paragons are a great idea, but in practice dont work because of too much nerfs and lack of attention to that proffesion, i would definatly like to see them reworked while retaining the concept of a party buffer. And about their appearence, i dont mind the skirts as long as you give people to abillity to dye the armor COMPLETELY, and possibly change the color of the wings (like in texmods, which works great) according to the dye, so that players can choose to have a darker look and are not forced to look like a fairy.
My opinions, that was long
MithranArkanere
Now that skills are split this could be possible, but:
For PvP: Never.
For PvE: Maybe. I would add one or more of the following requirements :
- Extra charmed pets are 'temporary': you charm them, they become 4 levels under your current pet. Leave the area and you keep only your original pet.
- Extra charmed pets will get no bonuses from Beast Mastery Attribute.
- Extra charmed pets will not listen to pet attack skills or shouts that affect only your own pet, only to party-wide and all allies pet calls (shouts).
- Extra charmed pets cannot level over level 15.
- Extra charmed pets cannot have their own names.
And things like those.
For PvP: Never.
For PvE: Maybe. I would add one or more of the following requirements :
- Extra charmed pets are 'temporary': you charm them, they become 4 levels under your current pet. Leave the area and you keep only your original pet.
- Extra charmed pets will get no bonuses from Beast Mastery Attribute.
- Extra charmed pets will not listen to pet attack skills or shouts that affect only your own pet, only to party-wide and all allies pet calls (shouts).
- Extra charmed pets cannot level over level 15.
- Extra charmed pets cannot have their own names.
And things like those.
Hyper Cutter
I'd like to see [charm animal] work like cap sigs. You charm an animal and it's replaced with "Pet-(insert type/level/name/etc)". Then you can buy another copy of [Charm Animal] and use it on something else. Whichever animal is currently equipped on your skillbar is the pet you're currently using, and you can change them around like normal skills without having to release your pet first...
Divine Hybrid
Quote:
Originally Posted by Chucky333
There's alot of changes i'd like to see done with the proffesions in GW2, if they all make it to GW2 with the same concepts.
In my opinion, the core classes are balanced enough, naturally. Warriors shouldn't be touched. Rangers are fine, but some rethinking is definatly required when it comes to expertise. Eles attributes other than fire should definatly be reworked a bit to fit to PVE as well as fire so we may get to see water seeing use in PVE for example. Necro's primary attribute is just overpowered and gives them infinite energy in PVE. Plus, i'd like to see the curses line moved completely as it is to the mesmer, hands down, thats where it belongs, curses could be fit into necros nicely if it wasnt for mesmers, but when you have a class devoted to weakening the enemy and use his actions against him ([Spiteful Spirit], anyone?), than thats where it belongs. Monks are great as it is and are my favorite, reworking smiting can be nice. In my opinion making smiting more of an offensive buffs attribute (more skills like [Judge's Insight] and [Strength of Honor}) than direct damage will fit perfectly to the monk's usual role in the group. Mesmers need to be viable in PVE, its about damn time, but not using cheap, fast solutions to that problem like ANET did with [Cry of Pain]. Instead, think well how can the mesmer's concept fit in with the usual PVE group, i trust ANET to work something out. So overall, the core classes are great. The problem is with the expansion proffesions. The way anet chose to make sins is just wrong, instead of the flying ninja that relies on smacking buttons and running away, they should have been more like real assasins, stealthy gameplay style. Ritualist are great in theory, i love the concept, too bad the current way in which spirits work is completely screwed and most spirits are utterly useless, so what you get with rits today is an ele and a monk bunched into one proffesion, because rits today don't use their so called specialty which is the spirits. Dervs in my opinion is the most stupid prof in the game, it feels like anet took the W\Mo and put it in one proffesion, the concept of buffing yourself up before battle is what the dervish is all about. Paragons are a great idea, but in practice dont work because of too much nerfs and lack of attention to that proffesion, i would definatly like to see them reworked while retaining the concept of a party buffer. And about their appearence, i dont mind the skirts as long as you give people to abillity to dye the armor COMPLETELY, and possibly change the color of the wings (like in texmods, which works great) according to the dye, so that players can choose to have a darker look and are not forced to look like a fairy. My opinions, that was long |
Now onto the added professions, yeah, they have flaws, Assassins need a big make over, idk who the hell designed them, but its obvious the people who did watched a little bit too much of Naruto.
Ritualists are a very interesting profession, but when your primary attribute is broken, there isn't much you can do. I can see them easily being salvaged and re-made for GW2 though.
Dervs..well, I have a love/hate relationship with that class . I started off with a derv, but eventually I figured out dervs weren't right for me. I would hate to see any class go in GW2, but I guess I wouldn't care as much if the dervs got the axe, or even better, got split up into all the other professions.
Paragons..I love em, but yeah, they definitely need a broader choice of armor, and being able to color different parts of it alone would do so much.
Quote:
Originally Posted by Hyper Cutter
I'd like to see [charm animal] work like cap sigs. You charm an animal and it's replaced with "Pet-(insert type/level/name/etc)". Then you can buy another copy of [Charm Animal] and use it on something else. Whichever animal is currently equipped on your skillbar is the pet you're currently using, and you can change them around like normal skills without having to release your pet first...
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Sage Tylos
Female characters should get to be able to chose armor that doesn't make them look like a stripper/slut. Every time I see a female ranger wearing druids, and also for most female ele armors, my first thought is: "How on earth does that qualify as armor? It's a freakin' bikini and it just screams 'Stab sword here'." Granted some people like the sexy look, and there's also a limit to which logic is applied in a game; but even so, how does gladiator's armor (especially elite female glad's) provide 80 AL +20 vs. physical? It certainly doesn't look like it should. My female character wears norn armor because it's the only one that actually looks like proper clothing.
fireflyry
I'm pretty happy with the aesthetic design of Sins but they really need a complete rework mechanically.
I'd be keen on either removing the chain system totally or having more variation and utility to make them viable in higher end PvP as I love my Sin and hate to have to switch back to my Warrior or Monk every time I GvG.
Hopefully GW2 will keep it's class variation while being vastly more stable and open to classes outside the holy trinity or atypical GvG meta build.
In conclusion my biggest wish really applies to all classes in that they should all be viable in every situation in conjunction with build variation.The staleness of class and build hierarchy will hopefully be eliminated to allow everyone to play the class they wish without feeling or being inferior in any area of the game, be it PvE or higher tier PvP.
I'd be keen on either removing the chain system totally or having more variation and utility to make them viable in higher end PvP as I love my Sin and hate to have to switch back to my Warrior or Monk every time I GvG.
Hopefully GW2 will keep it's class variation while being vastly more stable and open to classes outside the holy trinity or atypical GvG meta build.
In conclusion my biggest wish really applies to all classes in that they should all be viable in every situation in conjunction with build variation.The staleness of class and build hierarchy will hopefully be eliminated to allow everyone to play the class they wish without feeling or being inferior in any area of the game, be it PvE or higher tier PvP.
A11Eur0
half the posts in here make me think you want GW to be more like WoW. Go play WoW if you want WoW. Seriously.
draxynnic
Quote:
Originally Posted by Chucky333
Plus, i'd like to see the curses line moved completely as it is to the mesmer, hands down, thats where it belongs, curses could be fit into necros nicely if it wasnt for mesmers, but when you have a class devoted to weakening the enemy and use his actions against him ([Spiteful Spirit], anyone?), than thats where it belongs.
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For anyone who's interested, the Curses skills I'd consider moving to the Mesmer (with name changes where appropriate) would be:
Cacophony
Defile Defenses
Depravity
Pain of Disenchantment
Spirit of Failure
Reckless Haste
Soul Barbs
Spiteful Spirit
In exchange, I'd be tempted to give Fragility, Epidemic, and the Epidemic-like skills to the Necromancer. In the team-focused design of Guild Wars, these seem to have been placed on a profession that is generally poor at inflicting conditions themselves in order to promote teamwork or cross-classing - putting these on the Necromancer would allow them to see more use in the more common solo play to be expected in GW2 (by putting them on a class that's good at throwing conditions around) and would promote condition-heavy Necromancer builds.
Master Ketsu
Ranger:
-Multi pets
-Buff the underpowered elites.
But IMO Rangers are pretty balanced.
Assassin:
-Give them their utility back. Most of those nerfs intended to take away the SP bar hurt other builds more then SP sins. Back in the day sins actually had tricks up their sleeve, now they are just warriors with more damage and less armor.
-Lots of underpowered skills need a buff. Wastrels collapse is a joke. Also, any spell that has a functionality that can be easily countered by not being bad should be stronger ( such as [enduring toxin] )
-Nerf Shield bash so that it only disables the skill if it was successfully blocked. ( different class I know, but this one skill is just too good at countering sins since there exists no possible way for them to get around it. and for 0 pts. )
-Fix HB so sins are not overpowered in it. The format is broken, not the class.
-Multi pets
-Buff the underpowered elites.
But IMO Rangers are pretty balanced.
Assassin:
-Give them their utility back. Most of those nerfs intended to take away the SP bar hurt other builds more then SP sins. Back in the day sins actually had tricks up their sleeve, now they are just warriors with more damage and less armor.
-Lots of underpowered skills need a buff. Wastrels collapse is a joke. Also, any spell that has a functionality that can be easily countered by not being bad should be stronger ( such as [enduring toxin] )
-Nerf Shield bash so that it only disables the skill if it was successfully blocked. ( different class I know, but this one skill is just too good at countering sins since there exists no possible way for them to get around it. and for 0 pts. )
-Fix HB so sins are not overpowered in it. The format is broken, not the class.
SirSausage
Warrior:
Strength: For each rank of strength, your melee attacks have 0.5% armor penetration and 1% armor penetration when using an attack-skill.
Strength: For each rank of strength, your melee attacks have 0.5% armor penetration and 1% armor penetration when using an attack-skill.
draxynnic
Does Strength really need a buff? Sure, the passive effect is one of the weaker ones, but the skills are good enough that it's the rare Warrior that doesn't invest heavily in Strength anyway.
Zahr Dalsk
I'd like to see PvE assassins unchanged. Keep the ridiculously high armour-ignoring AoE MS/DB spam damage, keep the 75% block, +24 AL, IAS renew-on-critical buffs, keep the energy-managing critical strikes.
Master Ketsu
Sins are doing well in PvE. Its almost as if sins have switched roles. There was a time when sins had tons of good utility skills and could get in/out quickly. The problems happened when they started mass buffing the recharge times of skills but mass nerfing the decent Deadly arts/utility attacks. End result = sins no longer viable in high end PvP. They are a one trick pony now.
pumpkin pie
Quote:
Originally Posted by Hyper Cutter
I'd like to see [charm animal] work like cap sigs. You charm an animal and it's replaced with "Pet-(insert type/level/name/etc)". Then you can buy another copy of [Charm Animal] and use it on something else. Whichever animal is currently equipped on your skillbar is the pet you're currently using, and you can change them around like normal skills without having to release your pet first...
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go this idea!!