Future Profession Ideas
PawnBoy
Now I know Guildwars isn't even out yet, so it'd be hard to be bored with the profession set already, but I wanted to hear what professions everyone would like to see released in future chapters. This is, of course, assuming that future professions do get released in the chapters. The professions that guildwars includes cover a lot of fantasy ground, and doesn't really leave too many fantasy classes out. Most of the classes/professions that exist in other games, seriously overlap with the current professions.
Some good (at least that's what I think...) ideas I can think up are:
-A Bard-like class: Possibly with a lot of area of effect, sustained enchantments. Maybe with some thief-like abilities.
-A Thief/Ninja: If the bard's not good enough for ya, how bout a ninja (I have a thing for playing thieves). Maybe the ninja could put some dual wielding to use, I know we all miss that. And if you really wanted to dual wield with a warrior, than it might be possible to go War/Nin, and dual wield that way.
Just thought it'd be interesting to get some ideas passed around. See what everyone else is thinking.
Me out..
Some good (at least that's what I think...) ideas I can think up are:
-A Bard-like class: Possibly with a lot of area of effect, sustained enchantments. Maybe with some thief-like abilities.
-A Thief/Ninja: If the bard's not good enough for ya, how bout a ninja (I have a thing for playing thieves). Maybe the ninja could put some dual wielding to use, I know we all miss that. And if you really wanted to dual wield with a warrior, than it might be possible to go War/Nin, and dual wield that way.
Just thought it'd be interesting to get some ideas passed around. See what everyone else is thinking.
Me out..
Kha
Haven't there already been numerous posts about this? And haven't they been locked? Best to do forum searches before making a post.
PawnBoy
I did... actually
Tozen
Cloaker- Sneak then kill if you manage to avoid detection. Otherwise you're dead.
Knight- We have the barbaric warriors, but I'd be very surprised if a mounted knight didn't get put into the game. The fact that Guild Wars actually allows players to dodge means that range and speed is important. I can easily see a character on a horse using his speed to dodge attacks and then nailing people at "ranged melee" with a lance only to dash around for another attack run.
Martial Artist- Many people want one of these. I can imagine these kinds of characters working as support melee, perhaps even working with adrenaline. EXAMPLE: Incapacitate. Target is slammed into the ground and is unable to move or attack for 2 seconds. This attack does no damage and drains all remaining adrenaline.
Engineer: Engineering things such as mines and stationary gun turrets. This is some of the funnest combat to exist in Planetside!
I can think of more, but I'd rather hear other ideas. I'm personally hoping for at least two new classes with every expansion, but getting a new set of six each time would truly be awesome.
Knight- We have the barbaric warriors, but I'd be very surprised if a mounted knight didn't get put into the game. The fact that Guild Wars actually allows players to dodge means that range and speed is important. I can easily see a character on a horse using his speed to dodge attacks and then nailing people at "ranged melee" with a lance only to dash around for another attack run.
Martial Artist- Many people want one of these. I can imagine these kinds of characters working as support melee, perhaps even working with adrenaline. EXAMPLE: Incapacitate. Target is slammed into the ground and is unable to move or attack for 2 seconds. This attack does no damage and drains all remaining adrenaline.
Engineer: Engineering things such as mines and stationary gun turrets. This is some of the funnest combat to exist in Planetside!
I can think of more, but I'd rather hear other ideas. I'm personally hoping for at least two new classes with every expansion, but getting a new set of six each time would truly be awesome.
Rushing Wind
Couch Potato - Sits on ass and laughs at everything. Must have chips in one hand and remote in the other. Farting might be his expertise but don't know what kind of damage that would do. Just worried about how he might level too... that might be tough for a vegetable in a chair!
Doubt I'll ever see it but I hope the humor was enjoyed!
Doubt I'll ever see it but I hope the humor was enjoyed!
BunnyMaster
Hmmmm.... maybe Metamorph would be fun. So you could transform into any animal you want. Too bad some dumb rangers will always try to charm you Or maybe a choreographer, so you can help those poor ele-girls get rid of the cheap "See me shake my moneymaker"-dance....
MoldyRiceFrenzy
i think the couch potato is really da best idea out there so far. using exploding poo attacks that blow up everyhting insight could be his special... oh ya
vai demine
Quote:
Bunny Master--Hmmmm.... maybe Metamorph would be fun. So you could transform into any animal you want. |
Vai
Gaile Gray
Hey, these sorts of ideas are just fine. We will be having new chapters, after all, so your thoughts are more than welcome!
Xellos
Add Rodgort as a NPC. This is the best suggestion ever.
Skizzle the Curado
ok, no offense, but i hate bards. They just look stupid running around with instruments in their hands, I don't think that would look very intimidating to be in a guild battle against guys with flutes and prancing around in tights...
Arcala
I want Pirates.
-Arc
-Arc
DarkWasp
Quote:
Originally Posted by Bahala
Couch Potato - Sits on ass and laughs at everything. Must have chips in one hand and remote in the other. Farting might be his expertise but don't know what kind of damage that would do. Just worried about how he might level too... that might be tough for a vegetable in a chair!
Doubt I'll ever see it but I hope the humor was enjoyed! |
Inde
Quote:
Originally Posted by Arcala
I want Pirates.
|
spiritofcat
I'd be interested to see other races too, like some sort of beastmen (Kajiit and Argonians in Morrowind, Taureans in Wow, you get the idea), all the other usual fantasy races, but mostly beastmen.
Spooky
While I am by no means a designer, I have a feeling that future professions are going to serve the purpose of 'giving a face' to, and refining some of what existing character class combinations already do.
As already stated, the existing professions in Guild Wars can be mixed and matched in such a way that all of the staples of role and character types can be represented. (With the except of the "Mez" or "Root" type character .. for those unfamiliar with the term, they basically make opponents stand around and do nothing .. which is not something i'd care to see in GW beyond Amity and Pacifism.) So anything new that they can add, there's probably going to be some overlap.
Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions?
With that in mind, I think refining the ideas that can be presented in game and giving them their own character model is the way to go. It might not be earth shattering in the sense that you could say "Here's this incredible new character who warps the fabric of the space time continuum! With their MIND!" but if you can have a character that looks like an Assassin .. that's still pretty awesome, right?
As already stated, the existing professions in Guild Wars can be mixed and matched in such a way that all of the staples of role and character types can be represented. (With the except of the "Mez" or "Root" type character .. for those unfamiliar with the term, they basically make opponents stand around and do nothing .. which is not something i'd care to see in GW beyond Amity and Pacifism.) So anything new that they can add, there's probably going to be some overlap.
Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions?
With that in mind, I think refining the ideas that can be presented in game and giving them their own character model is the way to go. It might not be earth shattering in the sense that you could say "Here's this incredible new character who warps the fabric of the space time continuum! With their MIND!" but if you can have a character that looks like an Assassin .. that's still pretty awesome, right?
Sin
Well Spooky....Now that the profound technical certainty we have bitten off more than we can chew has been stated...I really like the morphing bunny idea above
Seriously other races would be great, maybe some underground ones. I mean they aren't hard to stumble upon and it would add another "layer" to the existing map....Of course the alien ideas are possible....a race or breed of vampires who aren't of the undead, they are living beings....maybe even some dimensional races which use the primary elements for food or some part of their survival....maybe spiritual races of the elements themselves....and there are always gremlins, not the green ones but the kind that just happen and thwart what you are doing, invisible so hard to target if you don't catch them in the act of sabatoge. Many a far brighter mind than mine will surely come up with input Gaile can review. If nothing else it's just fun
Seriously other races would be great, maybe some underground ones. I mean they aren't hard to stumble upon and it would add another "layer" to the existing map....Of course the alien ideas are possible....a race or breed of vampires who aren't of the undead, they are living beings....maybe even some dimensional races which use the primary elements for food or some part of their survival....maybe spiritual races of the elements themselves....and there are always gremlins, not the green ones but the kind that just happen and thwart what you are doing, invisible so hard to target if you don't catch them in the act of sabatoge. Many a far brighter mind than mine will surely come up with input Gaile can review. If nothing else it's just fun
rithien
some more ideas -
a ninja type class with a lot of chance based attacks.. eg an attack which does massive damage but has 50% chance of missing.. or an attack that inflicts a random condition.. employs traps like the ranger..
summoner class.. summons elementals and creatures from the astral plane.. these are short duration summons lasting only 15 seconds or so... also has some elementalist-like spells..
regarding the bard.. i dont think you have to look menacing on the battlefield to be effective.. it's more of a support class idea. however, i dont like the idea of AOE support classes cos their effectiveness is in proportion with the number of people in the group. perhaps having different instruments as skill sets and a mix of AOE and single ally support skills would work...
i agree with spooky that there will be some overlapping of roles but each new class should have unique skills which identify them as a class of their own.. they should not be more powerful than existing classes but having more choices will naturally give rise to some better combos imho... i'm sure the designers have guidlelines in place when making a new class so it doesnt necessary have to be like reinventing the wheel...
a ninja type class with a lot of chance based attacks.. eg an attack which does massive damage but has 50% chance of missing.. or an attack that inflicts a random condition.. employs traps like the ranger..
summoner class.. summons elementals and creatures from the astral plane.. these are short duration summons lasting only 15 seconds or so... also has some elementalist-like spells..
regarding the bard.. i dont think you have to look menacing on the battlefield to be effective.. it's more of a support class idea. however, i dont like the idea of AOE support classes cos their effectiveness is in proportion with the number of people in the group. perhaps having different instruments as skill sets and a mix of AOE and single ally support skills would work...
i agree with spooky that there will be some overlapping of roles but each new class should have unique skills which identify them as a class of their own.. they should not be more powerful than existing classes but having more choices will naturally give rise to some better combos imho... i'm sure the designers have guidlelines in place when making a new class so it doesnt necessary have to be like reinventing the wheel...
Kadaj
Thats what we all want, somebody who can wail away on a guitar and cause conditions that make characters unable to attack because they are too busy holding their ears......I would totally play that class
Aladdar
I don't care for the bards, but others do. So that's a possiblity.
I'd like to see the rogue type character. He dual wields small one handed weapons and sneak attacks.
Possibly a DnD style monk with very high dexterity based defense (but low hp) and some great unarmed strikes.
I'd like to see the rogue type character. He dual wields small one handed weapons and sneak attacks.
Possibly a DnD style monk with very high dexterity based defense (but low hp) and some great unarmed strikes.
Smodo
I'm sorry but at this point, I don't even want new proffessions and especially if it will unbalance all the things we have now.
Anyways, the games not even out yet. We shouldn't be talking about this for a very long time.
Anyways, the games not even out yet. We shouldn't be talking about this for a very long time.
Sin
I don't know Kadaj, you might have started the next class....
Don't know what they are called and yea their weapons look similar to a musical instrument but they are effective. Their "sonic" attack is a ranged attack with the same distance as necro hexes and does smilar damage to a mesmer attack. When they use their elite skill it makes all members of the team within half their spell casting radius hold their ears, so they can't attack for 5 seconds. The warrior counter is "silent blow" which disables use of this skill for 30 seconds. The bard's elite skill takes 2 seconds to cast and is highly interruptible.
hehehe....Anything is possible!
Don't know what they are called and yea their weapons look similar to a musical instrument but they are effective. Their "sonic" attack is a ranged attack with the same distance as necro hexes and does smilar damage to a mesmer attack. When they use their elite skill it makes all members of the team within half their spell casting radius hold their ears, so they can't attack for 5 seconds. The warrior counter is "silent blow" which disables use of this skill for 30 seconds. The bard's elite skill takes 2 seconds to cast and is highly interruptible.
hehehe....Anything is possible!
gangguard
well the engineer could also use Guns (muskets)
and probably have a class called Commander instead of bard but warrior already took tactics
Rogue/assassin/ninja/thief( already mentioned)
Martial artist (already mentioned)
Shaman or Druid, some spiritual and tribal magic
Knights, rides on horseback or maybe skilled knights on Wyverns( liek dragons but smaller) uses lances and abilities to control horse like trample, speed boost, charging lance......
Builder (like engineer previously mentioned) builds obstacle like walls for archers or dig some holes which work like portals, towers for archers to fire etc
Dragoon/ pikeman uses long ranged melee weaponry and can boost nearbly allies like warcry
Bartender / alchemist/ brewist/ chemist makes potions and beers boost attacks, heals, or maybe even throw them at enemies (like Warcraft3 frozen throne) to make them drunk so they're accuracy reduced.
and probably have a class called Commander instead of bard but warrior already took tactics
Rogue/assassin/ninja/thief( already mentioned)
Martial artist (already mentioned)
Shaman or Druid, some spiritual and tribal magic
Knights, rides on horseback or maybe skilled knights on Wyverns( liek dragons but smaller) uses lances and abilities to control horse like trample, speed boost, charging lance......
Builder (like engineer previously mentioned) builds obstacle like walls for archers or dig some holes which work like portals, towers for archers to fire etc
Dragoon/ pikeman uses long ranged melee weaponry and can boost nearbly allies like warcry
Bartender / alchemist/ brewist/ chemist makes potions and beers boost attacks, heals, or maybe even throw them at enemies (like Warcraft3 frozen throne) to make them drunk so they're accuracy reduced.
Chaos Engine
A Mesmer/Warrior wearing a Performer's or Rogue's set is more or less a bard, no?
From what I have seen during the 3 BWEs I played, GW has a "melee" class, a "missile" class and 4 caster classes, each with a focus on either defense, offense, control or support to put it simply.
This leaves out only one popular archetype, the "stealth type" since rangers and necromancers can command pets in one form or the other even though they are not pet specialists.
The warrior class might satisfy the need for a melee class, but people like to throw punches & kicks. For this reason a martial artist class (hopefully with higher damage output than the warrior) seems like a no-brainer.
If the future chapters (expansions) introduce new races, these new races could have their own versions of the 6 human classes. For example:
The Elves could have a different melee class with Martial Arts, Dagger Mastery, Dual Blades & Stealth as the attributes / skill groups instead of the Sword/Axe/Hammer Mastery & Tactics.
While this modus operandi could leave a lot of players frustrated it would present different gameplay elements and tactical advantages to different races.
Personally, I'd like to see either a melee or a caster class that uses chains (as a weapon or as a pet). Imagine the possibilities .
From what I have seen during the 3 BWEs I played, GW has a "melee" class, a "missile" class and 4 caster classes, each with a focus on either defense, offense, control or support to put it simply.
This leaves out only one popular archetype, the "stealth type" since rangers and necromancers can command pets in one form or the other even though they are not pet specialists.
The warrior class might satisfy the need for a melee class, but people like to throw punches & kicks. For this reason a martial artist class (hopefully with higher damage output than the warrior) seems like a no-brainer.
If the future chapters (expansions) introduce new races, these new races could have their own versions of the 6 human classes. For example:
The Elves could have a different melee class with Martial Arts, Dagger Mastery, Dual Blades & Stealth as the attributes / skill groups instead of the Sword/Axe/Hammer Mastery & Tactics.
While this modus operandi could leave a lot of players frustrated it would present different gameplay elements and tactical advantages to different races.
Personally, I'd like to see either a melee or a caster class that uses chains (as a weapon or as a pet). Imagine the possibilities .
PawnBoy
I like the idea of the martial artist, or the DnD monk. Someone using all hand to hand and kicks, perhaps with the accompanied low attack delays that usually come with the DnD Monk. That's be a cool proffession, low dmg per hit, fast atk speed.
I also never thought of having a bard play BAD music. Perhaps a skill such as "Cringing Tune", all nearby enemies have a 25% chance for their actions to be interupted.
And yes, a stealthy class has been left out, it would be interesting if a new play type could be incorperated that's different from the other energy based classes. Something like adrenaline, possibly "Stealth. Would be like the opposite of adrenaline, the less someone attacks the more "Stealth" someone would have, and the more, and more powerfull skills you could use.
I also never thought of having a bard play BAD music. Perhaps a skill such as "Cringing Tune", all nearby enemies have a 25% chance for their actions to be interupted.
And yes, a stealthy class has been left out, it would be interesting if a new play type could be incorperated that's different from the other energy based classes. Something like adrenaline, possibly "Stealth. Would be like the opposite of adrenaline, the less someone attacks the more "Stealth" someone would have, and the more, and more powerfull skills you could use.
Sin
Why are you all ignoring Kadaj's bard?
Takkun[CRNR]
I think the next best profession to have in this game is a Profession which can manipulate the lands...kinda like the nature rituals, except effect the actual physical features of the game during gameplay....kinda like an alchemist but I would rather see it not use magic. For instance, it can chop down trees to block people's way or grow some trees. Maybe make giant cracks in the ground also. I guess it is in a sense kind of like the Diablo Necromancer's Bone Wall and Bone Prison technique.
quartet4
Maybe something like a Time Wizard would be interesting. I don't like the name 'Time Wizard' so for the rest of the post I'll be calling this class the 'Tempest.'
Anyway, this class could have spells that lengthen the time of other people's enchantments or shorten the time of enemy hexes. Also, Tempests could slow down enemies, cast haste on their own party members (elite=every party member can sprint for 10 seconds or something like that), and manipulate the speed of spell recharging and health and adrenaline/energy regen. Basically, the Tempest would be a supporting class like the Mesmer but not necessarily be able to do much direct damage with their spells.
Anyway, this class could have spells that lengthen the time of other people's enchantments or shorten the time of enemy hexes. Also, Tempests could slow down enemies, cast haste on their own party members (elite=every party member can sprint for 10 seconds or something like that), and manipulate the speed of spell recharging and health and adrenaline/energy regen. Basically, the Tempest would be a supporting class like the Mesmer but not necessarily be able to do much direct damage with their spells.
NeoSaber
I like the idea of a Metamorph. It could have a primary attribute called 'Instinct' that enhances defense, evasion and/or attack when in any animal form. The other attributes could be things like 'Mammal Forms', 'Reptile Forms', and 'Mythical Forms'. Each attribue could be tied to specific transformations and skills that could only be used when transformed into an animal tied to that attribute.
The Mammal Forms attribute could be linked to transformation skills like 'Wolf Form', 'Bear Form', 'Tiger Form', etc. And then when in one of those forms you could use skills like 'Maul' to cause effects similar to bleeding, 'Growl' which could boost attack strength, or 'Lunge' to knock down opponents.
Mythical Forms could be for transformations like 'Dragon Form', and 'Minotaur Form'. Reptile Forms could have transformations like 'Python Form' and could have skills like 'Poison Bite'.
Each animal form could have its own strengths and weaknesses. Bears slow but able to take a lot of punishment, Wolves could be faster but not have much health.
Points allotted to an attribute could increase the health of whatever animal form they are linked to. Perhaps even having certain transformations requiring higher levels before they could even be used. That way a Metamorph would need to focus on a couple attribute lines to get the better transformations, instead of putting a little into every attribute and being able to effectively use every skill.
The Mammal Forms attribute could be linked to transformation skills like 'Wolf Form', 'Bear Form', 'Tiger Form', etc. And then when in one of those forms you could use skills like 'Maul' to cause effects similar to bleeding, 'Growl' which could boost attack strength, or 'Lunge' to knock down opponents.
Mythical Forms could be for transformations like 'Dragon Form', and 'Minotaur Form'. Reptile Forms could have transformations like 'Python Form' and could have skills like 'Poison Bite'.
Each animal form could have its own strengths and weaknesses. Bears slow but able to take a lot of punishment, Wolves could be faster but not have much health.
Points allotted to an attribute could increase the health of whatever animal form they are linked to. Perhaps even having certain transformations requiring higher levels before they could even be used. That way a Metamorph would need to focus on a couple attribute lines to get the better transformations, instead of putting a little into every attribute and being able to effectively use every skill.
Kha
Quote:
Originally Posted by quartet4
Maybe something like a Time Wizard would be interesting. I don't like the name 'Time Wizard' so for the rest of the post I'll be calling this class the 'Tempest.'
Anyway, this class could have spells that lengthen the time of other people's enchantments or shorten the time of enemy hexes. Also, Tempests could slow down enemies, cast haste on their own party members (elite=every party member can sprint for 10 seconds or something like that), and manipulate the speed of spell recharging and health and adrenaline/energy regen. Basically, the Tempest would be a supporting class like the Mesmer but not necessarily be able to do much direct damage with their spells. |
Quote:
Originally Posted by NeoSaber
I like the idea of a Metamorph.
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Manderlock
bah, tempest is the god of barbs or so i thought
Chaos Engine
Shapeshifting characters are cool, but if you think about it, you'd probably need a skill to morph, and several skills that can be used only in that form. This means you'd have to sacrifice a lot of room on your skill tray for situational abilities.
Also, in most games that have shapeshifters, players cannot customize their "shifted" forms. This eventually leads to boredom.
Having said that, I'd like to see Werewolves and Bastet in the game. Especially Werewolf Elves..hmmmm...
Also, in most games that have shapeshifters, players cannot customize their "shifted" forms. This eventually leads to boredom.
Having said that, I'd like to see Werewolves and Bastet in the game. Especially Werewolf Elves..hmmmm...
Xellos
Quote:
Originally Posted by Spooky
While I am by no means a designer, I have a feeling that future professions are going to serve the purpose of 'giving a face' to, and refining some of what existing character class combinations already do.
As already stated, the existing professions in Guild Wars can be mixed and matched in such a way that all of the staples of role and character types can be represented. (With the except of the "Mez" or "Root" type character .. for those unfamiliar with the term, they basically make opponents stand around and do nothing .. which is not something i'd care to see in GW beyond Amity and Pacifism.) So anything new that they can add, there's probably going to be some overlap. Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions? With that in mind, I think refining the ideas that can be presented in game and giving them their own character model is the way to go. It might not be earth shattering in the sense that you could say "Here's this incredible new character who warps the fabric of the space time continuum! With their MIND!" but if you can have a character that looks like an Assassin .. that's still pretty awesome, right? |
quartet4
Quote:
Originally Posted by Kha
Time wizards are cool, though I prefer to call them Prophets or Oracles. Tempest to me is an Air mage. I don't know how effective this profession would be though. We can only hope.
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I think they could probably be as effective as their secondary class. Say you were an elementalist as your secondary, you could cast something like "Time Stretch" (double the time of your next DOT spell), and then cast firestorm right after to do double damage. Or if you or an ally were cast with a hex, you could cast an enchantment like "Impatience" which would make spells that last for X number of seconds last half the time. This would have the double effect of weaking both hexes cast on that person and protective or healing spells as well. (GW is all about balance in the end)
The_Communist
Cannibal--The unique ability to eat other teammates and spit their organs at foes. Thus causing massive damage and corpses are unusable.
Skills--
Dismember-- throw teammates fingers at opponents eyes. 2% chance of hitting. If attack hits foe is blinded eternally.
Maul-- Spit teammates bones at fleshy creature causing cancer which will eventually kill them in 2-3 years.
Engulf Animal-- All animals within 100 ft are drawn toward you and you Engulf them.
Cannibalic Cry--Next time you eat a creature that creature gives you twice as many vital oragns.
Primary Skill::::Stomach capacity-- Amount of bones and organs you can hold in your stomach at one time.
I think this is the best suggestion you have ever had fools! I hope you like it. I love You
Skills--
Dismember-- throw teammates fingers at opponents eyes. 2% chance of hitting. If attack hits foe is blinded eternally.
Maul-- Spit teammates bones at fleshy creature causing cancer which will eventually kill them in 2-3 years.
Engulf Animal-- All animals within 100 ft are drawn toward you and you Engulf them.
Cannibalic Cry--Next time you eat a creature that creature gives you twice as many vital oragns.
Primary Skill::::Stomach capacity-- Amount of bones and organs you can hold in your stomach at one time.
I think this is the best suggestion you have ever had fools! I hope you like it. I love You
Aria
Quote:
Originally Posted by Xellos
Spooky, as hard as it is, Anet doesn't have a choice. Their a business, and have chosen to do it this way rather then pay to play. So it's harder on them obviously, but this is probably where faith comes in.
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Sure, I love some of these ideas too, but one doesn't always have to conform to a past standard to be great, or, even more importantly, to be loved by the masses.
So, in the end, I do agree with you about how this is where faith comes in. Someone once said that the best indication of the future comes from the doings of the past, and well, ANet has a pretty impressive track record so far, yes?
Ginko
I believe if one proffession was added it would screw up the very delicate balance of proffessions we have now. So if ArenaNet makes the decision to add a new proffession, I believe they should make more then one so it can be balanced out evenly.
Rangers already cover stealth people, and they would also cover wilderness, so Druids wouldn't be to great on my opinion. Both Assassins and Druids/Shamans wouldn't add enough to make Guild Wars really different. I would like to see changes that would continue to make Guild Wars different, rather then more of the same. But I'm not complaining because ArenaNet has already done a fantastic job of that. /cheer for ArenaNet!
And, can this thread be closed? This topic has been done so many times my head is starting to spin.
Edit: About the 'Engineers' as you call it, I'd say no. Does Tyira have guns? No. Also, mines don't exist. But to further prove my theory that the idea sucks, we have traps. Mines are the same concept but futuristic.
--Ginko
Rangers already cover stealth people, and they would also cover wilderness, so Druids wouldn't be to great on my opinion. Both Assassins and Druids/Shamans wouldn't add enough to make Guild Wars really different. I would like to see changes that would continue to make Guild Wars different, rather then more of the same. But I'm not complaining because ArenaNet has already done a fantastic job of that. /cheer for ArenaNet!
And, can this thread be closed? This topic has been done so many times my head is starting to spin.
Edit: About the 'Engineers' as you call it, I'd say no. Does Tyira have guns? No. Also, mines don't exist. But to further prove my theory that the idea sucks, we have traps. Mines are the same concept but futuristic.
--Ginko
SSE4
Quote:
Originally Posted by Spooky
Another consideration is that this game has been balanced from the ground up with combinations of the existing 6 professions in mind. To add something that is a radical departure from them.. is a lot like re-inventing the wheel. Everything that has come before, and everything that has come after, will have to be rebalanced with these new professions - and all their combinations in mind. I don't see that as being a feasible approach, because you have to consider - how does this effect people who choose not to buy certain expansions?
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To me, an expansion needs to do more than offer new areas. If they are to do an expansion, it would be a very strong incentive were it to have new classes (Along with new areas, items, and skills for existing classes) to try out. That can mean the difference between feeling obligated to buy an expansion and feeling ineterested in buying an expansion.
For example, a bard as some said, would make a very fine secondary class because it could probably have something similar to prayers and battle stances, but perhaps a mix of both. It would be like a redmage of buffs for a party. That's rather simplistic and an unbalanced approach, but I'm simply throwing out thoughts here.
Kha
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Originally Posted by Ginko
I believe if one proffession was added it would screw up the very delicate balance of proffessions we have now. So if ArenaNet makes the decision to add a new proffession, I believe they should make more then one so it can be balanced out evenly.
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Quote:
Originally Posted by Ginko
Rangers already cover stealth people
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Who knows. Maybe they already have all the next professions decided/planned out, and are just waiting to fix the balance issues with the current skills/professions before they actually do a lot of work on the next professions.
Kityn
Quote:
Originally Posted by Chaos Engine
Shapeshifting characters are cool, but if you think about it, you'd probably need a skill to morph, and several skills that can be used only in that form. This means you'd have to sacrifice a lot of room on your skill tray for situational abilities.
Also, in most games that have shapeshifters, players cannot customize their "shifted" forms. This eventually leads to boredom. Having said that, I'd like to see Werewolves and Bastet in the game. Especially Werewolf Elves..hmmmm... |
That is a kool idea.I would like to see a customization on shifted forms.I do not see a reason why not?Basically just replacing human form with a wereform.As skills go maybe they would have an effect in human and a differant effect in wereform?