Chapter 3: Profession Exstentions?
Nevin
I know this is a bit early, But I read something early today; I think it was an interview. It stated that not every chapter will include a new profession(s). So this got me thinking, what ways could they make fresh material that is along the same equivalent. My first thought was extending the attribute lines of the current Guild Wars professions, and creating new weapons my ideas so far are...
Blunt Mastery - Increases the damage you do with blunt weapons and your chance to inflict a critical hit when using a blunt weapon. Many skills, especially blunt attack skills, become more effective with higher Blunt Mastery. Description: The "Middle Man's" weapon; One Handed Hammers, Maces, and Clubs.
Example Weapon:
Smashing Flanged Mace of Fortitude
Blunt Dmg: 14-24 (req. 8 Blunt Mastery)
Damage +15% (while health is above 50%)
Lengthens Weakness duration on foes by 33%
Health +30
(Attack Rate of 1.55)
Example Skills:
Concentrated Blow: 6 Adreline
Blunt Attack. If this attack hits, you strike for +6..15 damage and that foe suffers from weakness for 8...16 seconds.
Shield Crack: 8 Adreline
Blunt Attack. If this attack hits, you strike for +8...40 damage. If foe is wielding a shield that foe is knocked down and suffers -16 Armor for 7..15 seconds.
Headache: 9 Adreline.
Elite Blunt attack. If this attack hits an attacking foe, your target suffers a 25% chance of missing while attacking for 8...18 seconds and takes an additional 2 seconds to use signets.
Two Handed Weapon Mastery - Increases the damage you do with Two Handed weapons and your chance to inflict a critical hit when using a Two Handed weapon. Many skills, especially Two Handed Weapon attack skills, become more effective with higher Two Handed Weapon Mastery. Description: Claymores, Great Axes... Chance of being thrown off balance, results in being stunned for 2 seconds.
Example Weapon:
Sundering Claymore of Fortitude
Slashing Dmg: 15-32 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 2.15)
(5% chance of being thrown off balance)
Sundering Great Axe of Fortitude
Slashing Dmg: 11-37 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 1.65)
(10% chance of being thrown off balance)
Example Skills:
Leaping Blow: 10 Adreline
Two Handed Attack. Strike target foe for 15...45 more damage. 30% chance of knocking target foe down, fails with 4 Two Handed Weapon Mastery or less.
Steel Defense: 5 Energy, 30
Stance. If you have a two handed weapon equipped you block melee and ranged attacks for 6...24 seconds, during this time you may not attack.
Hack: 6 Adreline
Two Handed Attack. Attack target foe for 5...25 damage, this attack has 25% armor penetration but increases your chances of being thrown off balance by 15%...5% for 14....6 seconds.
Will be continued...
Blunt Mastery - Increases the damage you do with blunt weapons and your chance to inflict a critical hit when using a blunt weapon. Many skills, especially blunt attack skills, become more effective with higher Blunt Mastery. Description: The "Middle Man's" weapon; One Handed Hammers, Maces, and Clubs.
Example Weapon:
Smashing Flanged Mace of Fortitude
Blunt Dmg: 14-24 (req. 8 Blunt Mastery)
Damage +15% (while health is above 50%)
Lengthens Weakness duration on foes by 33%
Health +30
(Attack Rate of 1.55)
Example Skills:
Concentrated Blow: 6 Adreline
Blunt Attack. If this attack hits, you strike for +6..15 damage and that foe suffers from weakness for 8...16 seconds.
Shield Crack: 8 Adreline
Blunt Attack. If this attack hits, you strike for +8...40 damage. If foe is wielding a shield that foe is knocked down and suffers -16 Armor for 7..15 seconds.
Headache: 9 Adreline.
Elite Blunt attack. If this attack hits an attacking foe, your target suffers a 25% chance of missing while attacking for 8...18 seconds and takes an additional 2 seconds to use signets.
Two Handed Weapon Mastery - Increases the damage you do with Two Handed weapons and your chance to inflict a critical hit when using a Two Handed weapon. Many skills, especially Two Handed Weapon attack skills, become more effective with higher Two Handed Weapon Mastery. Description: Claymores, Great Axes... Chance of being thrown off balance, results in being stunned for 2 seconds.
Example Weapon:
Sundering Claymore of Fortitude
Slashing Dmg: 15-32 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 2.15)
(5% chance of being thrown off balance)
Sundering Great Axe of Fortitude
Slashing Dmg: 11-37 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 1.65)
(10% chance of being thrown off balance)
Example Skills:
Leaping Blow: 10 Adreline
Two Handed Attack. Strike target foe for 15...45 more damage. 30% chance of knocking target foe down, fails with 4 Two Handed Weapon Mastery or less.
Steel Defense: 5 Energy, 30
Stance. If you have a two handed weapon equipped you block melee and ranged attacks for 6...24 seconds, during this time you may not attack.
Hack: 6 Adreline
Two Handed Attack. Attack target foe for 5...25 damage, this attack has 25% armor penetration but increases your chances of being thrown off balance by 15%...5% for 14....6 seconds.
Will be continued...
Kool Pajamas
Wha? I thought every chapter got new professions.
fiery
I agree, it was said per new chapter 2 new profession.
boxterduke
Yeah they said 2 professions per chapter then I heared that its not 2 per chapter.
I really hope its not 2 professions each chapter and that maybe after a couple of them come out with no professions we get one with new professions.
You have any idea how huge this will get if there are 2 each chapter and they are planning on a new chapter each 6 months.
I really hope its not 2 professions each chapter and that maybe after a couple of them come out with no professions we get one with new professions.
You have any idea how huge this will get if there are 2 each chapter and they are planning on a new chapter each 6 months.
actionjack
its a good idea, and would be interesting to hear some creative idea about it.
But I don't think such thing is really needed, yet. There are still rooms for few new classes, and also still the option to do a new class with its own different core professions. It all depend on how the dev go about such thing.
But I don't think such thing is really needed, yet. There are still rooms for few new classes, and also still the option to do a new class with its own different core professions. It all depend on how the dev go about such thing.
Rayea
realy? i mean, how many more can you get than ass and rit, and after you throw in pirate? lol......
i wouldnt mind if they alternate between neew 2 char this chap then a bunch (ie, one new path per existing class) new skill paths in the chapter after 2....
but if they gave us a pair of new classess each chap, its going to mount up....
even taking into acount that the new additonal classess are more of a 'specialits class' than a stand alone class....
(saying this because the extra classess like ritualist and co are specific to ach chapter..they arent going to be catered for in future chapters like the Core6 are in each chapter....)
i mean, just how many of these 'Specialists' are you going to use once their newness wears off? (unless theres some special way to use them as a secondary....i mean, after Factions is live, the rit and assassin are going to be FotM, till they get worn out and become nobodies, wandering peniless and destitute out in the canthan wilds )
i wouldnt mind if they alternate between neew 2 char this chap then a bunch (ie, one new path per existing class) new skill paths in the chapter after 2....
but if they gave us a pair of new classess each chap, its going to mount up....
even taking into acount that the new additonal classess are more of a 'specialits class' than a stand alone class....
(saying this because the extra classess like ritualist and co are specific to ach chapter..they arent going to be catered for in future chapters like the Core6 are in each chapter....)
i mean, just how many of these 'Specialists' are you going to use once their newness wears off? (unless theres some special way to use them as a secondary....i mean, after Factions is live, the rit and assassin are going to be FotM, till they get worn out and become nobodies, wandering peniless and destitute out in the canthan wilds )
jibikao
They gotta create new professions for each Chapter... even though I think it's a tough job. There are just way too many skills!
Symeon
I didn't like the sound of 'two new professions per chapter every six months' as soon as it was confirmed. Guild Wars has a large player base, and with new things to do and things to achieve the saga is probably going to continue for a while. But throw in a load of professions...in two years, that's 8. If it carried on for that long after Factions, we would have 16 professions. But think about it...how many profession ideas are there that can fit in without being similar to others and without being completely stupid or overpowered (i.e. balance)?
If Guild Wars has to have new professions after Factions, I would suggest the Alchemist idea (strongly supportive of actionjack's concept), a kind of dualist/buccaneer profession (maybe even with limited firearms available), and some kind of creator/destroyer/summoning caster. But even those could have deep effects on the balance of the game and people's perspective of it. With so many professions, what will parties turn into? Things will be so diverse, and some professions may become excluded.
Gaile herself spoke of the possibility of polearm weapons. I would support this as a possible extension for the warrior profession, along with extensions to the other professions, but on that note, if you make the range available to a profession too wide there will be problems.
If Guild Wars has to have new professions after Factions, I would suggest the Alchemist idea (strongly supportive of actionjack's concept), a kind of dualist/buccaneer profession (maybe even with limited firearms available), and some kind of creator/destroyer/summoning caster. But even those could have deep effects on the balance of the game and people's perspective of it. With so many professions, what will parties turn into? Things will be so diverse, and some professions may become excluded.
Gaile herself spoke of the possibility of polearm weapons. I would support this as a possible extension for the warrior profession, along with extensions to the other professions, but on that note, if you make the range available to a profession too wide there will be problems.
Mordakai
Quote:
Originally Posted by Rayea
even taking into acount that the new additonal classess are more of a 'specialits class' than a stand alone class....
(saying this because the extra classess like ritualist and co are specific to ach chapter..they arent going to be catered for in future chapters like the Core6 are in each chapter....) |
I fully expected that eventually there would be a chapter without any new Professions, that's why the slot "crisis" never really bothered me. I know eventually a chapter will come with extra slots and no new professions.
So, why would we buy it?
Well, besides the new content, the new skills alone could effectively make a new "class." Imagine Elementalists summoning "Elementals", or changing terrain. You can see how skills alone can change an already existing class, without relying necessarily on whole new Attribute Lines (although, that's not a bad idea either...)
Goonter
I always thought the dual classes should get a special attribute.
Something like a R/E getting a Arcane Archary attribute or a W/A getting a Two-Handed Swords attribute while a W/R can get a Lance attribute, etc.
You could top off the number of classes at around 10 and continue to pump out new skills for 50 or something attrubites.
Something like a R/E getting a Arcane Archary attribute or a W/A getting a Two-Handed Swords attribute while a W/R can get a Lance attribute, etc.
You could top off the number of classes at around 10 and continue to pump out new skills for 50 or something attrubites.
Dougal Kronik
I think they could get by with the existing attribute lines of each profession, only adding new skill uses like Mordakai said
Quote:
Imagine Elementalists summoning "Elementals", or changing terrain. |
actionjack
somehow.. I want something like....
+2 class next expansion
+2 class next next expansion
6 new core class for new race for next next next expansion
+2 class for new race, and possible addtional class for humans for next next next next expansion
...
I think it is just not as marketable saying you will add new stuff to the exisiting class, as saying you will add brand new classes...
+2 class next expansion
+2 class next next expansion
6 new core class for new race for next next next expansion
+2 class for new race, and possible addtional class for humans for next next next next expansion
...
I think it is just not as marketable saying you will add new stuff to the exisiting class, as saying you will add brand new classes...
LaserLight
Quote:
Gaile herself spoke of the possibility of polearm weapons. I would support this as a possible extension for the warrior profession, along with extensions to the other professions |
*Stews*
Anyways. I agree that two a chapter would soon grow excessive, and without the burden of so many new professions, older non-Core professions could get the support they deserve. People keep saying that non-Core classes will never go anywhere after Ch2 because Anet would refuse to support them. Thisis junk, and a good reason to lighten up on new professions down the road.
Ifmiren
Quote:
Originally Posted by LaserLight
Anyways. I agree that two a chapter would soon grow excessive, and without the burden of so many new professions, older non-Core professions could get the support they deserve. People keep saying that non-Core classes will never go anywhere after Ch2 because Anet would refuse to support them. This is junk, and a good reason to lighten up on new professions down the road.
|
-Enchanters (enchanting, hexing)
-Battlemasters / Bards (temporary morale boosts, staves or pole arms)
-Witches / Warlocks (demon binding, hexing)
-Illusionists (shadowcasting, misdirection)
-Alchemists (buffs, transformations)
-Shapeshifters (shapeshifting)
-Rogues (stealth, blindsiding)
-Beastriders (hey, the dwarves got em!)
-Skinriders (possession, whips)
-Mechanists (guns, gizmos)
-Timeshifters / Planewalkers (banishing, timewarping)
-Pirates!!! (arrrrr....)
Until we have at least that many, it just won't feel complete, right?
(In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.)
actionjack
Quote:
Originally Posted by Ifmiren
But Guildwars only has 8! It can't possibly be complete without having at least the following classes more:
-Enchanters (enchanting, hexing) -Battlemasters / Bards (temporary morale boosts, staves or pole arms) -Witches / Warlocks (demon binding, hexing) -Illusionists (shadowcasting, misdirection) -Alchemists (buffs, transformations) -Shapeshifters (shapeshifting) -Rogues (stealth, blindsiding) -Beastriders (hey, the dwarves got em!) -Skinriders (possession, whips) -Mechanists (guns, gizmos) -Timeshifters / Planewalkers (banishing, timewarping) -Pirates!!! (arrrrr....) Until we have at least that many, it just won't feel complete, right? (In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.) |
Ifmiren
Quote:
nice list.. can I quote it and put it in the concept class listing thread for future reference? |
... it was supposed to be a joke, but feel free. Glad you like it!
Mordakai
I know you were kidding, but the Mechanist sounds pretty cool!
KvanCetre
I have inside info that there will be a pirate class called the swashbuckler.
And now that I've stated it on the forums, it will no longer be used. Instead, they'll probably go with Ninja and Samurai.
Sorry.
And now that I've stated it on the forums, it will no longer be used. Instead, they'll probably go with Ninja and Samurai.
Sorry.
TwilightOblivion
Guys just look in the concept class listing. If they used every one of them we wouldnt run out of new classes for years.
And I agree with laserlight that warriors shouldnt get polearms. Polearms are too cool for warriors. XP
And I agree with laserlight that warriors shouldnt get polearms. Polearms are too cool for warriors. XP
Dahnel
Quote:
Originally Posted by Ifmiren
But Guildwars only has 8! It can't possibly be complete without having at least the following classes more:
-Enchanters (enchanting, hexing) -Battlemasters / Bards (temporary morale boosts, staves or pole arms) -Witches / Warlocks (demon binding, hexing) -Illusionists (shadowcasting, misdirection) -Alchemists (buffs, transformations) -Shapeshifters (shapeshifting) -Rogues (stealth, blindsiding) -Beastriders (hey, the dwarves got em!) -Skinriders (possession, whips) -Mechanists (guns, gizmos) -Timeshifters / Planewalkers (banishing, timewarping) -Pirates!!! (arrrrr....) Until we have at least that many, it just won't feel complete, right? (In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.) |
Rayea
eww..not the dreaded SteamPunk
ok, so long as they dont introduce anything at all like guns and gunpowder....all the machines and machina type stuff should run on magical energies and crystals ect, not real world stuff, otherwise you get all kinds a shtick going on.
mordekai, i dont think they will actually *support* the non Core6..thats why i call them the Core6, because they will be in every game and *always* supported...sure, they will allow you to go to another chapter with your elementalist/assassin or your ritualist/necromancer....however, i dont think you will get any quests, specialist items or skills available for those chapter specific classes in other chapters....
after all, they have said (somewhere, i cant remember where) that they will always be new stuff for the core classess..that makes it sound like they are the only ones they will *constantly* be rehashing stuff for and making sure theres new content in each and every chapter...
i dont mind the new classess every chapter thing, but after a while, if every class was *supported* in each new and preciding chapter, it would get VERY messy...not to mention the fact that they realy want you to group up with a reasonable selection of classess (even though it ususally ends up being 4 wammos and a couple of monks lol)...imagine, if the new class types dont cover the needed skills....need a mage to firestorm the baddies while yer warrior types fence the buggers into a corner? sorry, everyone is busy playing pirates and illusionists and shadowwalkers and skyfliers, oh my....
if they allow you to use the *specialist* classes, true, but make you realise that only the Core6 will get to *REALY* do the main work in all the sucseeding chapters, it means that yeah, you will try them new *specialist* classess out, but end up usually using a Core6 as your Primary and using whatever class you like today as your secondary once your accended...
and note....now we know that even the Canthan characters need to get their own version of accention...
i was right about that, maybe i will be right about the trend in classes and specialist class....
ok, so long as they dont introduce anything at all like guns and gunpowder....all the machines and machina type stuff should run on magical energies and crystals ect, not real world stuff, otherwise you get all kinds a shtick going on.
mordekai, i dont think they will actually *support* the non Core6..thats why i call them the Core6, because they will be in every game and *always* supported...sure, they will allow you to go to another chapter with your elementalist/assassin or your ritualist/necromancer....however, i dont think you will get any quests, specialist items or skills available for those chapter specific classes in other chapters....
after all, they have said (somewhere, i cant remember where) that they will always be new stuff for the core classess..that makes it sound like they are the only ones they will *constantly* be rehashing stuff for and making sure theres new content in each and every chapter...
i dont mind the new classess every chapter thing, but after a while, if every class was *supported* in each new and preciding chapter, it would get VERY messy...not to mention the fact that they realy want you to group up with a reasonable selection of classess (even though it ususally ends up being 4 wammos and a couple of monks lol)...imagine, if the new class types dont cover the needed skills....need a mage to firestorm the baddies while yer warrior types fence the buggers into a corner? sorry, everyone is busy playing pirates and illusionists and shadowwalkers and skyfliers, oh my....
if they allow you to use the *specialist* classes, true, but make you realise that only the Core6 will get to *REALY* do the main work in all the sucseeding chapters, it means that yeah, you will try them new *specialist* classess out, but end up usually using a Core6 as your Primary and using whatever class you like today as your secondary once your accended...
and note....now we know that even the Canthan characters need to get their own version of accention...
i was right about that, maybe i will be right about the trend in classes and specialist class....
Mandy Memory
I would prefer new classes for these...but lol
I think its a lot easier to do for warrior...because what would the other classes get?
Purply Stuff Magic (Mesmer)
Increases Purple magic's effeciveness.
Fi-Wa-Ai-Rth (Ele)
When your powers combine...I AM CAPTAIN PLANET.
Self Mutilation (Necro)
Helps you make scars...free of charge.
Beast Bow Mastery (Ranger)
Allows your pet to equip a bow.
Moles....Loving the Children (Monk)
Increases scandals.
I think its a lot easier to do for warrior...because what would the other classes get?
Purply Stuff Magic (Mesmer)
Increases Purple magic's effeciveness.
Fi-Wa-Ai-Rth (Ele)
When your powers combine...I AM CAPTAIN PLANET.
Self Mutilation (Necro)
Helps you make scars...free of charge.
Beast Bow Mastery (Ranger)
Allows your pet to equip a bow.
Moles....Loving the Children (Monk)
Increases scandals.
lyra_song
Expansions:
Warrior: 2 handed axes, 2 handed swords, 1 handed hammers
Ranger: Beastmastery MELEE STAFF!!!, Flying pets
Elementalist: Gravity , Temporal (time), Steel
Necromancer: Zombie Magic o.o
Mesmer: um...sorry, no ideas T_T
Monk: weather control? "Oh mighty dwayna, may it rain on my enemies hails the size of charr coughballs"
Warrior: 2 handed axes, 2 handed swords, 1 handed hammers
Ranger: Beastmastery MELEE STAFF!!!, Flying pets
Elementalist: Gravity , Temporal (time), Steel
Necromancer: Zombie Magic o.o
Mesmer: um...sorry, no ideas T_T
Monk: weather control? "Oh mighty dwayna, may it rain on my enemies hails the size of charr coughballs"
actionjack
Quote:
Originally Posted by Mandy Memory
Beast Bow Mastery (Ranger) |
Nevin
Think of all the armor sets..
Note: Added more skills, anyways.. Anyone have CONSTRUCTIVE suggestions to attributes? For new classes or just stand alone ideas.
Note: Added more skills, anyways.. Anyone have CONSTRUCTIVE suggestions to attributes? For new classes or just stand alone ideas.
actionjack
Warrior: Brute
(use 2-Hand weapons)
Ranger: Hawk/Falcon Mastery
(Be a Hawker, additional flying to to do more damage)
Elementalist: Conjuration
(summon elemental dijins)
Necromancer: Soul Walking
(leave your body and fight as a spirit)
Mesmer: Mirrior Magic
(mimic and reflect back spells)
Monk: Avatar Procession
(Gain the power of gods for limited time)
(use 2-Hand weapons)
Ranger: Hawk/Falcon Mastery
(Be a Hawker, additional flying to to do more damage)
Elementalist: Conjuration
(summon elemental dijins)
Necromancer: Soul Walking
(leave your body and fight as a spirit)
Mesmer: Mirrior Magic
(mimic and reflect back spells)
Monk: Avatar Procession
(Gain the power of gods for limited time)
Nevin
Quote:
Originally Posted by actionjack
Necromancer: Soul Walking
(leave your body and fight as a spirit) |
IllusiveMind
Levitating Elementalists... ooooh I could picture that... they float instead of running... bwhahaha.
And about 2 handed swords and axes... I wish they could implement that asap.
And about 2 handed swords and axes... I wish they could implement that asap.
Rayea
well if you want warrior type skills, just look in the manual ^^
(meanig the ultimate fighter handbook from dnd...it lists loads of stuff, and im sure a bunch of creative types like the devs can *ahem* become inspired by a few of them...frell, just take a look at all the weps...)
i do like the sugestions, especially the zombie magic ^^ i was chatting to a friend who complained about the fact that necros were nothing more than daytime vampires >.<
i mean, i want my zombies, dag nabit! Anita wants to wander about, rasing whole graveyards to fight (and onother thing, a zombie shouldnt have a countdown like the fiends, they just end up loosing bodyparts..too much damage and they end up doing a black knight impersonation, bouncing about as a torso with no arms or legs, or even a head thats wiggling till you call em off ^^ now THAT would be a great party trick hehe)
i do agree, there needs to be 2 handed weps..and some one handed that are curently 2 hadned..hammers, for example...i know they would weigh less, so thier attk would be lower, but you can offset them with a shield ect...
and Hand-and-half swords...also knows as a bastard sword....they are 2 handed for small types, but 1 handed for larger.....not sure how they would get the 2 handed/1 handed, unless they added a part about seperating the swordsmanship into 2 handed and 1 handed, and if you took one, it was connected to the other....however if they gove you more wepon skill types, they might have to give you more skill points to use it with...or make warriors specialise in one at a time....REALY at one at a time....like only one wepon type at all....hm...
(meanig the ultimate fighter handbook from dnd...it lists loads of stuff, and im sure a bunch of creative types like the devs can *ahem* become inspired by a few of them...frell, just take a look at all the weps...)
i do like the sugestions, especially the zombie magic ^^ i was chatting to a friend who complained about the fact that necros were nothing more than daytime vampires >.<
i mean, i want my zombies, dag nabit! Anita wants to wander about, rasing whole graveyards to fight (and onother thing, a zombie shouldnt have a countdown like the fiends, they just end up loosing bodyparts..too much damage and they end up doing a black knight impersonation, bouncing about as a torso with no arms or legs, or even a head thats wiggling till you call em off ^^ now THAT would be a great party trick hehe)
i do agree, there needs to be 2 handed weps..and some one handed that are curently 2 hadned..hammers, for example...i know they would weigh less, so thier attk would be lower, but you can offset them with a shield ect...
and Hand-and-half swords...also knows as a bastard sword....they are 2 handed for small types, but 1 handed for larger.....not sure how they would get the 2 handed/1 handed, unless they added a part about seperating the swordsmanship into 2 handed and 1 handed, and if you took one, it was connected to the other....however if they gove you more wepon skill types, they might have to give you more skill points to use it with...or make warriors specialise in one at a time....REALY at one at a time....like only one wepon type at all....hm...
Nevin
Yeah, I'm quite dissapointed with the meatballs.. I want zombies and skeletons...
BahamutKaiser
I would say that not releasing 2 new classes in every expansion, but perhaps every other expansion, may secure the content of the game, but, They need to add something significant and totaly new to every expansion in order to justify 50 dollar expansion costs. Also, there is no point in making stand alone expansions if you can't use a new class, but need other stand alones expansions to use the classes for those expansion, that is a total rip off.
Now by considering the idea that 2 new classes woln't be in each expansion they may just mean only 1 class for some expansions, or something totaly unique besides a new class, but a couple of levels to run around on and a new type of PvP just doesn't justify 50 dollars. And wile any dedicated player will most likely buy them to stay current with the content, it is a seriously cheap blow to the consumers to give alot in some expansions and only a little in others, at least for the same cost.
As for adding new attributes to exsisting classes, that is completely counter productive. Not only will you be wasting time rebuilding exsisting classes, instead of making new attributes and skills for a new class, but you will be further limiting the material that can be used in a new class. I expect they will expand the exsisting characters, and should, but adding totaly new attributes to an exsisting class takes up as much resources as a new class altogether, and creates just as much balancing payload without the entirely new persona of a new class. They can make 1 handed versions of 2 handed weapons and 2 handed versions of 1 handed weapons for the warrior without making totaly new attirubes and skills. They could limit some skills to a certain weapon even if they both use the same attribute, like 1 handed sword skills and 2 handed sword skills, wile some are universal, without creating a totaly new attribute, for what is basicly a minor modifcation to an exsisting option.
Now by considering the idea that 2 new classes woln't be in each expansion they may just mean only 1 class for some expansions, or something totaly unique besides a new class, but a couple of levels to run around on and a new type of PvP just doesn't justify 50 dollars. And wile any dedicated player will most likely buy them to stay current with the content, it is a seriously cheap blow to the consumers to give alot in some expansions and only a little in others, at least for the same cost.
As for adding new attributes to exsisting classes, that is completely counter productive. Not only will you be wasting time rebuilding exsisting classes, instead of making new attributes and skills for a new class, but you will be further limiting the material that can be used in a new class. I expect they will expand the exsisting characters, and should, but adding totaly new attributes to an exsisting class takes up as much resources as a new class altogether, and creates just as much balancing payload without the entirely new persona of a new class. They can make 1 handed versions of 2 handed weapons and 2 handed versions of 1 handed weapons for the warrior without making totaly new attirubes and skills. They could limit some skills to a certain weapon even if they both use the same attribute, like 1 handed sword skills and 2 handed sword skills, wile some are universal, without creating a totaly new attribute, for what is basicly a minor modifcation to an exsisting option.
Rayea
well they seem to be making a new storyline every chapter, bahamut, dear
so long as each chapter dosent just have the same storyline....(appear of BadGuy, chase BG, loose BG valuable item, find BG valuable item, kick BG ass into deadsvill)
we should be ok.....
since they tell us they will be updating the Core6 each chapter, that will mean new (or revamped or renamed) skills each chapter....
perhaps thay did the pvp and pvp-in clowngear stuff with factons chapter to give more pvp style this chap, but will do more pve next chap...(dear server gods, i hope so, for their sakes)
even if they didnt give a new class or 2 in Chap3, so long as they added enough pve only content, i would be happy....considering the amount of reworked or disguised pvp style content they have shovled on us in factions, i would think it was only fair to give that right back in chap3....so lets see some pve-in clownhats for the pvp-only lot....for exaple, lets have crafted by player items that are usefull in pvp matches....so that a pvp has to get a pve to make sometihng for them...
so long as each chapter dosent just have the same storyline....(appear of BadGuy, chase BG, loose BG valuable item, find BG valuable item, kick BG ass into deadsvill)
we should be ok.....
since they tell us they will be updating the Core6 each chapter, that will mean new (or revamped or renamed) skills each chapter....
perhaps thay did the pvp and pvp-in clowngear stuff with factons chapter to give more pvp style this chap, but will do more pve next chap...(dear server gods, i hope so, for their sakes)
even if they didnt give a new class or 2 in Chap3, so long as they added enough pve only content, i would be happy....considering the amount of reworked or disguised pvp style content they have shovled on us in factions, i would think it was only fair to give that right back in chap3....so lets see some pve-in clownhats for the pvp-only lot....for exaple, lets have crafted by player items that are usefull in pvp matches....so that a pvp has to get a pve to make sometihng for them...