Does anyone really want new professions?

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Sofia Sofia Sofia
Sofia Sofia Sofia
Frost Gate Guardian
#1
I don't.

Why? Well, first off, I'ev looked through a lot of these new profession idea threads and I can't find a single idea that would really be a truly unique character class.

Now, think about all the character classes from all the RPGs you've played. Don't the 8 professions of guild wars pretty much cover them all already?

Any new classes would probably be infringing on territory of existing classes I think.

I mean, just look at what we got with Factions. The Ritualist is kind of unique, but the Assassin's role is somewhat muddled.

So I for one vote for no new classes in Chapter 3!

Give us new races, or attributes or... hats or whatever (maybe even a server without error 007?)
Vilaptca
Vilaptca
Pre-Searing Vanquisher
#2
Its a little late to say no classes for Chapter 3....seeing as its already got around 8 months development time under its belt already.

But, they did tell us that there will be future chapters that do not include new professions. Think about it this way, 2 new professions every 6 months? I'm sure they'd run out of ideas, or there would just be so many professions that players would probably complain.

Though if you look at games like Neverwinter Nights, that use the D&D system, there are many different classes to play, and many of them do have small crossovers, but they are all still quite unique. We only have 8 right now, how many does D&D have?

In my opinion, I like new professions. I'm excited to see what Chapter 3 has to offer. But I also agree that an expansion without new professions and just new content would be just as great. And both have been promised to us. Since its your choice to buy an expansion or even to merge it into your other accounts, you can pick and choose whether you want to buy Chapter 3 with its 2 new professions, or if you want to wait for Chapter 4 and hope that its a new chapter with just a large amount of new content.

Whatever they come out with, I'm looking forward to both. Mostly because I'm hoping a no new profession chapter will include either a massive amount of content (very large new map, weapons, armor, exciting quests) or will be cheaper in price.
EternalTempest
EternalTempest
Furnace Stoker
#3
It's an invalid assumption that a player has any other expansion then the "current" version of guildwars.

Long time players will have a lot to choose from and may feel blown away by chapter 5 for example, but I think a lot of players may only have 1-3 chapters.

It's people that feel they have to unlock 100% per job via PvE that going to really feel the pain if they started GuildWars latter on.

I'm also looking for new jobs. Not only that the radio interview with one of the co-founders mention that all "expansion" jobs are far mor specialized and hard er to play vs the "core" professions which will always have a wide varity of play styles within that profession.

Also there were doging the question about the "new" professions in latter chapters. Aka little to hardly anything new for them. Maybe some armor and some skills? that would be about it. I think there going to maintain the expansion jobs to be able to hold there own in reguards to design of the class as to what there specialized in but that be about it. Where we should see new stuff over time in the core jobs to broaden there playability.
BeowulfKamdas
BeowulfKamdas
Lion's Arch Merchant
#4
I think you are in a minority here XD

Guild Wars will pretty much never be static at the rate that it is going... Skill balances, new classes... even if someone doesn't bother with the new expansions, he will run into the new classes eventually.
I
Isgorathe Huang
Ascalonian Squire
#5
I do agree that the Factions expansion was a bit of a let down, in the fact that areas which badly needed improving (e.g. guild menus) were ignored. After all, this is GUILD wars, and the guild system seems to have been largely neglected - what do we have now, alliances? That's just an extended guild system, anyone could have thought of that.

I assume that creating new professions and making improvements to existing features are not mutually exclusive, and I hope that in the future anet will not let itself down in the latter area.
Boomer the Gnome
Boomer the Gnome
Ascalonian Squire
#6
New professions not really.

Give warriors a TWO HANDED weapons attribute. 'nuff said.

Because theres no feeling like having a weapon larger then you are.


I myself was expecting future races. Like the dwarves, or tengu. Heck even alternate humans. Like you could start from Kurzick or Luxon or Kryta. That'd be pretty cool. But then they'd have to mod the heck out of the game.
I just dislike the lack of culture clash in guildwars. All these different races/cultures and you can't be apart of it.

It'd be cool to have Krytans running around in Kurzick, or Luxons in the Shiverpeak mountains. Maybe even play evil races like the Charr.. then have PVP zones in areas were good and evil duke it out like in City of Heroes. That'd be pretty cool and also put a new meaning to guild wars as you would get the baltazhar faction for killing a player character.

Because all of us don't have the essence to play the Hall of Heroes and just want to do thus. Go unto a zone and attack other players with this no nonsense objectives.
d
darrylhaines
Frost Gate Guardian
#7
I think they might in the end allow you to make a char with as many profession's as you want (i.e. you setup the attribute skills, say 6 or 7 of them, strength, healing, fire, death, wilderness survival, etc) in one of the later chapters.

If you still only have 200 attribute points it will be a game of skill due to the fact of all the different skill's/spells you will be able to pick, and there will be a lot of unique builds (ton loads really).

You never know, it may or may not happen.
Slainster
Slainster
Wilds Pathfinder
#8
i have 8 characters on the go.. and must be honest the upkeep is hard work.. im reaching a point of choosing my favourite 4 and only concentrating on them..
W
WasAGuest
Desert Nomad
#9
I simply like the options of having more. So, I'm wanting more classes and since Anet pretty much said they wouldn't add elves (heard that somewhere, don't remember where) I pretty much wouldn't care about other races but know many others want them.
I agree that adding new skill sets (not just new skills) would be nice.

2 handed weapons to warriors
single handed blunt weapons
crossbows (as a non-ranger skill line - since they are easier to use and fire)

But others such sets that completely alter a class into something else with a single skill line. Something that might turn a ranger (or the assassin) into a "rogue" with trap disarming and "sneak attacks" for example (grasping there, but you get the idea).
samifly
samifly
Wilds Pathfinder
#10
I'd prefer new attribute lines over new professions
Winterclaw
Winterclaw
Wark!!!
#11
I think for chapter 4, instead of adding new classes, they should give the current classes new skill sets. Like give monks martial arts or give elementalists elemental pets/summons.
makosi
makosi
Grotto Attendant
#12
I'd also prefer new attribute lines over new professions. In my personal opinion, the two new professions were the worst thing to happen since IWAY in Guild Wars' history (although I don't mind because I'm probably the only person that dislikes them). The prophecies professions are amazing and they could do with beng beefed out a little such as one new attribute line per class for variation. Like a previous poster said, dual-wielding warriors would be a good addition - on the other hand, thinking up a new attribute for elementalists would prove diffcult since there are only 4 elements. I'd rather have quality over quantity any day.
d
dreamhunk
Banned
#13
i personly think that anet has limited themsevles with the set up they have. However I want to see if they can really come up with new class. How they are going to be different i don't know.
Evilsod
Evilsod
Banned
#14
I'd rather see a max of 10 Professions (8 is enough tbh) since anymore than that and you'd just have too much variation. How the hell are they gonna balance it out? Mesmer, Rangers, Necros, Assassins and Ritualists are/were shunned classes. Ranger was suddenly made popular by Rangerspike then more so by Barrage/Pet, Necros true powers came out with the AoE proving how useless Eles were in comparison to SS, Assassins have too crap armour and too many bad players, Mesmers... no fancy effects... they do 'nothing' so no-one takes em, Ritualists i dunno, but i can take a guess they're not exactly sort after.
The more they add the less unique they get and the larger parties you'll need to give them all a fair chance. How easy is it for an Assassin to get a group in the Fire Islands if there are plenty of people around? I can guess pretty impossible, crappy armour, melee range and Wild Blow to completely remove evasive stances...
ChaoticCoyote
ChaoticCoyote
Krytan Explorer
#15
Quote:
Originally Posted by Vilaptca
Though if you look at games like Neverwinter Nights, that use the D&D system, there are many different classes to play, and many of them do have small crossovers, but they are all still quite unique. We only have 8 right now, how many does D&D have?
Many D&D classes don't have any purpose in GW. For example, just what would a thief do in GW? Allowing them to pick chest locks would bring howls from othe rplayer who need to buy keys. Maybe a thief class could reduce the size of his aggro field for "sneaking" around the map?

GW, good as it is, lacks *MANY* features found in a P&P game like D&D, and that limits the kinds of classes that make sense.
wilebill
wilebill
Desert Nomad
#16
Well, Sofia, I think the real problem with more new professions is where do you fit them into the "standard group" in the mid to high game?

The Rit has managed to earn a place, at least sometimes. But the assassin is usually left on the bench when it is time for a serious group.

I would really like to see new professions, but can they have a role to play? My assassin, I like him a lot. But the assassin henches nearly all the time.

Larger groups are probably not the answer, since the new slots would still be filled by the conventional characters.
ChaoticCoyote
ChaoticCoyote
Krytan Explorer
#17
New professions will start to resemble older ones, but with different artwork.

So my suggestions is to allow us to play non-human toons. I, for one, would love to play a Naga. Essentially, all these "professions" would be is different character art; no new game mechanics required. Art already exists for:

1) Dwarves
2) Tengu (note Silverwing as a henchman)
3) Naga/Serpent people

Heck, we could even let people play Charr!

Same stats as humans, just different art.

I would pay $50 to play a Crystal Desert Serpent or Jade Sea Naga as an elementalist/ranger with a Dune Lizard pet.
ChaoticCoyote
ChaoticCoyote
Krytan Explorer
#18
Quote:
Originally Posted by Evilsod
Assassins have too crap armour and too many bad players, Mesmers... no fancy effects... they do 'nothing' so no-one takes em, Ritualists i dunno, but i can take a guess they're not exactly sort after.
People need to give the new classes time to mature before wonderign if they were good additions.

Although I have to admit, the Assassin needs some serious help, beyond the poor tactics of its players. They should be the best single-target spikers in the game, and they're not.

I do see groups advertising for Ritualists now, especially in Tyria. Usually, they're wanted for protection/healing, though many people now realize that a good Ritualist can out-spike and out-AoE even the best mage.

It takes time for people to learn how a new class can be best used. I suspect Ritualists will eventually become as popular as Rangers.
lyra_song
lyra_song
Hell's Protector
#19
I would much rather have more skill lines for each existing profession rather than completely new professions.
m
mqstout
Wilds Pathfinder
#20
Classes are nice. I hope races aren't added to the game.