OMG chapter 2 news inside!
TwilightOblivion
official interview w/ gamespot!
http://www.gamespot.com/news/2005/09...s_6134551.html
and check this out, new professions CONFIRMED
"The continuation of the Guild Wars story will contain all the things that players love from the first chapter, and a whole lot more. We'll have a bunch of spanking new regions that offer new missions, new monsters, new items, new quests, new skills, and new professions. Yes, "new" is the recurring theme here. And all of this sparkly newness will take place in a setting that continues the compelling story of Tyria that was begun in the first installment. "
"Jess Lebow, our world designer, says, "We don't want to give away too much about the upcoming story, but count on seeing landscapes that have been irrevocably changed by world events, meeting cultures only alluded to in the first installment, and facing challenges that could change the face of the world forever." "
The Orr maybe? we can only wait and see!
w00tness!
http://www.gamespot.com/news/2005/09...s_6134551.html
and check this out, new professions CONFIRMED
"The continuation of the Guild Wars story will contain all the things that players love from the first chapter, and a whole lot more. We'll have a bunch of spanking new regions that offer new missions, new monsters, new items, new quests, new skills, and new professions. Yes, "new" is the recurring theme here. And all of this sparkly newness will take place in a setting that continues the compelling story of Tyria that was begun in the first installment. "
"Jess Lebow, our world designer, says, "We don't want to give away too much about the upcoming story, but count on seeing landscapes that have been irrevocably changed by world events, meeting cultures only alluded to in the first installment, and facing challenges that could change the face of the world forever." "
The Orr maybe? we can only wait and see!
w00tness!
Ice Blessings
!!! What are the new profesions?!
~Ice Blessings~
~Ice Blessings~
Ice Blessings
I can't view it because i'm at work, can you post all of it??? I wanna read it.
~Ice Blessings~
~Ice Blessings~
TwilightOblivion
If only it said *sigh* we will just have to wait. hopefully an assassin or ninja or something of the sort
TwilightOblivion
Guild Wars has become one of the major successes of 2005, and it's easy to see why. This online role-playing game from ArenaNet offers countless hours of excellent gameplay, requires no monthly subscription fee, and features innovative streaming technology that allows the developers to update the game automatically every time you log on. Now the team at ArenaNet is preparing the first major update to Guild Wars, the so-called second chapter. This update will introduce a ton of content. But don't take our word for it. Gaile Gray, Guild War's community relations manager, was kind enough to answer our questions regarding chapter two.
ArenaNet is currently working on the second chapter of Guild Wars.
GameSpot: What's the official name of the next chapter, if there is one at the moment? When is it planned for release, and how far along is it?
Gaile Gray: While we don't yet have a name for the next chapter of Guild Wars, we're well on our way with content development. Various members of the team have been active in startup for level design, quest scripting, programming, storyline exploration, global network expansion, and the creation of all sorts of concept art as well. The chapter will release in the first half of 2006.
GS: Can you give us an overview of what's planned for the second chapter of the game?
GG: The continuation of the Guild Wars story will contain all the things that players love from the first chapter, and a whole lot more. We'll have a bunch of spanking new regions that offer new missions, new monsters, new items, new quests, new skills, and new professions. Yes, "new" is the recurring theme here. And all of this sparkly newness will take place in a setting that continues the compelling story of Tyria that was begun in the first installment.
GS: How have players reacted to the single-player aspect of the game, and how have their reactions affected the planning for the second chapter (and other chapters of the game further down the line)? Are there specific things that you've noticed players really tend to enjoy, and other things that players just don't seem to focus on?
GG: One of the things I like best about Guild Wars is the fact that you don't have a lot of limits on how you play the game. You can play in one of many modes, depending on your mood, the time of day, whether your regular gaming partners are available, and the amount of time you have to spend in the game. If you're up for a guild battle, fine and well! If your guild isn't available, you can play some cooperative gaming with a couple of friends, or you can form a pickup group and head out for a little player-versus-player action in the arena. And of course, at any time you can take off solo into the wilderness areas with henchmen. Players seem to enjoy the variety of choices very much, and single-player reaction has been great. The Guild Wars henchmen system allows you to play on your own if you choose to do so, but it deepens the experience of individual play by allowing you to participate in real missions and quests that matter, not quests that are "dummied down" for single-player players.
GS: And how have players taken to multiplayer play? Did multiplayer turn out to be everything you expected? What tweaks do you think need to be made to multiplayer in the short and long term, and how will the second chapter help push things in the right direction?
GG: Multiplayer has been very well received. For some players, Guild Wars has offered them their first experience with an online game. For others, it is one of a long list of multiplayer games they've played. Judging from the player response, media reviews, and sales figures, and taking a peek at the e-mails we receive on a daily basis, Guild Wars is fast becoming a favorite of a large number of players. And we've just begun! We have added to multiplayer gameplay for both the cooperative and competitive player even while we have been gearing up for the continuation of the Guild Wars story.
For PvP players, we held the PvP Extreme (PvPX) Weekend in late August that provided increased rewards for combat, allowing players to gain skills and levels more easily. After gathering feedback from the community about the weekend's increases, and after listening to what players would like to see for PvP options in the future, we rolled the boosts into the game as a whole. We also added several high-end quests for veteran players. Since the increases and quests were made a permanent addition to the game, players have been leveling and acquiring items more quickly and easily since that date.
For the cooperative gamer, we released cool new explorable areas in the form of our Sorrow's Furnace update. The update offered two large new regions--Grenth's Footprint and Sorrow's Furnace--which featured a bunch of innovative and challenging quests with unique rewards. The update provided the content in a form that allows interesting replayability options, and it proved incredibly popular with Guild Wars players. Oh, and did I mention that PvPX and the Sorrow's Furnace update were both free?
Guild Wars remains an impressive game, graphically.
GS: How will the second chapter advance the game's overall story? How, if at all, can we expect to see the world of Tyria itself change? We assume that new parts of the world will be unlocked to explore--but are there any plans for changing climates, landscapes, or ecologies as a result of story progression?
GG: Jess Lebow, our world designer, says, "We don't want to give away too much about the upcoming story, but count on seeing landscapes that have been irrevocably changed by world events, meeting cultures only alluded to in the first installment, and facing challenges that could change the face of the world forever."
I can add that the look and feel of the coming installment is very impressive--quite different and yet equally engrossing--and that judging from our early testing, from concept art, and from the design documents, it's going to be an incredible continuation of the Guild Wars story.
GS: Can you give us an update on the game's streaming technology and how it's planned for use in the next chapter? Now that ArenaNet's online streaming engine has been tested with both beta testers and with the retail game, are there any interesting new features or challenges that you plan to undertake using the streaming technology?
Get ready for tons of new...stuff.
GG: Well, as you're aware, streaming technology means that the dreaded "patch day" downtime is a thing of the past. We've updated Guild Wars more than a dozen times since release. In each case, the player has downloaded a tiny group of files and has been back in the game within minutes, rather than hours. A few weeks ago, we did an update that fixed some spells that were not functioning as originally planned. The update also improved the drops in a mission, fixed a broken teleport, took care of a minor user interface problem, and addressed a few rare crash issues. All this for a few seconds' worth of download! Even downloading the Sorrow's Furnace update was painless.
One way in which we'll be using streaming technology more and more in the future is in adding content for special events. We might have an event in the world that takes place for just a few hours, as we did at the end of our final beta weekend event. Or we might offer seasonal art that lasts for just a week or so. We can roll in this content and then return things back to the way they were with tiny updates that make even a dial-up user smile.
GS: Guild Wars was released worldwide for players in North America, Europe, and Asia. This means that the game caters to different audiences with very different preferences. What have you come to observe about these various Guild Wars fans? What are fans in different parts of the world looking for, and how will this figure into the next chapter?
GG: You know, all around the world, a good game is a good game. RPG players look for universal qualities in their games, and if you're a gamer, there really aren't that many differences in what you're looking for, whether you come from Albania or Zanzibar. If you want great pickup PvP play, fun cooperative gaming, or a chance to help your guild make its mark on the world through the global ladder, Guild Wars has options for you.
However, it is fun to address different world cultures within the game as well. You may have noticed we have armor and weaponry that is representative of different traditions, and that we offer character models that appear to come from all parts of the world. Tyria is filled with the unusual and fantastical, but also incorporates the feeling of "home" in certain places. These unique features can be seen in everything from outfits to architecture. This melding of the fantastic and the familiar is an element we enjoy presenting in Guild Wars and intend to explore at greater depth in the future.
GS: Aside from the content in the second chapter, can you give us an idea of what other improvements, tweaks, or changes are planned for the game in general in the short run, or even the long run? Has the way players are approaching the game given the team ideas as to what directions the game should eventually go toward, and directions that the game should avoid?
GG: It's absolutely true that player feedback is considered with just about every decision we make. We will always focus on our overall vision of what the game is and will be. But the finer details of Guild Wars have been greatly influenced by players. This started back in February of 2002 when we kicked off our alpha test, and it continued through the beta weekend events. That influence is as current as today, when several of our team members were reading fan and alpha test forums to keep up to date on player input.
In the short run, we are working on a significant expansion to cooperative play in a sort of side-by-side development phase with a lot of notable improvements to PvP options. We'll continue to assess both PvP and cooperative gameplay options, and make changes as needed.
We have mentioned previously that observer mode will be rolled out soon. This is an essential part of future global tournaments, and we're excited about the capacity that this feature will offer and the enhancement it will bring to PvP play as a whole. Observer mode will be great for individual players, for guilds, and for the community as a whole.
The second chapter is due out next year.
GS: Finally, is there anything else you'd like to add about the next chapter of Guild Wars, or about the game and its status in general?
GG: We'd like to thank gamers around the world for embracing Guild Wars as they have. It was an incredible experience to have more than a quarter of a million copies fly off the shelves in the first week, and to see those numbers rise with every succeeding week. I can't think of another first title from a new studio that has gotten such strong support and has developed such a great community. We continue to analyze the game every day, and we are committed to making improvements and expanding the experience. And of course, we're really excited about the future of Guild Wars and are looking forward to taking the game and the story in terrific new directions with a wonderful new chapter next year.
sorry for the doublepost.
ArenaNet is currently working on the second chapter of Guild Wars.
GameSpot: What's the official name of the next chapter, if there is one at the moment? When is it planned for release, and how far along is it?
Gaile Gray: While we don't yet have a name for the next chapter of Guild Wars, we're well on our way with content development. Various members of the team have been active in startup for level design, quest scripting, programming, storyline exploration, global network expansion, and the creation of all sorts of concept art as well. The chapter will release in the first half of 2006.
GS: Can you give us an overview of what's planned for the second chapter of the game?
GG: The continuation of the Guild Wars story will contain all the things that players love from the first chapter, and a whole lot more. We'll have a bunch of spanking new regions that offer new missions, new monsters, new items, new quests, new skills, and new professions. Yes, "new" is the recurring theme here. And all of this sparkly newness will take place in a setting that continues the compelling story of Tyria that was begun in the first installment.
GS: How have players reacted to the single-player aspect of the game, and how have their reactions affected the planning for the second chapter (and other chapters of the game further down the line)? Are there specific things that you've noticed players really tend to enjoy, and other things that players just don't seem to focus on?
GG: One of the things I like best about Guild Wars is the fact that you don't have a lot of limits on how you play the game. You can play in one of many modes, depending on your mood, the time of day, whether your regular gaming partners are available, and the amount of time you have to spend in the game. If you're up for a guild battle, fine and well! If your guild isn't available, you can play some cooperative gaming with a couple of friends, or you can form a pickup group and head out for a little player-versus-player action in the arena. And of course, at any time you can take off solo into the wilderness areas with henchmen. Players seem to enjoy the variety of choices very much, and single-player reaction has been great. The Guild Wars henchmen system allows you to play on your own if you choose to do so, but it deepens the experience of individual play by allowing you to participate in real missions and quests that matter, not quests that are "dummied down" for single-player players.
GS: And how have players taken to multiplayer play? Did multiplayer turn out to be everything you expected? What tweaks do you think need to be made to multiplayer in the short and long term, and how will the second chapter help push things in the right direction?
GG: Multiplayer has been very well received. For some players, Guild Wars has offered them their first experience with an online game. For others, it is one of a long list of multiplayer games they've played. Judging from the player response, media reviews, and sales figures, and taking a peek at the e-mails we receive on a daily basis, Guild Wars is fast becoming a favorite of a large number of players. And we've just begun! We have added to multiplayer gameplay for both the cooperative and competitive player even while we have been gearing up for the continuation of the Guild Wars story.
For PvP players, we held the PvP Extreme (PvPX) Weekend in late August that provided increased rewards for combat, allowing players to gain skills and levels more easily. After gathering feedback from the community about the weekend's increases, and after listening to what players would like to see for PvP options in the future, we rolled the boosts into the game as a whole. We also added several high-end quests for veteran players. Since the increases and quests were made a permanent addition to the game, players have been leveling and acquiring items more quickly and easily since that date.
For the cooperative gamer, we released cool new explorable areas in the form of our Sorrow's Furnace update. The update offered two large new regions--Grenth's Footprint and Sorrow's Furnace--which featured a bunch of innovative and challenging quests with unique rewards. The update provided the content in a form that allows interesting replayability options, and it proved incredibly popular with Guild Wars players. Oh, and did I mention that PvPX and the Sorrow's Furnace update were both free?
Guild Wars remains an impressive game, graphically.
GS: How will the second chapter advance the game's overall story? How, if at all, can we expect to see the world of Tyria itself change? We assume that new parts of the world will be unlocked to explore--but are there any plans for changing climates, landscapes, or ecologies as a result of story progression?
GG: Jess Lebow, our world designer, says, "We don't want to give away too much about the upcoming story, but count on seeing landscapes that have been irrevocably changed by world events, meeting cultures only alluded to in the first installment, and facing challenges that could change the face of the world forever."
I can add that the look and feel of the coming installment is very impressive--quite different and yet equally engrossing--and that judging from our early testing, from concept art, and from the design documents, it's going to be an incredible continuation of the Guild Wars story.
GS: Can you give us an update on the game's streaming technology and how it's planned for use in the next chapter? Now that ArenaNet's online streaming engine has been tested with both beta testers and with the retail game, are there any interesting new features or challenges that you plan to undertake using the streaming technology?
Get ready for tons of new...stuff.
GG: Well, as you're aware, streaming technology means that the dreaded "patch day" downtime is a thing of the past. We've updated Guild Wars more than a dozen times since release. In each case, the player has downloaded a tiny group of files and has been back in the game within minutes, rather than hours. A few weeks ago, we did an update that fixed some spells that were not functioning as originally planned. The update also improved the drops in a mission, fixed a broken teleport, took care of a minor user interface problem, and addressed a few rare crash issues. All this for a few seconds' worth of download! Even downloading the Sorrow's Furnace update was painless.
One way in which we'll be using streaming technology more and more in the future is in adding content for special events. We might have an event in the world that takes place for just a few hours, as we did at the end of our final beta weekend event. Or we might offer seasonal art that lasts for just a week or so. We can roll in this content and then return things back to the way they were with tiny updates that make even a dial-up user smile.
GS: Guild Wars was released worldwide for players in North America, Europe, and Asia. This means that the game caters to different audiences with very different preferences. What have you come to observe about these various Guild Wars fans? What are fans in different parts of the world looking for, and how will this figure into the next chapter?
GG: You know, all around the world, a good game is a good game. RPG players look for universal qualities in their games, and if you're a gamer, there really aren't that many differences in what you're looking for, whether you come from Albania or Zanzibar. If you want great pickup PvP play, fun cooperative gaming, or a chance to help your guild make its mark on the world through the global ladder, Guild Wars has options for you.
However, it is fun to address different world cultures within the game as well. You may have noticed we have armor and weaponry that is representative of different traditions, and that we offer character models that appear to come from all parts of the world. Tyria is filled with the unusual and fantastical, but also incorporates the feeling of "home" in certain places. These unique features can be seen in everything from outfits to architecture. This melding of the fantastic and the familiar is an element we enjoy presenting in Guild Wars and intend to explore at greater depth in the future.
GS: Aside from the content in the second chapter, can you give us an idea of what other improvements, tweaks, or changes are planned for the game in general in the short run, or even the long run? Has the way players are approaching the game given the team ideas as to what directions the game should eventually go toward, and directions that the game should avoid?
GG: It's absolutely true that player feedback is considered with just about every decision we make. We will always focus on our overall vision of what the game is and will be. But the finer details of Guild Wars have been greatly influenced by players. This started back in February of 2002 when we kicked off our alpha test, and it continued through the beta weekend events. That influence is as current as today, when several of our team members were reading fan and alpha test forums to keep up to date on player input.
In the short run, we are working on a significant expansion to cooperative play in a sort of side-by-side development phase with a lot of notable improvements to PvP options. We'll continue to assess both PvP and cooperative gameplay options, and make changes as needed.
We have mentioned previously that observer mode will be rolled out soon. This is an essential part of future global tournaments, and we're excited about the capacity that this feature will offer and the enhancement it will bring to PvP play as a whole. Observer mode will be great for individual players, for guilds, and for the community as a whole.
The second chapter is due out next year.
GS: Finally, is there anything else you'd like to add about the next chapter of Guild Wars, or about the game and its status in general?
GG: We'd like to thank gamers around the world for embracing Guild Wars as they have. It was an incredible experience to have more than a quarter of a million copies fly off the shelves in the first week, and to see those numbers rise with every succeeding week. I can't think of another first title from a new studio that has gotten such strong support and has developed such a great community. We continue to analyze the game every day, and we are committed to making improvements and expanding the experience. And of course, we're really excited about the future of Guild Wars and are looking forward to taking the game and the story in terrific new directions with a wonderful new chapter next year.
sorry for the doublepost.
Banebow
hmm...new professions...wonder what that will do to the balance (and yes, even us non-hardcore pvpers care about balance)
Hopefully more close-combat classes, as right now we have a ratio of 1:5 for melee vs ranged. Not that I don't like spellcasters and rangers, but if I want to fight in close combat it might be nice to have more than just a warrior.
More missions like the titan quests would be nice, since those actualy needed a half-decent group to get through.
All in all, I am sure Anet will do a good job as usual, and I look foward to exploring the new areas.
Hopefully more close-combat classes, as right now we have a ratio of 1:5 for melee vs ranged. Not that I don't like spellcasters and rangers, but if I want to fight in close combat it might be nice to have more than just a warrior.
More missions like the titan quests would be nice, since those actualy needed a half-decent group to get through.
All in all, I am sure Anet will do a good job as usual, and I look foward to exploring the new areas.
TwilightOblivion
Ya. this is gonna be freakin sweet
I cant wait. Im gonna buy it the day it freaking comes out
I cant wait. Im gonna buy it the day it freaking comes out
LifeInfusion
Um I know this is short:
They said that very long ago. It is not new news.
They said that very long ago. It is not new news.
TwilightOblivion
Really? Where did they say that? I don't remember reading about them confirming new classes anywhere else.
rocklimit
the only way i would really buy this expansion is if they added a rogue/assasin class , daggers and Polearms, we need new melee classes.
Akathrielah
Hopefully the new profession will be something unique and not something stupid like a rogue or assassin. Unless they FORCE scenarios to require stealth, stealth based characters have little place in PvE. As for PvP, like any other game rogues would either be stupidly overpowered or underpowered.
Wa$d
more charater slots please!
rocklimit
Quote:
Originally Posted by Akathrielah
Hopefully the new profession will be something unique and not something stupid like a rogue or assassin. Unless they FORCE scenarios to require stealth, stealth based characters have little place in PvE. As for PvP, like any other game rogues would either be stupidly over or underpowered.
|
Mario 64 Master
It's probably been a year or more since they confirmed new classes for chapter 2.
Akathrielah
Quote:
Originally Posted by rocklimit
i don't think there's anything "unique" about ORPGs/MMORPGs, specially when it comes to classes/jobs/professions.so why not just put in all the traditional ones?
|
And as with rogues/assassins in nearly every other game, they either are 1 hit wonders with little purpose or stupid overpowered dps machines.
TwilightOblivion
I think that polearms would be an excelent addition (one of the only weapons they didnt give to warriors), and I think that assassin would be a great class, one that relies on both melee and magic. using techniques like teleportation, shadow magic, smoke bombs, etc. to stun and confuse the opponent, while attacking with a flurry of daggers or shurikens.
rocklimit
Quote:
Originally Posted by Akathrielah
Because this isn't a traditional MMORPG. The missons are linear, so unless you make stealth absolutely necessary, you have a class that would be a 3rd wheel in every group. Think your ranger/mesmer/necro has problems getting a group? This will be worse.
And as with rogues/assassins in nearly every other game, they either are 1 hit wonders with little purpose or stupid overpowered dps machines. |
Akathrielah
Don't get me wrong having any additional class would be great, but there are still some balance issues as it is, and throwing new skills AND another class onto the balance pile will be a daunting class to say the least.
And as I said before, if you take a look of how rogues usually end up in other MMORPGs, it really ain't a pretty sight.
And as I said before, if you take a look of how rogues usually end up in other MMORPGs, it really ain't a pretty sight.
Aracos79
If I recall correctly, and maybe some of the alpha's/beta's can confirm.. stealth was originally supposed to be the unique/primary attribute for Rangers, but it was taken out in favor of Expertise because ANet couldn't make it work the way they wanted. Now perhaps they've been tinkering with the idea behind the scenes, but if they didn't implement it then, I seriously doubt they would do so now... knowing that it doesn't work well.
akadvance
I've always played the agility / stealth classes in all my MMORPGs (except for Diablo...played barbarian). Too bad GW doesnt have this. Hopefully they will.
Navaros
i don't see how a stealth class could possibly work in Guild Wars PVP considering that PVP is played in cramped, close-quarters arenas which provide very little room to maneuver
Shadowdaemon
i think they should have a deal where each cd key can cast a vote on the new classes, i would like some type of assassin too, but the frog was talking about maybe having a bard, and bards are extremly stupid, so they should really let people vote on it
Pharalon
Rangers lost stealth because it ended up not meshing well with the feel they wanted for rangers, and how they wanted them to play, moreso than any technical/gameplay issues. Expertise ended up working better overall with the ranger, and stealth would have made the class very different in the end I think.
Tactical-Dillusions
I'm confused as to the location of chapter two. Did it mean that C2 will be in Tyria with new zones unlocked or will we have an expanded or another map?
It sounds like ArenaNet have made good progress with chapter 2 already. I'd love to see some of the things we can expect or even the name of the next class or classes. I hate an overdose of speculation.
Anyway, i can't wait for this. We have anywhere between 3 and 9 months to wait but i'm already excited and i didn't expect a PR statement so early. It is a very nice thing to be reading at 5:00 AM!!
I hope C2 really is BIG. Personally, i think Tyria is quite small and there are limitations when you are level 20 on what you can do PvE wise, without entering areas that you have "outgrown".
I would be immensely happy if ArenaNet could add dozens of areas for pure hunting/exploring...even if the areas had no quests attached.
PvE is so much more enjoyable when you can literally go walking all day without bumping into an outpost or backtracking.
Seriously Anet, make lots and lots of extra zones for us if you find yourself with spare time before release...pretty please. I hate foggy maps.
[Spare time, lol. Anets boffins probably sleep on their keyboards and keep clean socks in their CD drawers.]
It sounds like ArenaNet have made good progress with chapter 2 already. I'd love to see some of the things we can expect or even the name of the next class or classes. I hate an overdose of speculation.
Anyway, i can't wait for this. We have anywhere between 3 and 9 months to wait but i'm already excited and i didn't expect a PR statement so early. It is a very nice thing to be reading at 5:00 AM!!
I hope C2 really is BIG. Personally, i think Tyria is quite small and there are limitations when you are level 20 on what you can do PvE wise, without entering areas that you have "outgrown".
I would be immensely happy if ArenaNet could add dozens of areas for pure hunting/exploring...even if the areas had no quests attached.
PvE is so much more enjoyable when you can literally go walking all day without bumping into an outpost or backtracking.
Seriously Anet, make lots and lots of extra zones for us if you find yourself with spare time before release...pretty please. I hate foggy maps.
[Spare time, lol. Anets boffins probably sleep on their keyboards and keep clean socks in their CD drawers.]
melbo
Awesome, it's funny you should post this because I was JUST googling the internet earlier looking for news of the second installment since I remember them saying itd be around Xmas or early 2006. Couldn't find anything til I happened to check here lol. I totally can't wait Thanks for posting that!
Gustav Gloomp
i hope they expand all 4 sides of post searing with new areas, and make underwater cities somehow :S
thejynxed
There is a few classes/skills I remember from Beta that didn't make it into the final game. I wonder if they reconsidered those decisions or if they found better ways to implement them.
As for bards...bards rule, best support class ever IMO, and could even possibly put a monk to shame for best supporter in all reality.
As for thief/assassin/rogue... I'd prefer an assassin over the other two. More like the assassin from D2. That was my favorite class to play in that game. I could care less about stealth elements, but the critical hits, the weapons, and the ingenious traps/doppleganger spells just rocked.
As for bards...bards rule, best support class ever IMO, and could even possibly put a monk to shame for best supporter in all reality.
As for thief/assassin/rogue... I'd prefer an assassin over the other two. More like the assassin from D2. That was my favorite class to play in that game. I could care less about stealth elements, but the critical hits, the weapons, and the ingenious traps/doppleganger spells just rocked.
D.E.V.i.A.N.C.E
hmm only 35 skills left to buy... 421 so far all 85 elites are captured...(All on one guy)
and there adding a class(s?) and skills.... WILL THE MADNESS END!
I want staff attacks! like a melee staff... THWAP! you have been slaped by my...
Fourious Shadow Staff of Fourm Addictiveness
I kick butt: Always
Your Farming skills have been reduced: 100%
Your Forum Flaming has Gone up: 110%
and there adding a class(s?) and skills.... WILL THE MADNESS END!
I want staff attacks! like a melee staff... THWAP! you have been slaped by my...
Fourious Shadow Staff of Fourm Addictiveness
I kick butt: Always
Your Farming skills have been reduced: 100%
Your Forum Flaming has Gone up: 110%
The Purple Pants Guy
The assassin from Diablo 2 seemed kind of ridiculous.
Yen-lo-wang
Actually, I was rather a fan of the way D2's Assassin worked as opposed to the normal "stealth" classes in MMOs; it was a very unique approach to the idea at the time. It was very unique and meshed well with the rest of the game, and I think a similarly styled character can work well in GW.
unienaule
I. Want. Summons. And some cool class of l33t pwnage that totally unbalances the game with gigantonormous fireultimaballs of infinite death that target all enemies no matter where they are. Cost 1 Energy .25 cast time no recharge. :-)
D.E.V.i.A.N.C.E
Ok I want the FF8 Junctioning system ;D
Saph's: 25% cold dmg reduction
Rubie's: 25% fire dmg reduction
Monsterous Stuff: 25% dmg reduction vs; slash(claws) piercing(fangs) choas(eyes)
Thats my perdictions!
oh and for fun....
Staff of Orr:
Auto kills your enemy's with spawned Titans
Saph's: 25% cold dmg reduction
Rubie's: 25% fire dmg reduction
Monsterous Stuff: 25% dmg reduction vs; slash(claws) piercing(fangs) choas(eyes)
Thats my perdictions!
oh and for fun....
Staff of Orr:
Auto kills your enemy's with spawned Titans
KvanCetre
I'm so sick and tired of seeing "Ninjas" being wanted. They don't in any way, shape, or form fit in with the theme of Guild Wars.
If anything, an assassin or thief would fit in much closer than a ninja.
Another weapon type not done in guild wars is thrown weaponry(knives, axes).
I did like the idea of a polearm class, though... something called like a "cavalier"(and no, NO naming it Dragoon)
If anything, an assassin or thief would fit in much closer than a ninja.
Another weapon type not done in guild wars is thrown weaponry(knives, axes).
I did like the idea of a polearm class, though... something called like a "cavalier"(and no, NO naming it Dragoon)
PieXags
Pretty cool, only thing that bothers me is the...
"This online role-playing game from ArenaNet offers countless hours of excellent gameplay"
Yeah that's not entirely true, but still I'm looking forward to some new professions.
"This online role-playing game from ArenaNet offers countless hours of excellent gameplay"
Yeah that's not entirely true, but still I'm looking forward to some new professions.
Fire Lord
The only thing i ask of arena net is to include Magic Missle as a skill. that would be fregin awsome.
melbo
Quote:
Originally Posted by KvanCetre
I'm so sick and tired of seeing "Ninjas" being wanted. They don't in any way, shape, or form fit in with the theme of Guild Wars.
If anything, an assassin or thief would fit in much closer than a ninja. Another weapon type not done in guild wars is thrown weaponry(knives, axes). I did like the idea of a polearm class, though... something called like a "cavalier"(and no, NO naming it Dragoon) |
BTW, Play.com (http://www.play.com/play247.asp?pa=g...C&title=677220) has the release date listed as 1/2/2006, and the price at £17.99 Delivered. I'm not sure what that converts to in USD, and I've learned to never trust release dates no matter where it comes from, but it gives you a basic idea...and kinda makes me feel all warm and squishy inside to have a (possibly way off) release date in mind
Elektra
ninja woudlnt be good at all for this setting.
id rather have a Theif stealth guy who wasnt a ninja.
id still embrace the idea of time travel making pre searing more of a real map and be able to go back and fix things
id rather have a Theif stealth guy who wasnt a ninja.
id still embrace the idea of time travel making pre searing more of a real map and be able to go back and fix things
PieXags
I want a pirate, pirates own ninjas.
D.E.V.i.A.N.C.E
yha lets all agree on a thief, so we dont have to buy keys ever again!
hopfully they'll break into those... cmon why do we need keys when we are alone ;D
hopfully they'll break into those... cmon why do we need keys when we are alone ;D
Rossaroni
Uh. If you want agility in a melee class, ask for a swashbuckling pirate. Duh. I would think ninjas are not the best in combat, because they try as much as possible to skip combat altogether (throwing stars, hand crossbows, poison, etc.). Pirates, on the other hand, rely on cunning and outthinking their opponents in actual combat to win.
...Drunken boxing ftw.
...Drunken boxing ftw.