Is there even ONE new profession idea gets supported in this thread section? :P
Nightwish
I have gone through several of the new profession idea threads and most of them seem to get rejected horribly, so I'm left wondering if there is even one idea thats actually gain the general support from this forum
Just curious
Just curious
sandstorm87
uhm no ^^
There isn't 1 profession that everyone likes (even from the current ones)
Some like mesmers, some don't
some like rangers, some don't
Some like rogues, and some (including me btw) would rather see them burn in the eternal darkness
There isn't 1 profession that everyone likes (even from the current ones)
Some like mesmers, some don't
some like rangers, some don't
Some like rogues, and some (including me btw) would rather see them burn in the eternal darkness
Symeon
I made a huge post of an idea I had on the thread named 'Certain Professions that I have heard and agreed with', but I was totally ignored except for one person, and everybody else kept having grammatical arguments relating to the origins of the word sorcerer. Nightwish, or anyone else, I would be extremely happy if you made a comment on my idea in that thread .
Puebert
I thought of ninja. Or as me gf would say, "ninjar".
Accurax
everyone's thought of ninja... what about Bounty Hunter?
kendaki
I would love to see a martial arts based class. I can't even begin to tell you how dissapointed I was when monks turned out to basicly be clerics instead of the fist fighting furies I had hoped for. To this end I would love to see a martial arts based class. Their weapons would be hand wraps or even punching daggers. Their attacks could be standard martial arts moves, chi attacks (chi being their primary attribute, it's effects I haven't worked out yet as i am writing this on the fly), or they could have offensive and defensive stances, counter attacks, that could simulate the many different martial arts styles, Their attributes could consist of something along the lines of Hand Style, Foot Style, Defensive Style, Offensive Style, and Chi Energy (open to suggestions on the names). I dont know if many would agree with me but I personally believe it would be an awsome alternative to a warrior for melee combat.
Symeon
OK, since people seem to be looking at this thread I'm going to repost somethings I posted on a previous topic where I was ignored cos guys were too busy having grammatical arguments.
(copy)
Look at the professions.
I know this may cause some dispute but:
Warriors: Mainly fighting based and their weapon matters.
Rangers: Mainly fighting based and their weapon matters.
Mesmers: Mainly casting based and their weapon doesn't matter a lot.
Monks: Basically purely casting based and their weapon hardly matters at all (except for energy benefits etc.)
Elementalists: Mainly casting based and their weapon hardly matters.
Necromancers: Mainly casting based, thier weapon doesn't matter much.
As you may see, there are four professions based around mostly casting and two professions based around mostly fighting and weapon use.
Therefore, surely, it can be said that the edition of another profession based around the use of a weapon would not harm the game.
I must say that the game definitely does not need another caster.
I think the idea of an assassin or ninja is really too off-Guild Wars, but I feel that a kind of fencer, as has been mentioned earlier in this thread, would be great.
This 'fencer' or perhaps '' probably should not use fists and feet as this does not really suit Guild Wars, but either a fighting pole or 'double sticks' - dual wielding. This character would be dissimilar to the warrior and ranger in firstly that he uses a pole and also his skills are rather based on whooping damage casters - he would be ideal against mesmers and elementalists. His skills would be based around the idea of balance, mind-reading, boosting the attack and damage of comrades, while decreasing that of the enemy and causing exhaustion of casters with his weapon, and trickery.
Attributes:
Balance Arts - based around the use of the pole/sticks, moves with it.
(damage with the stick increases with level, not points in this attribute, so it is not compulsory to have points in this attribute to use the weapon)
Hypnotic Arts - Mind-reading, mind control, ability to daze, and demoralise enemy.
Vocal Arts - Shouts, mumbles, boosting allies, worsening enemies
Trickery - only available to '' primary, the amount of points in it increases the chance of the enemy being confused of you (not seeing your actions properly)
Also, as the pole is too handed it will not be avaiable to warrior with secondary or ranger secondary. It will be avaiable to casters as they can use staffs, but that may/may not work.
This new profession could alter the balance in Guild Wars but it would in my view be a good addition (or something of a similar kind to it).
My idea....
(copy)
Look at the professions.
I know this may cause some dispute but:
Warriors: Mainly fighting based and their weapon matters.
Rangers: Mainly fighting based and their weapon matters.
Mesmers: Mainly casting based and their weapon doesn't matter a lot.
Monks: Basically purely casting based and their weapon hardly matters at all (except for energy benefits etc.)
Elementalists: Mainly casting based and their weapon hardly matters.
Necromancers: Mainly casting based, thier weapon doesn't matter much.
As you may see, there are four professions based around mostly casting and two professions based around mostly fighting and weapon use.
Therefore, surely, it can be said that the edition of another profession based around the use of a weapon would not harm the game.
I must say that the game definitely does not need another caster.
I think the idea of an assassin or ninja is really too off-Guild Wars, but I feel that a kind of fencer, as has been mentioned earlier in this thread, would be great.
This 'fencer' or perhaps '' probably should not use fists and feet as this does not really suit Guild Wars, but either a fighting pole or 'double sticks' - dual wielding. This character would be dissimilar to the warrior and ranger in firstly that he uses a pole and also his skills are rather based on whooping damage casters - he would be ideal against mesmers and elementalists. His skills would be based around the idea of balance, mind-reading, boosting the attack and damage of comrades, while decreasing that of the enemy and causing exhaustion of casters with his weapon, and trickery.
Attributes:
Balance Arts - based around the use of the pole/sticks, moves with it.
(damage with the stick increases with level, not points in this attribute, so it is not compulsory to have points in this attribute to use the weapon)
Hypnotic Arts - Mind-reading, mind control, ability to daze, and demoralise enemy.
Vocal Arts - Shouts, mumbles, boosting allies, worsening enemies
Trickery - only available to '' primary, the amount of points in it increases the chance of the enemy being confused of you (not seeing your actions properly)
Also, as the pole is too handed it will not be avaiable to warrior with secondary or ranger secondary. It will be avaiable to casters as they can use staffs, but that may/may not work.
This new profession could alter the balance in Guild Wars but it would in my view be a good addition (or something of a similar kind to it).
My idea....
Symeon
Re-post number 2.
(copy)
Quote:
This new profession (Dualist)
Thanks Fitz for providing the name I was trying to think of
The name Dualist fits the character class well.
Quote:
I could see the Cestus or some equivalent as a weapon. Perhaps also, dual punching blades would be a creative design using the Tonfa as base, the right long side forward and left long side back.
I think these are also good ideas.
Here is a list of weapon possibilites I have brought together in my head:
1.Pole/Sticks
2.Dual punching blades.
3.Dual mini-scythes
4.Whip
5.I can't think of a name...like dual mini-hammers, but they have smaller hammer-heads...well.
6.Metal chain.
7.Metal chain and whip
Well I know some of these are 'unrealistic' but I reckon they are pretty good ideas.
Here is my list for armour also:
1.Ninja stylie.
2.Chinese warrior style.
3.Martial arts kit.
4.Baggy clothes, lots of padding, that sought of thing.
5.Chainmail. It would be like the crusaders, covered in cloth (obviously not embroidered with crosses, but perhaps with some other symbol of meaning).
(copy)
Quote:
This new profession (Dualist)
Thanks Fitz for providing the name I was trying to think of
The name Dualist fits the character class well.
Quote:
I could see the Cestus or some equivalent as a weapon. Perhaps also, dual punching blades would be a creative design using the Tonfa as base, the right long side forward and left long side back.
I think these are also good ideas.
Here is a list of weapon possibilites I have brought together in my head:
1.Pole/Sticks
2.Dual punching blades.
3.Dual mini-scythes
4.Whip
5.I can't think of a name...like dual mini-hammers, but they have smaller hammer-heads...well.
6.Metal chain.
7.Metal chain and whip
Well I know some of these are 'unrealistic' but I reckon they are pretty good ideas.
Here is my list for armour also:
1.Ninja stylie.
2.Chinese warrior style.
3.Martial arts kit.
4.Baggy clothes, lots of padding, that sought of thing.
5.Chainmail. It would be like the crusaders, covered in cloth (obviously not embroidered with crosses, but perhaps with some other symbol of meaning).
kendaki
Quote:
Originally Posted by King Symeon
OK, since people seem to be looking at this thread I'm going to repost somethings I posted on a previous topic where I was ignored cos guys were too busy having grammatical arguments.
(copy) Look at the professions. I know this may cause some dispute but: Warriors: Mainly fighting based and their weapon matters. Rangers: Mainly fighting based and their weapon matters. Mesmers: Mainly casting based and their weapon doesn't matter a lot. Monks: Basically purely casting based and their weapon hardly matters at all (except for energy benefits etc.) Elementalists: Mainly casting based and their weapon hardly matters. Necromancers: Mainly casting based, thier weapon doesn't matter much. As you may see, there are four professions based around mostly casting and two professions based around mostly fighting and weapon use. Therefore, surely, it can be said that the edition of another profession based around the use of a weapon would not harm the game. I must say that the game definitely does not need another caster. I think the idea of an assassin or ninja is really too off-Guild Wars, but I feel that a kind of fencer, as has been mentioned earlier in this thread, would be great. This 'fencer' or perhaps '' probably should not use fists and feet as this does not really suit Guild Wars, but either a fighting pole or 'double sticks' - dual wielding. This character would be dissimilar to the warrior and ranger in firstly that he uses a pole and also his skills are rather based on whooping damage casters - he would be ideal against mesmers and elementalists. His skills would be based around the idea of balance, mind-reading, boosting the attack and damage of comrades, while decreasing that of the enemy and causing exhaustion of casters with his weapon, and trickery. Attributes: Balance Arts - based around the use of the pole/sticks, moves with it. (damage with the stick increases with level, not points in this attribute, so it is not compulsory to have points in this attribute to use the weapon) Hypnotic Arts - Mind-reading, mind control, ability to daze, and demoralise enemy. Vocal Arts - Shouts, mumbles, boosting allies, worsening enemies Trickery - only available to '' primary, the amount of points in it increases the chance of the enemy being confused of you (not seeing your actions properly) Also, as the pole is too handed it will not be avaiable to warrior with secondary or ranger secondary. It will be avaiable to casters as they can use staffs, but that may/may not work. This new profession could alter the balance in Guild Wars but it would in my view be a good addition (or something of a similar kind to it). My idea.... |
You have a good idea here and with the minor tweaking I'd say a great idea. I'd be happy to discuss it more if you'd like.
Flaxx
If you've been to my thread you'll know im all about new classes and Symeon has been posting his idea with startling perserverance for a while, and i too have noticed a general fear of change to the games class system.
Where this dismissive response comes from is hard to say for me, id always expected people to me more open minded... aw well back to the drawing board.
Where this dismissive response comes from is hard to say for me, id always expected people to me more open minded... aw well back to the drawing board.
jibikao
Quote:
Originally Posted by kendaki
I would love to see a martial arts based class. I can't even begin to tell you how dissapointed I was when monks turned out to basicly be clerics instead of the fist fighting furies I had hoped for. To this end I would love to see a martial arts based class. Their weapons would be hand wraps or even punching daggers. Their attacks could be standard martial arts moves, chi attacks (chi being their primary attribute, it's effects I haven't worked out yet as i am writing this on the fly), or they could have offensive and defensive stances, counter attacks, that could simulate the many different martial arts styles, Their attributes could consist of something along the lines of Hand Style, Foot Style, Defensive Style, Offensive Style, and Chi Energy (open to suggestions on the names). I dont know if many would agree with me but I personally believe it would be an awsome alternative to a warrior for melee combat.
|
D&D Monks are really good at fist fighting and self healing. Too bad they already have Smiting. It will be crazy to add one more Skill Line.
Although I have to say maybe instead of coming up a total new class, adding one more Skill line to each class will be just as good.
My ideal for Ranger will be Shape Shifting since it fits the "nature" theme. lol
Warrior will be dual wielding, perfect ideal for it.
Elementalist will add one more element : None elemental attacks or whatever.
Monk will be Kung Fu. lol
Mesmer will be.... dancers. I don't know, for some reasons, I really want to see some skills that really make use of the Dance we have. I got this idea from Star Ocean 3 in which there is a cute girl who can dance in the battlefield to create some AoE effects as long as she keeps dancing and the effect is even greater after she finishes her dance (which rarely happens!). lol I thought Mesmer is good for it since she/he just looks mysterious and full of surprises.
Necro will be.... I don't know...this one is hard.
NatalieD
Quote:
Originally Posted by King Symeon
OK, since people seem to be looking at this thread I'm going to repost somethings I posted on a previous topic where I was ignored cos guys were too busy having grammatical arguments.
|
Quote:
Originally Posted by Flaxx
If you've been to my thread you'll know im all about new classes and Symeon has been posting his idea with startling perserverance for a while, and i too have noticed a general fear of change to the games class system.
Where this dismissive response comes from is hard to say for me, id always expected people to me more open minded... aw well back to the drawing board. |
EternalTempest
What most likely happened is that the GW pr team gone through and looked at all the elite GW sites, such as this one and looked for idea for jobs and how well users responded them.
That and if you see a job idea that most of the elites sites all having something similiar and 1/2 to 2/3 like it or some version of it, it make a candate for chapter 2. A theory anyway.
It's even possible they had some jobs they withheld from chapter 1 for varity of reasons and will be putthing them in.
That and if you see a job idea that most of the elites sites all having something similiar and 1/2 to 2/3 like it or some version of it, it make a candate for chapter 2. A theory anyway.
It's even possible they had some jobs they withheld from chapter 1 for varity of reasons and will be putthing them in.
Augmento
i bet a plat that the new profession is gonna be a 'rogue' class with prime attribute of concealment and secondary attributes of dual wield, thrown weapons, and hand to hand combat.
edit: most of the ppl who post new 'class' ideas totally miss the point of how the dual profession system works. you got to keep in mind that whatever new pro you come up with has got to be considered in relation to existing an existing pro
so you wanna ninja? go monk/rogue, traditional D&D thief? ranger/rogue, played a dual wielding class in daoc? then warrior/rogue, etc...
edit: most of the ppl who post new 'class' ideas totally miss the point of how the dual profession system works. you got to keep in mind that whatever new pro you come up with has got to be considered in relation to existing an existing pro
so you wanna ninja? go monk/rogue, traditional D&D thief? ranger/rogue, played a dual wielding class in daoc? then warrior/rogue, etc...
twicky_kid
STOP requesting ninja. a r/w is effectivly a ninja.
there are not many professions you can't make already. going to be hard to make a new class that isn't going to throw the balance off and will mingle well with existing classes while not overpowering.
i think there will be 2 professions added. only way i see them putting them in balance is have them counter each other. every class has a counter. adding a new profession would have to add another to counter that profession.
there are not many professions you can't make already. going to be hard to make a new class that isn't going to throw the balance off and will mingle well with existing classes while not overpowering.
i think there will be 2 professions added. only way i see them putting them in balance is have them counter each other. every class has a counter. adding a new profession would have to add another to counter that profession.
Augmento
right!? monk and necro could be argued as direct counters to each other. after that? warrior is a counter to elem maybe, and then you are really stretching it if you suggest somehow that rangers and mesmers are direct counters to each other.
i don't see it.
i don't see it.
BurningPants
Essentially a profession has to be based on the fact that it can be easily combined with another class to create a UNIQUE combo.
A mesmer/elementist benefits from using elementist skills at a faster rate due to the fast casting attribute.
Many of you think that some sort of Rogue class is going to be the next profession introduced in Guild Wars. But what will the rogue have to offer? We know that a warrior can be combined with any other class to add a melee benefit to that combination of professions. But then what would a rogue, as a melee character, add that a warrior already doesn't? Speed? The warrior has running skills or frenzy. Dual Wield? I would think that by adding this as a new attribute to a warrior, it would be more ideal than having to make a completly new profession. Of course you can counter my arguements here, but I have another suggestion.
Instead of designing a class based on a profession(like a rogue) and then designing the attributes based on that profession, try designing the attributes first and THEN give that profession a name. But before you even design a new attribute, you have to figure out what attributes would contribute to a unique profession. When this new profession is combined with another profession, it should have a combination whos attributes and skills benefit off of each other. A suggestion of mine would be to have a profession who can benefit from certain numerical values, such as the amount of monsters in a certain radius, or the combined health of the party etc. Now if you combine this profession with a warrior, you could have a fighting machine that benefits(i.e defense increase) from taking damage or can also benefit(i.e damage increase) from the amount of living allies in your party. Combine this new profession with an ele and you can have a caster that gains energy as more and more enemies enter his radius.
If you are having a hard time understanding what I mean, take a look at the Mesmer. Now, during the design phase for GW, I am sure the suggestion of an illusionist or a rogue-mage came up as a profession. Instead of basing a profession around only one of these attributes, they decided to combine other related attributes into a single profession. This profession on its own, like all the others, is rather unimpressive. However, when you combine this profession, with say, a ranger, you can have a character who has the ability to completley ruin any other caster(with disruptions from both professions.)
Remember, this isn't your typical MMORPG, many don't even consider it an MMORPG, so why should it follow trends made by WoW or Lineage or any other game you don't play right now ?
A mesmer/elementist benefits from using elementist skills at a faster rate due to the fast casting attribute.
Many of you think that some sort of Rogue class is going to be the next profession introduced in Guild Wars. But what will the rogue have to offer? We know that a warrior can be combined with any other class to add a melee benefit to that combination of professions. But then what would a rogue, as a melee character, add that a warrior already doesn't? Speed? The warrior has running skills or frenzy. Dual Wield? I would think that by adding this as a new attribute to a warrior, it would be more ideal than having to make a completly new profession. Of course you can counter my arguements here, but I have another suggestion.
Instead of designing a class based on a profession(like a rogue) and then designing the attributes based on that profession, try designing the attributes first and THEN give that profession a name. But before you even design a new attribute, you have to figure out what attributes would contribute to a unique profession. When this new profession is combined with another profession, it should have a combination whos attributes and skills benefit off of each other. A suggestion of mine would be to have a profession who can benefit from certain numerical values, such as the amount of monsters in a certain radius, or the combined health of the party etc. Now if you combine this profession with a warrior, you could have a fighting machine that benefits(i.e defense increase) from taking damage or can also benefit(i.e damage increase) from the amount of living allies in your party. Combine this new profession with an ele and you can have a caster that gains energy as more and more enemies enter his radius.
If you are having a hard time understanding what I mean, take a look at the Mesmer. Now, during the design phase for GW, I am sure the suggestion of an illusionist or a rogue-mage came up as a profession. Instead of basing a profession around only one of these attributes, they decided to combine other related attributes into a single profession. This profession on its own, like all the others, is rather unimpressive. However, when you combine this profession, with say, a ranger, you can have a character who has the ability to completley ruin any other caster(with disruptions from both professions.)
Remember, this isn't your typical MMORPG, many don't even consider it an MMORPG, so why should it follow trends made by WoW or Lineage or any other game you don't play right now ?
glenn_rolfe
Saboteurs
First they carry a dagger in each hand, run behind the foe, and then drop out of the group, saying "error 7" on vent. Then drop out of vent.
What a whacky class that would be
First they carry a dagger in each hand, run behind the foe, and then drop out of the group, saying "error 7" on vent. Then drop out of vent.
What a whacky class that would be
Symeon
Quote:
Originally Posted by NatalieD
I highly doubt that was the reason for your idea receiving little response.
|
Accurax
Bounty Hunter
Kinda Indiana Jones styleee crossed with Boba Fett
Hmmmm interesting
Kinda Indiana Jones styleee crossed with Boba Fett
Hmmmm interesting