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MatyrGustav.6210

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Everything posted by MatyrGustav.6210

  1. > @"VocalThought.9835" said: > > @"MatyrGustav.6210" said: > > > @"VocalThought.9835" said: > > > I know people are getting tired of me posting this, but despite the nay say'ers (probably the same folks that didn't initially want mounts in the game?) I really think ANet should take my advice. > > > > > > Make each elite profession use 2 new weapons instead of one. That would give more variations to character customization and playstyle, plus more players would finally create a character that they always had in mind. > > > > > > HOT- > > > (Gua) Dragon Hunter: Long Bow & off hand Sword w/ Traps and Physical Virtues > > > (War) Berserker: Torch & main hand Shield w/ Rage and F2 for Berserker mode > > > (Rev) Herald: Shield & offhand Focus w/ Signets and F2 shares boons with Allies > > > (Rang) Druid: Staff & offhand Focus w/ Glyphs and F5 conjures a Celestial Avatar state. > > > (Eng) Scrapper: Hammer & main hand Mace w/ Gyros (Wells) F5 Sends a Gyro to revive allies or finishes foes. > > > (Thief) Daredevil: Staff & Dual Mace w/ Physical, additional dodges and unique dodge abilities. > > > (Mes) Chronomancer: Shield & Dual Daggers w/ Wells and new shatter abilities. > > > (Ele) Tempest: Warhorn & offhand Scepter w/ Shouts and Overload Attunements > > > (Nec) Reaper: Great Sword & offhand Shield w/ Shouts and a new Reaper Shroud. > > > > > > POF- > > > (Gua) Firebrand: main hand Axe & main hand Focus w/ Mantras and Virtuous Tomes > > > (War) Spellbreaker: Dual Daggers & offhand Focus w/ Meditations and F2 as a Full Counter > > > (Rev) Renegade: Short Bow & Great Sword w/ Spirits and F Skills to conjure otherworldly abilities to attack foes or buff allies. > > > (Rang) Soulbeast: Main hand Dagger & Rifle w/ Stances and F5 to merge with animal spirit. > > > (Eng) Holosmith: Main hand Sword & Staff w/ Exceeds and F5 Photon Forge > > > (Thief) Deadeye: Rifle & offhand Focus w/ Cantips and F2 to Mark Target and generate Malice > > > (Mes) Mirage: Main hand Axe & Main hand Pistol w/ Deceptions and Dodge used for Mirage Cloak and an Ambush ability when cloaked. > > > (Ele) Weaver: Main hand Sword & main hand Focus w/ Stances and Dual Attuning for Dual abilities > > > (Nec) Scourge: Torch & Offhand Axe w/ Punishments and Desert Shoud abilities. > > > > > > EOD- > > > (Gua) Archon: Offhand Mace & offhand Scepter w/ Glyphs and Attune to Virtues and gain more buffs corresponding to attuned virtue. > > > (War) Warlord: Staff & Dual Pistols w/ Recruits (minions) while using F2 to Mark the battle field to buff allies and punish foes standing in the marked area. F1 Burst attack can only be used when fully charged. > > > (Rev) Overlord: Dual Pistols & main hand Scepter w/ Exceed and F2 to Open a Dimensional Gate that does damage to caster if opened for too long, but also improves exceed skills the longer it's open. > > > (Rang) Warden: Hammer & offhand Shield w/ Consecrations and have two pets fight at once instead of one. > > > (Eng) Technomancr: Great Sword & offhand Focus w/ Cybertronics (Physical) and a Mana Meter that builds up, and when used transforms you to a battle mech. > > > (Thief) Reaver: Torch & Great Sword w/ Survivals and a new Intuition mechanic where the more initiative you have buff you and allies in combat. > > > (Mes) Enchanter: Short Bow & Warhorn w/ Shouts, more clones and new shatter skills that buff allies when shattered. > > > (Ele) Magus: Long Bow & Great Sword w/ Mantras and a F5 which grants the "Arcane State", with a much longer recharge time for all attunements. > > > (Nec) Warlock: Rifle & Hammer w/ Preparations and a Demon Shroud. > > > > Yes i feel as though Anet would definitely need to expand on the core class, and especs after the 3rd espec are added in EoD. It would make more sense to add more weaponry and new utility skill lines for the current 3 especs instead of pumping out more especs that are limited. > > I think, just add an additional weapon for each elite would be more than enough to feel like you have a new playstyle. Maybe after EOD, they can focus on other things other than elite specializations. Maybe focus on new masteries, player housing, or legendaries. Heck, I'd perfer they finish adding Living World 1 back to the game. > > I truely feel that if ANet would just go head and add another weapon to each elite spec, add Tengu as a new race, add another underwater mount, and the Elite Specializations I have in mind, with the new story, fractals, raids, and pvp match ups, EOD would be great. > Yes, after this 3rd Espec, that would be fine if Anet just added an extra weapon to each espec to finalize things with the classes. Though, if that was the case as a personal preference, id prefer the extra 3 weapons to be added to the core classes instead. I would want the opportunity to use each with each espec if i wanted. Player housing would be nice. I wouldn't want it to be too expensive. I played FFXIV and i couldn't afford a house, so i had to buy an apartment. I never understood how small the apartments were since they were in their own instance. In Gw2 there should be an option to purchase instanced land for your house. I would love a large garden too New race would be nice, but im curious to see if they would have their own story, and lv1 starter area.
  2. > @"VocalThought.9835" said: > > @"MatyrGustav.6210" said: > > > @"VocalThought.9835" said: > > > I really love how GW has every base themed covered, they really don't need a new class with the core specializations and the elite system they have. If there is a class missing, just adding a new elite should take care of the job. All we really need is 2 or 3 more elites, or simply one more elite, but give each elite 2 non core weapons. That should satisfy everyone, except those that are constantly trying to get the game balanced. ? > > > > Lol. > > > > As far as themes go, i feel Anet hasnt really made a general Arcane Wizard. Elementalist has arcane utilities but thats it, the class is really tied to the elements. I think it would be very interested to how the class would play if there was an spec Called Arcanist, and if there was an Arcane attunment for the spec. > > I was just thinking, if they did make a Wizard, how would they be different from the current spell casters? I would do my idea i had for Warlock but have all magical weapons instead of melee. so basically youll have initiative but just for your Utility skills and not for your weapon. Utility spells would not have a cooldown, however each spell will have a different Mana cost. Weapon attacks would be called Cantrips, and do not cost mana but are on cooldown. Each weapon Cantrip strike would provide you Mana as a bonus. For the class function you could have 4 Skills that all share a cooldown so if you activate one they all would be unavailable until the next cooldown. 1st could be a Mana Regenerative 2nd would super empower your next Utility spell 3rd could Cause Levitation in which would increase your movement speed and prevent snaring, also you may move when casting spells that normally causes animation lock. 4th Can be a Grimoire that when selected will swap your 5 utility spells for another set that you've selected. press again to swap back. Utility skills could be... Enchanting - Boons spells Evocation - Offensive Spells Glyphs - Area ground target Offensive spells Poison - Magical Poison spells Marks - Magical Rune Trap spells im not sure for Especs but the 3 could be... Adept Arcane - (High Offense Magic) Summoner Summon - (Powerful creatures that you play as once summoned. Your character floats following behind while in spirit form channeling. Once de-summoned you take control of your character and the creature will dissipate, so no Ai ) Theurgist Wells - (Healing/Support)
  3. > @"Psykewne.3025" said: > One thing thief lacks is versatility especially in pve. Outside of boon thief and speciality roles in raid they don't bring anything truly unique to a party. A torch would give them the ability to burn their enemies but also to generate bonfires that could work like wells to give boons/healing other support effects. Offhand sword no matter how popular an idea would not really expand anything for the thief and still just leaves it as a melee power dps for the most part. Would love a heal/support thief with Wells. Thief really needs a support spec.
  4. So im not a person that when i feel like buying something in the Gemstore, ill buy something from the available options at the moment. We can see all the skins and such, so i usually wait for them to become available. Please consider just allowing every item available at all times, i think you'll make more money that way, or at least have a special event once a month where everything is available for that day or something. There are skins that i would purchase right now if available, until then ill hold my gems tight.
  5. > @"zealex.9410" said: > A better post processing or unbundling of what post processing does into their own options, an upgrade to vulkan and dx12 and finally some touch ups to models and the lighting system should also get nuked because its bad. > > > All that and a robust system that hides effects, mount skins and abilities of other players will breathe new life into the game. Yes i would like better lighting. At times i feel like the game has a Soft & Dreamy glow effect that i want gone. Lol. I wish the addition of DX12 (lets hope) there was also a stylized low Texture optional mode to improve performance. Id hope it would be optimized for the landscape to look like Rime in a way.
  6. > @"Nimon.7840" said: > > @"MatyrGustav.6210" said: > > > > > > > > Your suggestion of a shroudless tank is interesting but it also sounds like a better version of core Necro, which brings up my top wish: rework core so it is actually useful. Even if Arenanet turned core into a "better" Minionmancer at least it would have a purpose. > > > > > > > Hmm they could create a blood / Bone espec that can work well with minions. Instead of a traditional shroud, what if we get a strong life syphon with all attacks, even pet attacks also syphon to you. We can get Blood/ Bone utility skills that provide bleeds and/or boons, and the Elite can be A Blood Skeleton that we can summon. > > > > > > Don't think that's a good idea, take two good ideas, with their current very poor execution, and you get the worst spec in the game if everything is based on that. > > 1. The ai of necro minions is so freaking bad, why would anyone want more of that? > 2. Lifesteal builds don't really work, because lifesteal effects have to be "bad" because lifesteal is offens and defense at the same time, so they will always be "bad" in pvp and engage pve. > > So no. Please no lifesteal and please no minion spec. And especially not both combined. Also you already have that, just play blood magic/death magic and you get the lifesteal minionmancer . > > I want something fresh. Lifesteal isnt bad on Legendary Renegade stances elite skill. Its amazing with a healer spec. But i understand what youre saying. The only thing "New" i would see happening is a Bow or Shield that focuses on Bone skills. Or if you can summon a big bone summon with your life source and have a pet like ranger.
  7. > @"Sigmoid.7082" said: > The thing i want most is a main hand weapon, condo or hybrid, and a spec that doesn't use shroud but uses life force for other things, like scourge does. Yeah me too, i feel like Necro shouldnt be defined as a shroud thing for extra survivability. Whatever they do to replace shroud i hope it plays like a classic Necromancer.
  8. Looks really good. I would love to play this profession.
  9. > @"VocalThought.9835" said: > I know people are getting tired of me posting this, but despite the nay say'ers (probably the same folks that didn't initially want mounts in the game?) I really think ANet should take my advice. > > Make each elite profession use 2 new weapons instead of one. That would give more variations to character customization and playstyle, plus more players would finally create a character that they always had in mind. > > HOT- > (Gua) Dragon Hunter: Long Bow & off hand Sword w/ Traps and Physical Virtues > (War) Berserker: Torch & main hand Shield w/ Rage and F2 for Berserker mode > (Rev) Herald: Shield & offhand Focus w/ Signets and F2 shares boons with Allies > (Rang) Druid: Staff & offhand Focus w/ Glyphs and F5 conjures a Celestial Avatar state. > (Eng) Scrapper: Hammer & main hand Mace w/ Gyros (Wells) F5 Sends a Gyro to revive allies or finishes foes. > (Thief) Daredevil: Staff & Dual Mace w/ Physical, additional dodges and unique dodge abilities. > (Mes) Chronomancer: Shield & Dual Daggers w/ Wells and new shatter abilities. > (Ele) Tempest: Warhorn & offhand Scepter w/ Shouts and Overload Attunements > (Nec) Reaper: Great Sword & offhand Shield w/ Shouts and a new Reaper Shroud. > > POF- > (Gua) Firebrand: main hand Axe & main hand Focus w/ Mantras and Virtuous Tomes > (War) Spellbreaker: Dual Daggers & offhand Focus w/ Meditations and F2 as a Full Counter > (Rev) Renegade: Short Bow & Great Sword w/ Spirits and F Skills to conjure otherworldly abilities to attack foes or buff allies. > (Rang) Soulbeast: Main hand Dagger & Rifle w/ Stances and F5 to merge with animal spirit. > (Eng) Holosmith: Main hand Sword & Staff w/ Exceeds and F5 Photon Forge > (Thief) Deadeye: Rifle & offhand Focus w/ Cantips and F2 to Mark Target and generate Malice > (Mes) Mirage: Main hand Axe & Main hand Pistol w/ Deceptions and Dodge used for Mirage Cloak and an Ambush ability when cloaked. > (Ele) Weaver: Main hand Sword & main hand Focus w/ Stances and Dual Attuning for Dual abilities > (Nec) Scourge: Torch & Offhand Axe w/ Punishments and Desert Shoud abilities. > > EOD- > (Gua) Archon: Offhand Mace & offhand Scepter w/ Glyphs and Attune to Virtues and gain more buffs corresponding to attuned virtue. > (War) Warlord: Staff & Dual Pistols w/ Recruits (minions) while using F2 to Mark the battle field to buff allies and punish foes standing in the marked area. F1 Burst attack can only be used when fully charged. > (Rev) Overlord: Dual Pistols & main hand Scepter w/ Exceed and F2 to Open a Dimensional Gate that does damage to caster if opened for too long, but also improves exceed skills the longer it's open. > (Rang) Warden: Hammer & offhand Shield w/ Consecrations and have two pets fight at once instead of one. > (Eng) Technomancr: Great Sword & offhand Focus w/ Cybertronics (Physical) and a Mana Meter that builds up, and when used transforms you to a battle mech. > (Thief) Reaver: Torch & Great Sword w/ Survivals and a new Intuition mechanic where the more initiative you have buff you and allies in combat. > (Mes) Enchanter: Short Bow & Warhorn w/ Shouts, more clones and new shatter skills that buff allies when shattered. > (Ele) Magus: Long Bow & Great Sword w/ Mantras and a F5 which grants the "Arcane State", with a much longer recharge time for all attunements. > (Nec) Warlock: Rifle & Hammer w/ Preparations and a Demon Shroud. Yes i feel as though Anet would definitely need to expand on the core class, and especs after the 3rd espec are added in EoD. It would make more sense to add more weaponry and new utility skill lines for the current 3 especs instead of pumping out more especs that are limited.
  10. > > Your suggestion of a shroudless tank is interesting but it also sounds like a better version of core Necro, which brings up my top wish: rework core so it is actually useful. Even if Arenanet turned core into a "better" Minionmancer at least it would have a purpose. > Hmm they could create a blood / Bone espec that can work well with minions. Instead of a traditional shroud, what if we get a strong life syphon with all attacks, even pet attacks also syphon to you. We can get Blood/ Bone utility skills that provide bleeds and/or boons, and the Elite can be A Blood Skeleton that we can summon.
  11. > @"kharmin.7683" said: > Pretty sure GW2 won't come to consoles because of the method by which their updates would have to be approved and such. There are several threads on that topic that can be found with the search function. > This article states it will be. Hopefully its real. https://www.justpushstart.com/2012/02/guild-wars-2-announced-for-consoles/#:~:text=Guild%20Wars%202%2C%20a%20sequel,to%20consoles%20in%20the%20future. > Any "future proofing" would probably entail a massive undertaking. We've already been told how convoluted and cumbersome the existing code is. To future proof the game, they might need to start all over rather than try to fix the antiquated code. I wouldn't expect anything to really change in this aspect short of releasing GW3, which I don't see happening. /shrug Thats a bummer.
  12. > @"White Kitsunee.4620" said: > DX12 would be great don't get me wrong. > But I honestly think this game is gorgeous in any map made after S3. > > The only place that could use any graphical upgrade in my eyes is core, and even then only slightly. > I do feel like it looks good as well, but do you think its enough to survive another decade or so? I wish anet could just do something to make it look more stylized to fix textures. it wouldnt increase specs. Enabling DX12 and its features would be optional setting in your graphics options.
  13. > @"Lily.1935" said: > > @"MatyrGustav.6210" said: > > > @"Lily.1935" said: > > > > @"NecroSummonsMors.7816" said: > > > > Swords is all we need, double sword vampire single target dps duelist, a bit of sustain more mobile than usual necro. > > > > Shield and hammer could be nice options too, ofc shield would be for a true tank spec, hammer idk > > > > But no more shroud less specs or slow heavy hitting bs, cauz that didn't work properly before. Just start with a nice balance concept in mind without have to swing the spec from trash to op and reverse > > > > > > Necromancer has too many sustain traits as it is. Needs to be cut by at least half. We're already too tanky at face value. > > > > > > As for sword I do think it's most likely as well. My speculation comes from it being the most popular option as well as I have a suspicion that Sacrifice is going to be utilized for the next elite spec in some way. Blood bank makes me think this because barrier can be used as the health cost for Health Loss skills. You can test this yourself with signet of Undeath. I actually did by mistake and later tested again to confirm. Although I suspect it wasn't always that way but I can't confirm that. > > > > > > A vampire/bloodmage spec is actually quite a high probability based on my speculation. And sword would be the best option imo. > > > > But what about bone skills, you think theres a chance for tradition Bone and summon skeleton necro spec? > > Shield would be great for bones. But I don't know. It's hard to speculate. Even my speculation is built on thin ice so it could be super wrong. > > Perhaps a bone collector which is sorta a Bloodborn or Dark souls thing. Which could work in a Horror trope. If its a shield i have a feeling we will get to transform into a Bone thing or just summon bone armor for the next shroud mechanic. If its just Bone armor, maybe we could still use our normal attacks, and it would just mitigate damage like a massive barrier. But i dont think the community will be happy with that. Everyone seems to want a Vampire Sword Necro, in which would be really cool. If so i hope its Dual sword to give some options for people to go ???/Sword or Sword/???.
  14. > @"Sobx.1758" said: > > @"MatyrGustav.6210" said: > > > @"Sobx.1758" said: > > > > @"MatyrGustav.6210" said: > > > > > @"DeanBB.4268" said: > > > > > Anet's chosen path is elite specializations, so you are better off developing suggestions that fit within their framework. I really don't see any new professions being added, just elites. Would you be happy if they added a profession with EoD and it had one choice, when all the other professions then had three? > > > > > > > > > > Plus, most of what you are suggesting sounds an awful lot like a Weaver - a sword wielding, dual-focused magic user. I would hope another elite wouldn't be added that overlapped so much. > > > > > > > > When revenant was introduced it launched with 1 spec to match what the other professions had / were getting. So if there was a new Profession added it would have all 3 specs like everything else. > > > > > > It was in the same launch the especs were added to the game, every class got 1 espec at the same time, that's not the same situation as what you're describing here. But that aside... > > > > > > > I'd be fine with no new professions, but do you think anet would keep adding specs past 3 per profession? I feel like anything past 3 would be overload so at some point, i feel it would be realistic to expect a whole new profession especially since they've only added one. > > > > > > Why would it be an "overload" (overkill?)? By what standard exactly? > > > And how would especs beyond the 3rd "set" (I don't know how far into the potential future you're trying to look here, but good luck with that btw) be too much, but a new profession, apparently with 3 new especs wouldn't be almost the same? Especially when your vague idea for a "niche-filling" class is proposing something that's already in the game? > > > > > Because we cannot equip more than one at a time. At some point i feel they would need to realize hey, we have 3 paths per class, we should add more Utility / weapons for the current 3 E specs. > > > > If they keep adding e specs we would just have the same core skills to work with for the new e spec. > > > > Class customization would never deepen > > Considering there are still barely usable skills/traits in the game -which I already wrote in the post you're answering to- I don't see why you'd vouch for a new profession instead of currently mostly unused skill/trait/weapon update. Also I disagree that the customization is so limited seeing how especs can easly change class mechanics to almost anything they want them to be. I still don't get the hype about "new profession" some people have as if it would bring something more than a set of especs for current 9 classes. w/e > Thats the thing, why does it have to be one or the other? To me they are two separate things. Getting excited over a possible new class in the future has nothing to do with unused skills and such. I agree that we need balancing, but that doesn't mean everything should stop until we get it. There will always be balancing, its the nature of the game. There will always be unused skills, people like to be meta and min max. im basically stating, if there is a niche type class that the game doesnt have that you wish were in, what is it? Of course id hope that if a new class is introduced, its at a time thats appropriate and the game is in a more balanced state. A new profession means you would have a fresh new core class for especs to be based off of, further customization. How many especs are going to have the same core class to work with? especs are awesome but adding too many per class would be more of the same but with a twist. id feel after establishing so many they would add a new core class for new especs to work from. For instance one class that we dont have currently is a music type class. In GW1 it was the Paragon. Sure you could add it to Guardian as an espec, but does it really capture the full range of what a Paragon could be? No, its still a Guardian with Paragon Flavoring. Even if you would equip all new espec utility skills and the new weapon, yes it would feel completely different from the Guardian, but thats all the skills you have, no customization / Differences from any other paragons. You have to pick and choose from core Guardian for customization, in which is not Paragon. Id prefer a full class if Paragon is added. What youre presenting suggests that we should not even have introduced the Revenant, and just added it as an espec to Warrior or something. Or maybe just have had 3 classes total, Warrior, Mage, and Rogue and just added all current specs & espects to them. > > > There's plenty of room for especs and if not even that, then there's a lot of weapon/utility skills and traits in core specs that could use an update. I'd rather aim at that than force a new profession for the sake of... actually, I still don't even know what. > > > > After the 3rd E spec added id prefer them expanding the core classes and/or E specs for just speaking on the current classes. > > Not trying to be mean or anything but I don't really understand this sentence. You mean just updating the unused skills/traits? Yeah, I think that's a good idea. > Yes, after the 3rd i feel like there shouldnt be any more especs per class, they should expand on the current core classes & the 3 Especs for added customization and possibly a new class once thats set and done. Just imagine if lets say Reaper received the Hammer as well, and a new utility skill line? Thats what id prefer after these 3rd especs are added. Then eventually a whole new class. > > That aside, i would still love for a new class. I feel like my idea is unique enough, youre just looking at "oh magic & melee Its this. We have that" my idea is much deeper than that. > > um... is this really that unique? Here's what I think about it: > 1. Mana -that's pretty much just thief's ini system (even with an example of ini/*mana* partially restored for successfull strikes from p/p unload skill) or maybe even better example: revenant energy system with skills still having cooldowns. At best, "mana system" is an idea for an e-spec for one of the current classes. At "worst", we already have the equivalent of that in the game. > 2. light/darkness aspect seems to be just a more limited elementalist class mechanic. Just like above: at best, this is an idea for espec. At worst, this is just cutting ele profession mechanic into half and slapping it on thief/rev. > It wouldn't work for a current class since the core abilities of the class wouldn't allow for such a change. for instance. Thief / Warlock - Lets say they are given a Scepter, The initiative will only be for the weapon attacks, and youd only get 3 weapon attacks tied to that initiative. Its not satisfactory for my idea since my idea is basically initiative only for the utility skills, and melee would be on normal cooldown. Also theres not enough core Magic to customize with, and any customization would just revert it back to Thief each step. Necromancer / Warlock - Lets say, Sword was given, The life force would act as Mana and not shroud. I dont see the Mana working for any core Necromancer Utilities, in which would still be on cooldown. They cant change it that much. The most id see is if Anet added F1-F5 with long range DPS spells that use life force, but thats it, just a little flavoring added to Necromancer no Warlock customization, it would still be Necromancer, and not Warlock at its full Potential. Revenant / Warlock - Scepter for Revenant. All of revenants skills use energy even the weapon attacks even though they have a cooldown (Doesnt make sense). If a Wizardy Legend was given with little to no cooldowns, it still wouldnt feel like initiative since with Revenant you have to swap the two legends for energy. No customization and youd be switching from core Revenant & espec Warlock legends back and forth. its not ideal. Elementalist / Warlock - Maybe 2H Sword . I really dont see this working since they have attunements. Sure they can provide Mana & weapon swap instead of the attunements, but i dont see Mana working for the core class abilities. They also would have to do a f1-f5 spell list that uses mana. Then what?, since they dont have attunements, most of the traits wouldn't work, and they would have to provide basic Arcane type attacks for each weapon. it just wouldn't work > I can't really agree this idea goes so much deeper than what I've said, but maybe I misunderstood something here. The main function would be that all the Utility skills would have a mana resource consumer and wouldn't function on a cooldown. That alone is far different from what we have. It would feel like a Classic Mage, and when you run out of mana you Strike with your weapon. Skills are cooldown based like normal to gain Mana back. All weapons would be normal melee, the Scepter would be a telekinetic close/mid strike like Gandalf. The fancy stuff would be in the utilities. The Aspects arent like the Elementalist Attunements. They wouldn't change your skills at all. Aspect of Light would add Boons or regeneration/Healing to you on weapon strike, While Aspect of Darkness would add Damage or Conditions on your weapon strikes, in which all depend on your choices in your trait path. Espec Sorcerer , would get the Staff that would have Ranged Magic attacks that are on cooldown and still would receive Mana on successful strikes. (Full Mage Spec) Espec Sage, Would have Bow attacks, and would receive Healing / Boon Utility line that use Mana. (Easy to use Support) Espec Ravager would have Greatsword , and Conjure Weapon Skill line. It would work like Engi Kits but with an initial cast time. Depending on Aspect the weapon would either look like its made of Light or Darkness. While welding the conjured weapon you'd have a perpetration cost of mana, so you would have to de summon the weapon and strike normally to get mana to re summon it back. All Conjured weapon kits are Melee. Spear, Great Axe, Hammer, Tower Shield etc (Melee Focused) This isn't possible as an espec for any current class. If this doesn't sound different to you, then we just have difference in opinion or just different artistic direction.
  15. > @"Lily.1935" said: > > @"NecroSummonsMors.7816" said: > > Swords is all we need, double sword vampire single target dps duelist, a bit of sustain more mobile than usual necro. > > Shield and hammer could be nice options too, ofc shield would be for a true tank spec, hammer idk > > But no more shroud less specs or slow heavy hitting bs, cauz that didn't work properly before. Just start with a nice balance concept in mind without have to swing the spec from trash to op and reverse > > Necromancer has too many sustain traits as it is. Needs to be cut by at least half. We're already too tanky at face value. > > As for sword I do think it's most likely as well. My speculation comes from it being the most popular option as well as I have a suspicion that Sacrifice is going to be utilized for the next elite spec in some way. Blood bank makes me think this because barrier can be used as the health cost for Health Loss skills. You can test this yourself with signet of Undeath. I actually did by mistake and later tested again to confirm. Although I suspect it wasn't always that way but I can't confirm that. > > A vampire/bloodmage spec is actually quite a high probability based on my speculation. And sword would be the best option imo. But what about bone skills, you think theres a chance for tradition Bone and summon skeleton necro spec?
  16. > @"VocalThought.9835" said: > I really love how GW has every base themed covered, they really don't need a new class with the core specializations and the elite system they have. If there is a class missing, just adding a new elite should take care of the job. All we really need is 2 or 3 more elites, or simply one more elite, but give each elite 2 non core weapons. That should satisfy everyone, except those that are constantly trying to get the game balanced. ? Lol. As far as themes go, i feel Anet hasnt really made a general Arcane Wizard. Elementalist has arcane utilities but thats it, the class is really tied to the elements. I think it would be very interested to how the class would play if there was an spec Called Arcanist, and if there was an Arcane attunment for the spec.
  17. > @"VocalThought.9835" said: > > @"MatyrGustav.6210" said: > > > @"VocalThought.9835" said: > > > > @"MatyrGustav.6210" said: > > > > I would like. Priest Spec for Guardian, but i feel like if we were to have a completely new profession, we would need a Sorceror/Warlock type class that uses Mana as its class function with Dark art spells and Melee capability. Or a New profession that swaps from light to dark like Elementalist attunments. > > > > > > We already have this with the Necromancer and Revenant > > > > Necro doesn't really have mana, all spells are on cooldowns, and its spells are basically all conditions and effects. > > Revenant, has something similar to Mana but is more like stamina, and they don't really have spells. > > I want a class that feels like a classic mage with dps, with them working a little bit like thiefs initiative but just for utility spells. Maybe give them twice the amount of the initiative (Mana), but it regenerates slower. The weapon strikes could be based off of cooldowns only. Long range utility Dps spells. > > > Yeah, they could do that with either the next Necro or Rev elite. More likely Necro, where instead of going into Shoud, the life force could be used for utility skills instead. > That"ll be cool. Though in hoping necro will finally have Bone skills and summon Skeletons traditionally. But either would be cool.
  18. > @"Yasai.3549" said: > > @"MatyrGustav.6210" said: > > I would love to play a simple classic dps caster that uses a system like initiative. > > Then cut to the chase : Yu just want Thief to have a Magic spec and have a hocus pocus feel and focus. > This is not something new, people have been asking for a "caster thief" for awhile now, just hope Anet is going with that for Cantha expansion. > > > Not really, if a Caster Spec was added, it'll be nice. But Thief as core profession doesnt have the Mage background to really warrant any customization without reverting back to what physical Thief is. I would love a full class with Magic Utility, and specs.
  19. > @"Yasai.3549" said: > > @"MatyrGustav.6210" said: > > > No, i mainly think a class that uses Mana just for the utility skills would be neat, and all of their melee weapons would be melee oriented (Standard). > > > > Kind of like Thiefs initiative but just for utility skills and not weapon skills. > > > > Im not just talking about the flavor, but more of the function. > > So, Revenant. > > If anything, we need to move further away from Resource management as a mechanic. > > The two most problematic Professions in the game when it comes to Skill and Resource balance is Thief and Revenant, all because they have "low or no cooldown" skills but fuel them with Resource. > > They have been receiving slaps over the years repeatedly or straight up changes which sometimes either broke their gameplay or jettison them into FOTM. > I highly doubt Anet will release a third one to add to their balance worries, even if they do have a new Profession released in the future. > > > Hmmm, i can see where there can be balance issues, but i do like the idea that i can spam one type of skill if i choose to. With cooldowns, once you used that skill you have to look for another skill to use or else you wouldnt be doing max dps. Like Elementalist. You have to switch attunments just to use more skills. It feels all over the place. With Revenant its more like stamina since they still have cooldowns associated with everything. But also i do Play Revenant Ventari, and i do love that its straight to the point. Like if I want to heal i can heal, i dont have to click so many different combinations just to get someones health up. I dont like that the weapon strikes use their energy and still has a cooldown, it doesnt make sense to me. I really dont like how Revenant forces you to switch legends if your energy is below half to get more energy. Sometimes i just dont want to switch, thus making it feel like its all ovet the place too I would love to play a simple classic dps caster that uses a system like initiative. Revenants class function isnt the best if added as an Espec. Thief doesnt have magic dps core skills if added, so it would be limited, and class function is still not the best. I do see your point though on balance.
  20. > @"Stelawrat.6589" said: > Keeping in mind that there are a lot of humorous exchanges already in the game, as a niche Profession, I'd like to see the devs tackle the Bard, in the spirit of [The Bard's Tale.](https://en.wikipedia.org/wiki/The_Bard%27s_Tale_(2004_video_game)) > When you're sitting alone in front of your computer & a game can make you laugh out loud, that's a good game, which this game is, but I bet the GW2 creative team could bring that comedic element to a whole new level, with the addition of Bards. Yes please, i would even love to see musical skills added too. We could have Ballads that heal. Chorus skills for boons, so the more people that join in the more potent the boon is for everyone etc. I would love this.
  21. > @"Sobx.1758" said: > > @"MatyrGustav.6210" said: > > > @"DeanBB.4268" said: > > > Anet's chosen path is elite specializations, so you are better off developing suggestions that fit within their framework. I really don't see any new professions being added, just elites. Would you be happy if they added a profession with EoD and it had one choice, when all the other professions then had three? > > > > > > Plus, most of what you are suggesting sounds an awful lot like a Weaver - a sword wielding, dual-focused magic user. I would hope another elite wouldn't be added that overlapped so much. > > > > When revenant was introduced it launched with 1 spec to match what the other professions had / were getting. So if there was a new Profession added it would have all 3 specs like everything else. > > It was in the same launch the especs were added to the game, every class got 1 espec at the same time, that's not the same situation as what you're describing here. But that aside... > > > I'd be fine with no new professions, but do you think anet would keep adding specs past 3 per profession? I feel like anything past 3 would be overload so at some point, i feel it would be realistic to expect a whole new profession especially since they've only added one. > > Why would it be an "overload" (overkill?)? By what standard exactly? > And how would especs beyond the 3rd "set" (I don't know how far into the potential future you're trying to look here, but good luck with that btw) be too much, but a new profession, apparently with 3 new especs wouldn't be almost the same? Especially when your vague idea for a "niche-filling" class is proposing something that's already in the game? > Because we cannot equip more than one at a time. At some point i feel they would need to realize hey, we have 3 paths per class, we should add more Utility / weapons for the current 3 E specs. If they keep adding e specs we would just have the same core skills to work with for the new e spec. Class customization would never deepen > There's plenty of room for especs and if not even that, then there's a lot of weapon/utility skills and traits in core specs that could use an update. I'd rather aim at that than force a new profession for the sake of... actually, I still don't even know what. After the 3rd E spec added id prefer them expanding the core classes and/or E specs for just speaking on the current classes. That aside, i would still love for a new class. I feel like my idea is unique enough, youre just looking at "oh magic & melee Its this. We have that" my idea is much deeper than that.
  22. > @"Yasai.3549" said: > > @"MatyrGustav.6210" said: > > I feel that we need a classic magic caster Profession, but with melee capabilities. > > _Dagger/Sword Elementalist : Am I a joke to yu?_ > > **Wait wait wait.** > > _Axe Mirage : Am I a joke to yu?_ > > **Ah ah ah ah, wait wait wait.** > > _Axe Reaper : Am I a joke to yu?_ No, i mainly think a class that uses Mana just for the utility skills would be neat, and all of their melee weapons would be melee oriented (Standard). Kind of like Thiefs initiative but just for utility skills and not weapon skills. Im not just talking about the flavor, but more of the function.
  23. > @"Kodama.6453" said: > > @"MatyrGustav.6210" said: > > @"Kodama.6453" > > > > Everytime Anet has given a melee style class a staff it was used as a Bo Staff kinda like Revenant as well. I just cant really see them adding it as a Spear since we already have spears in the game, and most of the staff skins wouldnt look right if one used it as a Spear. Same with banner because most skins wouldn't have a banner on it. > > > > I mean they wouldnt need to fight with it in a kung fu martial arts way, but what meant is it should be melee oriented and not magical. Stick fighting basically. > > Some skins not making sense with a polearm playstyle is not really an argument in my opinion..... > > Look at daredevil, who uses the staff as a bo with martial arts attacks. There are many staff skins which make no sense (or even look absolutely ridiculous) with that playstyle. > We have many rifle skins in the game which look like sniper rifles, etc, but engineer has a straight shotgun attack on their rifle kit, which doesn't make sense with a sniper rifle skin. > > So I think warrior can still use staff in the same fashion like a halberd or even spear (many people are asking for land spear, I doubt that they will make underwater weapons available on land, so this would be one way to satisfy some of these people). Which would also give it a more unique niche between the other staff users in my opinion. I guess its just difference in opinion / artistic choice. A bo staff fighting style still makes sense to me because striking with staves makes sense. Stabbing and using it to pierce makes less sense to me. Most skins just dont look like they can stab. Having a sniper rifle skin with a shotgun blast still makes sense because its a gun. In real life there are plenty shotguns that look like auto rifles, and at that there are also shotgun attachments. Its not farfetched. At the end of the day, Anet cannot make a staff a Spear. It will still be a staff and called a staff. The only thing Anet can do is make them fight as if it was a spear, but its still a staff and will be called a staff. So its still a staff even if they add pokey moves. They cant make it a spear. With revenant and thief its still a staff, the only thing anet can do is change the way you fight with it. They cant change the weapon. If warrior is given a staff it will always be a staff regardless on how they fight with it. It will never be a spear
  24. > @"DeanBB.4268" said: > Anet's chosen path is elite specializations, so you are better off developing suggestions that fit within their framework. I really don't see any new professions being added, just elites. Would you be happy if they added a profession with EoD and it had one choice, when all the other professions then had three? > > Plus, most of what you are suggesting sounds an awful lot like a Weaver - a sword wielding, dual-focused magic user. I would hope another elite wouldn't be added that overlapped so much. When revenant was introduced it launched with 1 spec to match what the other professions had / were getting. So if there was a new Profession added it would have all 3 specs like everything else. I'd be fine with no new professions, but do you think anet would keep adding specs past 3 per profession? I feel like anything past 3 would be overload so at some point, i feel it would be realistic to expect a whole new profession especially since they've only added one.
  25. > > Before EoD comes out there will be a prepatch that changes the existing specs in such a way as to further define the new espec. I suspect that Berserker and Spellbreaker will see large changes sometime between February of next year and EoD release. Ok, awesome, i will be looking forward to that. Change is good, especially for Warrior. :)
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