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VocalThought.9835

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Posts posted by VocalThought.9835

  1. @uberkingkong.8041 said:

    @uberkingkong.8041 said:Everybody is going to do whatever another person can do eventually.Who knows, theres could be a stealthy warrior, every profession could have access to stealth.Another profession can do portals, maybe a time-traveler elementalist.

    Sounds cool right?In the long ruin it ruins the vibe of the game.Short term gains for long term pain.Thats my worry.

    Please make profession in line with what its suppose to do. Only few were suppose to be able to stealth. Only few were suppose to be good at healing, etc etc.

    If everyone is going to do what everyone else use to ONLY be able to do.Mine as well just merge all the professions, and let people freely swap to whatever they want.
    Because if you played Engineer when GW2 came out because it was full of CC, now its warrior. Makes no sense that your playstyle is now all sudden another profession.

    Please please, keep profession specific stuff, profession specific.

    My question to you is, "What, in you opinion, is every profession supposed to do?" I see each profession fitting a particular class theme, not fullfilly a particular battle role. Hence, why I like the Specializations and traits so much, because you can, without Elite Specializations, create 5 or more different types of the same profession and feel like each one can have their own purpose in a battle. I think the elites do a great job adding to professions theme and at least reinforcing a Core Specializations. I thought at some point, every profession would have their own way of doing everything.

    You remember core?CM instances, some parts very easily done if you have a thief. They sneak past parts and make it go by faster.CoF P1, very easily done if you have warriors, they 100b (and its epic as it should be as in insane dps) makes finishing cof p1 very fastMesmer, portal and interruptsGuardian bunkerElementalist buffs and healsRanger ranging and pets

    They all had a role in the core GW2.Sure you can do any content, but they all had their niche.

    All sudden, no more niche because expansion x, expansion y, expansion z.Everybody does everything now.

    Just like Everquest MMORPGDruid and Ranger known for the tracking ability.a couple expansions later,Everybody tracks.Everybody can memblur mobs.etc.

    ...You know in GW1,they made mesmer the interrupt classit wasn't warriorThese guys making the game now, they probably haven't played GW1 or core GW2 back in the days.They turning warrior into cc and tank? Since when he a tank? or even cc?They turning professions outta there lane, because they want everyone to do everything.

    Breaks the lore of the game,keep people in there lane.

    I disagree. I think everyone still has their niche, but with elites, professions can take on another role. Like in GW1, every class had a secondary profession. If in GW1 you wanted to have a Warrior with a secondary class being a Mesmer, you can simply have SpellBreaker in GW2. Did you complained about Warrior/Mesmers in GW1?

  2. @"uberkingkong.8041" said:Everybody is going to do whatever another person can do eventually.Who knows, theres could be a stealthy warrior, every profession could have access to stealth.Another profession can do portals, maybe a time-traveler elementalist.

    Sounds cool right?In the long ruin it ruins the vibe of the game.Short term gains for long term pain.Thats my worry.

    Please make profession in line with what its suppose to do. Only few were suppose to be able to stealth. Only few were suppose to be good at healing, etc etc.

    If everyone is going to do what everyone else use to ONLY be able to do.Mine as well just merge all the professions, and let people freely swap to whatever they want.Because if you played Engineer when GW2 came out because it was full of CC, now its warrior. Makes no sense that your playstyle is now all sudden another profession.

    Please please, keep profession specific stuff, profession specific.

    My question to you is, "What, in you opinion, is every profession supposed to do?" I see each profession fitting a particular class theme, not fullfilly a particular battle role. Hence, why I like the Specializations and traits so much, because you can, without Elite Specializations, create 5 or more different types of the same profession and feel like each one can have their own purpose in a battle. I think the elites do a great job adding to professions theme and at least reinforcing a Core Specializations. I thought at some point, every profession would have their own way of doing everything.

  3. @Lonami.2987 said:

    @Arcaedus.7290 said:Hey Lonami, just read through your post, and I think you have wonderful ideas. I wanted to address this point here:

    • Spear:
      Could be adapted for main-hand and off-hand usage.
    • Harpoon gun:
      Doesn’t make a lot of sense at land, but some of the simplest existing skins, as well as future skins, could be adapted to depict crossbows instead.
    • Trident:
      With the spear being one-handed, the trident would remain relevant as a two-handed longspear of sorts.

    So I've mentioned this idea before, but I think an absolutely great way to add weapon variety into the game with this new expac would be to:
    1. Add in 1-3 entirely new weapon types. Almost every new elite spec would be getting one of these
    2. Additionally, make underwater weapons amphibious and let one or both of them be available for core classes.

    So with this, the expac would bring 2-3 new weapons for everyone.

    Second point there could be accomplished through narrative quite easily imo. There could be something in the expac about "repurposing" underwater weapons as land weapons due to their effectiveness at taking down underwater creatures (that are on land/floating in the air.... because Elder Dragon magic).

    Spear --> repurposed into a one-handed melee weapon, very similar to Paragon from GW1Trident --> repurposed into the two-handed polearm (2h spear). Similar to GS, maybe slightly lower dps, but more versatile (has some range on its attacks, variety of moveset, like blocks, parries, leaps, evades, a thrown attack, rapid-hitting attacks, wide-range melee aoe)Harpoon gun --> repurposed into either an explosive weapon, or a crossbow/crossbowgun.

    For the land version of harpoon gun, so many different things could be done with this - it could be a 2h mid-range weapon that focuses on large AOEs and is a bit on the slower side, it could be a 1h ranged weapon that focuses more on CC and AOE than pistol, or it could be an off-hand only weapon that has a lot of utility, kind of like the Clutch Claw in Monster Hunter World. Sky's the limit, yo.

    You replied to the oldest version, I've posted multiple updates across the thread, last one here:
    :P.

    I wouldn't bring underwater weapons into land anymore, only their skins. Underwater weapons are pretty bad anyway.

    @Klowdy.3126 said:Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    Firebrand and?

    I love the Idea of adding tomes to more classes.I think is pretty hard to they implement new weapons, there's a lot of things to do if so.
    More balance(The current one is already a mess)
    More skins(The hardest part, there are a lot of skins to make)
    Which classes are going to get it?
    Too much job for something not so required, I think.If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

    They don't need to make skins for all the missing sets... they haven't done that for underwater weapons since many years ago.

    @Klowdy.3126 said:Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    Firebrand and?

    I love the Idea of adding tomes to more classes.I think is pretty hard to they implement new weapons, there's a lot of things to do if so.
    More balance(The current one is already a mess)
    More skins(The hardest part, there are a lot of skins to make)
    Which classes are going to get it?
    Too much job for something not so required, I think.If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

    Tomes are like Attunements

    More like engineer kits, really.

    No, cause kit are a utility and Attunement are F abilities

  4. @JohnWater.5760 said:

    @Klowdy.3126 said:Tomes are now abilities, used by two classes. They aren't going to turn them into something that is bought/dropped after implementing them as spells, especially since one is an elite spec.

    Firebrand and?

    I love the Idea of adding tomes to more classes.I think is pretty hard to they implement new weapons, there's a lot of things to do if so.
    More balance(The current one is already a mess)
    More skins(The hardest part, there are a lot of skins to make)
    Which classes are going to get it?
    Too much job for something not so required, I think.If they are going to put new weapons, it will probably be added as mechanics or skills (Conjures, kits, tomes ...)

    Tomes are like Attunements

  5. Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage.6) Baron with Focus, Consecrations, and Burst turns into an Attunement.

    Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities.6) Bastion with offhand Mace, Wells, and Virtuous Marks

    Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.6) Dreadknight with main hand Axe, Legendary Kodan, and marks enemies and has malice.

    Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time.6) Game Hunter with Rifle, Punishment, and Shade abilities

    Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybertronics abilities, and Mana that alters their Cybrotronics.5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies.6) Escavator with Staff, Sonic abilities , and Full Counter ability.

    Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bonus to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance.6) Strider with Great Sword, Kits, and Burst.

    Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane"6) Numen with offhand Shield, Meditations, Avatar.

    Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster.6) Savant with offhand War horn, Meditations, Avatar.

    Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.6) Death Bringer with offhand Axe, Stances, and Mark and Malice

  6. @Jagblade.4627 said:Off the top of my head:Moa and Giant Chicken for Raptor.Horse and Dolyak for Jackal.No idea for Skimmer. Now that they retconned its lore and made it both a land and sea mount, I can't think of anything that would work for both.Giant Lemur for SpringerHedgehog for Roller BeetleWar Rhino for WarclawClassic Chimaera for GriffonAdolescent Aurene (or Giant Baby Aurene) for Skyscale

    @"Nagiil.1230" said:Spider!!!!

    Raptor- I like the Moa idea.

    Griffon- Classic Eagle Head Griffon and Manticorehttps://tse3.mm.bing.net/th?id=OIP.p-drs-pYRM7ygl7pgourZwHaFj&pid=Api&P=0&w=211&h=159https://tse1.mm.bing.net/th?id=OIP.9UcXYnFO9m2jiMaI9ANBHAHaIL&pid=Api&P=0&w=300&h=300

    Jackal- Classic Chimaera and Cerberushttps://mythologian.net/wp-content/uploads/2014/07/chimera.jpghttps://i.pinimg.com/originals/57/cd/11/57cd11ea3789bf436b3fad89bd08bc8a.jpg

    Skimmer- Classic Hydra

    Roller Beetle- Rollie Pollie :)

    Springer- Primates

    Warclaw- Tigers, Jaguars, and Hyenas

    Skyscale- Threeheaded Skyscale

  7. @Astyrah.4015 said:

    @VocalThought.9835 said:One thing that comes to mind is ANet bringing to the next Expansion, Heroes. Although this game enjoys the use of group play, I think they will incorporate the heroes they had in GW1 where players can recruit NPC characters to adventure with or maybe they will make it possible where you can use your alts to do pvp stuff

    i doubt they'd do this -- atleast not until GW2 is nearing it's end of life or the last planned expansion gets released. End of Dragons / Expansion 3 is no where stated to be the last/final expansion, in fact the devs even mentioned they're moving on from the dragon-conflict after this upcoming expansion, hence the title. so our story doesn't end there. not yet atleast. so having NPCs replace players wont be a thing anytime soon not until the game sees a very very steep decline in player numbers brought about by either a newer game/mmorpg by ArenaNet or some other game from another studio that would replace GW2 for many of it's current players.

    Well, that makes sense. The only other thing I can think of is introducing new playable races.

  8. One thing that comes to mind is ANet bringing to the next Expansion, Heroes. Although this game enjoys the use of group play, I think they will incorporate the heroes they had in GW1 where players can recruit NPC characters to adventure with or maybe they will make it possible where you can use your alts to do pvp stuff

  9. This is post to speculate what EOD would have in the expansion. I know there are plenty of forums talking about what we wish ANet should do, but this forum is meant to be more predictive about what we think they would do with the next expansion. HOT brought us Gliding, Mushroom bouncing, Guild Halls, a new Profession, new elites, new raids and dungeons. POF brought us Mounts and new elites. What new things do you think ANet "will" do with EOD? Was there anything hinted towards in the teaser? Any new masteries they will add? Any big ideas, like mounts, they could bring to the game that we don't currently have? How spot on do you think you would be with your ideas will be based on how well you know ANet!!

  10. @Reirli.3817 said:no, basically -

    new thief elite spec - introducing assassinweapon of choice - main hand daggerassassin set of main hand dagger skills =/= core thief set of main hand dagger skills (this along with the dual wield skill)old weapon, new skills

    and i'm not asking for every class to use a pre-existing weapon as a new template for a new set of skillsmaybe along with assassin using daggers we'll get

    new warrior elite spec - spearmanweapon of choice - staff (as a spear)new weapon, new skills.

    that's all i am implying.

    Got it. So a new elite, like your Assassin, would have to loose his previous main hand dagger skills and gain new ones. You would rather that instead of getting a main hand axe with the dagger skills you have in mind?

  11. @Reirli.3817 said:

    @"krz.1327" said:classes have too many weapons available anyway and it makes playing with a weapon that should be default for your class not worth it, elite specializations made it even worsethief should use double daggers because it's just renamed assassin from GW1 but DD is kitten so you need to use a staff or anything other than DD to not feel like you're doing not enough damagecasters should use staves, scepters and focuses but no, meta is great swords, axes and other kitten

    It's not like, if you play a thief you can't use DD, but other players clearly don't play Thief to just do max dmg. Some like to cc, buff allies, or simply enjoy being creative. Plus your scope of what classes can do is more limited than the current game. I recall playing D&D 3rd edition and they even made it possible for classes to non-traditional class based weapons, if you could justify it with the expansions. So I guess you don't like mesmers or reapers using Great Swords? I really do like how each profession uses each weapons differently, and to how each specialization and elite specialization pushes towards different themes of the profession is really nice.

    krz made a pretty relevant example even if they didn't intend to. ok so with the weapons that thief profession could have.. hammer, shield, mace ... tell me what exactly could professions for example like *suppose they added an elite spec called assassin or ninja (hypotheticals for the sake of argument) use? would it not make sense for assassins or ninjas to use daggers, pistols, or swords? see the problem with that is the fact that the weapons are already present, why not change the way they are played? obviously you're still releasing a whole new branch of spec traits and utility skill. all you're really changing is the selection of weapons, this makes it easier for anet to pump out new types of elite specs with a lot more ease and create more build diversity. a plethora of other games do it already. you speak of balance, but balance is not foreign as a concept, when a developer works with elite specs, its expected that they at least test and balance this, when you mention about "balance" that literally applies for everything anet has ever released and tested, and run through with patches/updates.additionally, a changeup on ranger shortbow and longbow would be a good idea as well based on elite spec, some people like shortbow but don't like that it's condi focused, so why not release an elite spec that changes up how shortbow works? as i mentioned already, many other mmos or games employ this strat, it's not new at all.

    So instead of simply adding new weapons with weapon skills with each elite, you want new weapon skills for existing weapons because you too feel there are, not too many skills, just too many weapons, and you don't mind losing old weapon abilities simply because you added an elite specializations. In your game a Deadeye would not get a Rifle, they'll just use Pistols, Daggers, and Sword differently than core Thief.

    I'd say give each elite two new weapons and if they come out with more elites they can use the non-core weapons differently. In my game Deadeye would not only get a Rifle, but they'd also get a focus, and if a newer Elite was made to use either a Rifle or Focus, they'd use those weapons differently than Deadeye, but would use the core weapons the same.

    I also think new traits could give a newer feel to core weapons without changing the actual weapon's skills.

  12. @krz.1327 said:classes have too many weapons available anyway and it makes playing with a weapon that should be default for your class not worth it, elite specializations made it even worsethief should use double daggers because it's just renamed assassin from GW1 but DD is kitten so you need to use a staff or anything other than DD to not feel like you're doing not enough damagecasters should use staves, scepters and focuses but no, meta is great swords, axes and other kitten

    It's not like, if you play a thief you can't use DD, but other players clearly don't play Thief to just do max dmg. Some like to cc, buff allies, or simply enjoy being creative. Plus your scope of what classes can do is more limited than the current game. I recall playing D&D 3rd edition and they even made it possible for classes to non-traditional class based weapons, if you could justify it with the expansions. So I guess you don't like mesmers or reapers using Great Swords? I really do like how each profession uses each weapons differently, and to how each specialization and elite specialization pushes towards different themes of the profession is really nice.

  13. @Reirli.3817 said:

    @Reirli.3817 said:or they can change up the skills of the same weapon based on elite specialization build. i don't like to be forced to use a different weapon because of a different xpac. why can't the ranger longbow or shortbow skills be changed because of an elite spec.

    point is, they don't need to force new weapons out to the point where things can get bizzare like rifle necromancer, just change up the staff skills... and i know for a fact a lot of necro players would love to be able to use staff cause of its RP-ishness

    So you want to use current weapons differently due to being and elite spec? That's a lot more work for Devs. How would you even balance that?

    it would be interesting, but you're making a suggestive statement that devs being worked harder than normal is not a good idea. if you want to create something special, it always requires effort. regarding your second question, they'd balance the new set of skills of the same weapon just like how they do it with any other weapon skill/ utility skill/ build specs if you ask me. appreciate all the thoughts though :)

    To make sure I hear you right, you would like to not add a new weapon to each elite, but you would rather they change how the elites use each weapon they currently have available differently. So if my Warrior uses a great sword than my Berserker would use a Great Sword differently, a Spell Breaker would use the Great Sword different from the both of them, and will so on with every new elite? So it's like how each profession uses each weapon differently. The issues I would have is if I choose to be a warrior, witj your idea, I could never be an elite spec, because it would change my weapon skills. I can see having different elites use weapons unavailable to the core professions differently, but existing weapons change... I would not like that and those are a whole lot of skills being made to be balanced for no good reason in my book. I think this is an example of how more is not always better. I think having more skills would offer a slight change in the ability instead or dynamic change in skill.

  14. @Dark Red Killian.3946 said:I think it would be nice that the elite specs that had an offhand weapon got a main hand weapon too. So you had one elite spec which may have gotten 5 new skills from a 2 handed weapon, and another elite spec which got 2 new skills from and offhand weapon. I thought it was odd there was an imbalance there.

    Yeah, I wasn't thinking about skill count. I was more so thinking of theme.

  15. @Reirli.3817 said:or they can change up the skills of the same weapon based on elite specialization build. i don't like to be forced to use a different weapon because of a different xpac. why can't the ranger longbow or shortbow skills be changed because of an elite spec.

    point is, they don't need to force new weapons out to the point where things can get bizzare like rifle necromancer, just change up the staff skills... and i know for a fact a lot of necro players would love to be able to use staff cause of its RP-ishness

    So you want to use current weapons differently due to being and elite spec? That's a lot more work for Devs. How would you even balance that?

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