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Any reason why we do not get any additional classes with each expansion ?


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4 hours ago, Sewedir.3027 said:

Guild wars 1 had 10 classes yet the base gw had six classes first two classes were released were released with Factions expansion and the next two with nightfall expansion.

The only class we get in gw 2 was revenant , it was for time.

To put it bluntly i got bored of my guardian years ago and do not want to touch him again . I want something new to bring some fresh air into the game.

FFXIV is releasing new classes with every expansion , original gw could also do it .

So my question is why we cannot do it, with this game ?

Thanks for the insight,

Cheers,

 

Technical Debt

Releasing new classes every expansion is not sustainable and will create an unsolvable problem.  check out the wiki to understand why.

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Revenant until this day still feel like an unfinished class and very clunky to play sometimes. Only after the alacrity patch and recent changes they see the light and that took 6 years of decisions and deleloping. I rather not want to see any new class right now.

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5 hours ago, Sewedir.3027 said:

I wouldn't mind elite spec if you would have the ability to play the from the beginning. (Adding new classes would allow that). Now i am required to invest in base specialisation only to unlock the ability to invest in elite specializations. The problem with that is that , in my opinion, it favors players who are already invested in the game already , like the game and want to play it . I for example want to play a guardian with a bow, but of course i cannot do it straight way , i have to go through the leveling process to gather to 250 points to even unlock the ability and play the base guardian which i do not really like.

The game straight-up gives you 10 Tomes of Knowledge per month just for logging in. Fractals and WvW give additional Tomes as well. You also get level-up scrolls (equivalent to 30, 40, 50, or 60 tomes) in your character-specific birthday presents.

 

If you're an experienced player, you absolutely don't ever need to slow-level characters unless you want to.

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2 hours ago, Hannelore.8153 said:

With the next expansion there will be 36 possible classes to chose from.

36 Advanced classes perhaps but not 36 actual classes. The elite specs are just one of the three specs you can choose for a character and relies on the base class for the other 2. So no, they're not 36 full classes.

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Elite specs are simply a way to specialize a character into either doing dps, cdps or support. It rarely changes how a class is played in a very significant way. (Exceptions would be firebrand, holosmith and scourge imho)

Slite specs are not classes. They are provide new skills, something every other MMO does as well. This is nothing revolutionary. And it's not that I do not enjoy them, but acting like they are more than they are is naive.

 

A good class in a should provide a unique mechanic. Rev was the "Mana"-System for example. Nec and Warrior are actually quite similar, if you think about it. And for a new class? I am rather uncreative, so I have a hard time coming up with something viable. But it should be definded by a unique mechanic. A rather semi-thought out idea would be a class, that have you play as 2 characters, that you switch control between, if one dies, both die. And this isn't even meant to be a "good" idea for implementing in gw2, just how a unique class mechanic differs from changing the effects of a class mechanic by an elite spec.

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3 minutes ago, Imba.9451 said:

A good class in a should provide a unique mechanic. 

Agreed, though there already are some overlaps as you indicate, so it could also be a unique way of delivering it.

 

I still think that the Ritualist could be a separate class, however, it might be a rough fit in GW2. The Ritualist from GW1 was good at summoning spirits that either have offensive (channeling) or defensive (communion) abilities and thirdly there is the damage reflect /self-heal option (restoration). They also could move the spirts they summoned and command them to attack the same target as you (Ctrl + T I think it is).

 

I think that this works great in GW1 where all content is instanced but I'm not sure about GW2 because of how the class works. If there are 2+ Ritualists around then you have an issue because the spirits are unique and therefore no doubles will be allowed within a certain range. Allowing multiple Rits to cast their spirits in the same area could be potentially problematic. Just think of dungeons where everyone's a Rit and you can literally create a wall of spirits. Spirits can defend PvP objectives in much the same way and you have an issue with WvW with Rits defending objectives there as well essentially being a cheap replacement for ballistae and arrow carts.

 

So yeah, I do see the issues with what I want.

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1 minute ago, Gehenna.3625 said:

Agreed, though there already are some overlaps as you indicate, so it could also be a unique way of delivering it.

 

I still think that the Ritualist could be a separate class, however, it might be a rough fit in GW2. The Ritualist from GW1 was good at summoning spirits that either have offensive (channeling) or defensive (communion) abilities and thirdly there is the damage reflect /self-heal option (restoration). They also could move the spirts they summoned and command them to attack the same target as you (Ctrl + T I think it is).

 

I think that this works great in GW1 where all content is instanced but I'm not sure about GW2 because of how the class works. If there are 2+ Ritualists around then you have an issue because the spirits are unique and therefore no doubles will be allowed within a certain range. Allowing multiple Rits to cast their spirits in the same area could be potentially problematic. Just think of dungeons where everyone's a Rit and you can literally create a wall of spirits. Spirits can defend PvP objectives in much the same way and you have an issue with WvW with Rits defending objectives there as well essentially being a cheap replacement for ballistae and arrow carts.

 

So yeah, I do see the issues with what I want.

My girlfriend and I cleared the fissure of woe in GW1. Only the 2 of os, no heroes. She didnt have a real ritualist, so I skilled her ranger to summon the spirits my Ritualists didn't take.

We breezed through everything. It was a blast. And I enjoy the thought of a shost army not only killing gates, but also framerates in WvW. Not because it's a good idea, but because I like chaos.

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16 hours ago, Gehenna.3625 said:

36 Advanced classes perhaps but not 36 actual classes. The elite specs are just one of the three specs you can choose for a character and relies on the base class for the other 2. So no, they're not 36 full classes.

But that's not how new classes work in other games. Traditionally in MMOs, new classes offer exactly what Elite Specs have, sometimes even less, because many of them are cloned from one another with moderate changes.

 

For example, in this game, a Ranger can wield melee weapons like a Greatsword. In alot of other games descended from Everquest, Rangers only have access to ranged weapons and maybe a dagger or something. As a result, when you get a new class that uses the melee weapon with Ranger-like traits, its considered something brand spanking new when in Guild Wars its just the same Core Ranger that you already had.

 

In other words, the vast majority of games on the market since 199x have always created their new classes by placing traditional restrictions on their other classes, like Warriors are only melee, etc. and everything has less skills, too. That's precisely why they're able to come up with so many "classes" to begin with.

 

WoW is the exception because it was made by a massive company with billions of dollars behind it. And even in WoW, you can find staggering amounts of overlap and copypaste development.

 

You can't just come up with infinite original ideas; even in GW2's Core classes, there's overlap. If you wanted to create the same plethora of classes that you see in other games you'd first have to start by gutting the Core classes even more than the devs already have in order to create alot more options for new classes to be based upon.

 

I think players don't realise how amasingly versatile the Core classes are in this game, even if they still feel a little incomplete to us and could use some work, relatively speaking.

Edited by Hannelore.8153
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