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3 Elite specs is enough. We shouldn't get more. Time for something new.


Redfeather.6401

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1 hour ago, Artyport.2084 said:


ok what’s the class identity of a Willbender have to do with guardian 

 

harbinger doesn’t even feel like a necromancer

 

ele with a hammer feels more like a shaman not an eke 

 

a light armor guardian will just feel like a priest 

a heavy armor reaper more of a darknight 

 

the base of the profession’s identity remains intact but the style will be different. Its in no way different from specializations at current. 
 

people who gatekeep are so annoying 

Willbenders ARE THE ROYAL... (guess what) GUARDIANS.

Harbinger is like a madman apothecary that uses darkness to quaff dangerous stuff

A Shaman that deal any sort of elemental magic is an Elementalist

 

A light armor Guardian doesn't feel like a priest. Guardians aren't supposed to be priests, but Paladins. Priests do ceremonies. Paladins are Holy Warriors that Execute stuff.

A Heavy Reaper could be a Dark Knight yea

 

I hope its more clear now

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From my perspective, having different armour weights available on a single character just feels like it'd be mechanically awkward. Instead of "just" worrying about stat sets and runes, you'd also need to worry about armour weights, possibly requiring having two or even three sets that are the same stats and runes but different weights because they're for builds that require different armour weights. You could potentially get around this by using legendary armour, but that requires having multiple weights of legendary armour and also potentially messes up your appearance customisation when you switch.

Easier to just have specialisations be tougher or less tough through traits as befits their intended playstyle, and have a solid range of choices in each weight.

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While id love to see elites not done and reworks to core and core weapons to happen. I disagree it'd over lap this early. .There are defintly Roles that each elite haven't covered yet. 

however I will say one problem. 

you drop something on core. The likelyhood is it won't require the expansion to use, this will likely be concerning for the company doing. And they'd prolly be scared by the factor WvWvW and PvP players would skip buying the expansion 

Although maybe they could drop a new class to fix that concern.  

But yes going back and fixing what they have is the best solution we have loads of speccs riddled with problems and redevelopment of them would work wonders. 

And these missing pieces could easily to instilled in what currently exists rather then developing new elites to fill them.

Edited by Daddy.8125
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.I think an interesting update to the elite and trait system is to give us full control over the amount of trait lines selectable. As in you can be hardcore specialized in just one trait meaning you have all three traits of each line but of course you have no other traitline OR you can have 2 trait lines. They would have to balance it further but I am always miffed at how sometimes I have to have traits that do nothing for my build or wishing I could have 2 traits within the same column.

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If the game brings back the pantheon of the gods the game could tie it into some interesting new specialization addition.

 

A fourth specialization slot that can slot a 'favour of Lyssa' or 'favour of Grenth' specialization. Meaning every class has access to them, they are not class specific. And the specializations wouldn't be upgrades. A favour of grenth could reward you with certain traits but have penalaties and brutally kick your face in if you do something grenth DOES NOT FAVOUR.

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On 3/30/2022 at 1:49 PM, Artyport.2084 said:

I'm hoping they do armor specialization.

each armor set will add 1 new weapon across each class+ and elite and three options to choose from as a "super master trait*

You do know that they had actually intended to do that with a few specializations already, but they ran into unsolvable problems getting it to work. Had it not been an issue we would have seen some very different elite specializations for a few professions in PoF. Firebrand was meant to be a light armor guardian.

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On 3/31/2022 at 3:02 AM, Mungrul.9358 said:

I've always thought that Elite Specs were a brave, but flawed attempt to bring some of GW1's innovative dual-class system in to GW2.

 

Ultimately, I feel it was always going to result in power-creep, devaluing core specs and any Elite Spec that preceded the most recent one. And they would have been better served doing things the old GW1 way, simply introducing more skills with each expansion / living world episode.

Not in the excessive way that each expandalone extended the amount of skills available in GW1, but maybe 4 skills per traitline per expansion.

In addition, adding additional weapon skills could have worked and also served as a way to balance loadouts beyond excessive nerfing. My idea being that each numbered skill would have alternatives available, selectable in the same way utility skills are, by clicking the arrow above the skill. They could also have used a system like this to address the issue of weapons being pigeon-holed in to either power OR control OR condi.

 

As for introducing Monk as a new classs, to be honest, I'm of the opinion that Guardian should never have replaced it in the first place.

It devalued warrior; why choose a non-magical warrior when you can choose a magical one that has a lot of the same weapons while at the same time bringing HUGE amounts of utility and self-sustain?

And it has become clear over time that ArenaNet struggle to balance Guardian, with it or its Elite Specs consistently topping profession balance trees since release.

It's the Monk, but with none of its weaknesses, and all of Warrior's strengths.

I think your wrong about Elites being a flawed attempt. I think it's great. The only thing I wish they did better was coming up with better names for the elites.  

 

GW2 does a great job with giving a "secondary class feel" to each elite specialization. This way, they can better balance the professions, stick with the over arching theme of the class, and have better quality skills, instead of quantity, like I seen with other games where certain skills are like other and makes no since to even select. 

 

 

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On 3/31/2022 at 8:39 AM, Jessixia.5780 said:

Like someone mentioned above somewhere, personally I'd be over the moon if classes like monk we're introduced. Was my favorite class in gw1, would buy a char slot in an instant If that was an option. Can imagine new classes probs are alot of work though since they probs like to have the same number of specialisations since gathering hero points is a big part of progression, but still, I'd love to hold out hope on that one.

I thought Firebrand was the "Monk" in GW2. They have a lot of Protection, Healing, and Smiting Spells.

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33 minutes ago, VocalThought.9835 said:

I always imagined GW2 getting a total of 5 elite spec. I guess I expected that they would allow each class to double down on each core specialization.

That'll mean 45 separate 'classes' that need to be balanced to comparatively compete for 3 roles. It'll be an 'I told you so' moment for sure.

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On 4/1/2022 at 8:03 PM, KeoLegend.5132 said:

Willbenders ARE THE ROYAL... (guess what) GUARDIANS.

Harbinger is like a madman apothecary that uses darkness to quaff dangerous stuff

A Shaman that deal any sort of elemental magic is an Elementalist

 

A light armor Guardian doesn't feel like a priest. Guardians aren't supposed to be priests, but Paladins. Priests do ceremonies. Paladins are Holy Warriors that Execute stuff.

A Heavy Reaper could be a Dark Knight yea

 

I hope its more clear now


a light armor firebrand would feel just like a priest. 
 

Again you are gate keeping for no reason. 
class fantasy is something that this game already does a phenomenal job of allowing you to customize for your self.

 

im wielding a staff and a scepter and focus with the monastery armor on with my firebrand and I’m basically playing a priest. 
 

The armor change is just another way to push the customization further. 
 

 

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2 hours ago, Artyport.2084 said:


a light armor firebrand would feel just like a priest. 
 

Again you are gate keeping for no reason. 
class fantasy is something that this game already does a phenomenal job of allowing you to customize for your self.

 

im wielding a staff and a scepter and focus with the monastery armor on with my firebrand and I’m basically playing a priest. 
 

The armor change is just another way to push the customization further. 
 

 

whatever, some things might make sense for you

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9 hours ago, Redfeather.6401 said:

That'll mean 45 separate 'classes' that need to be balanced to comparatively compete for 3 roles. It'll be an 'I told you so' moment for sure.

They didn't even do that when the game only had 1 elite they seem fine with elites not working in certain content. 

I think we need a expansion that focuses on rebuilding core proffessions however, feel like they're many things which would be good to see changed given how hard some of the mechanics have proved changing for elites. 

I think we will keep getting elites til every proffession can provide every role however, but yeah they won't be equal they won't even try to realistically. 

 

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7 minutes ago, Daddy.8125 said:

They didn't even do that when the game only had 1 elite they seem fine with elites not working in certain content. 

I think we need a expansion that focuses on rebuilding core proffessions however, feel like they're many things which would be good to see changed given how hard some of the mechanics have proved changing for elites. 

I think we will keep getting elites til every proffession can provide every role however, but yeah they won't be equal they won't even try to realistically. 

 

Fixing the core classes is what balance patches are supposed to do. You should be demanding for balance patches to start properly fixing core, instead of settling for those fixes to replace elite specs as an expansion feature 

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The more I think about a system that allows core classes to modify their armour class the more I like it.

 

A whole new specialization system that adds modifiers based on armour class. For example it lowers stealth duration if you wear heavy. Increases stability duration if you wear heavy. Oh there is so much depth that could be added that way. And your proficiency in an armour class could be raised by how many armour skins you unlock. So as you explore the world and find more heavy armour types the more proficient you get at heavy armour.

 

Elder Scrolls Online has an armour class system but it's not even that deep. This idea is really interesting.

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On 3/30/2022 at 6:47 PM, Redfeather.6401 said:

Adding something new to core classes will revitalize ALL elite specs and enrich characters as a whole. It is a far more efficient method of progression now that we have a strong base of roles per class. The game should seriously consider now going that route.

I like that idea. It sounds more promising than the last bulk of elite specs we got (what a disappointment they were).

An additional trait line to core specs, or alternative weapon skills to choose from would be interesting.

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I just want weapons adding to core specs its getting to a point where picking reaper for example feels like I am restricitng weapons I am using not enchancing my gameplay. Why can't weapons and especs be seperate? Does Ranger benefit from hammer being a espec only weapon? It stifles creativity and restricts what you play. I am playing classes based on their core weapons now as I know I wont lose them if I want to try a espec. Also it doesnt help that some especs have a weapon tied so closely to their spec (untamed) and others like herald dont interact with theirs for the most part. Another good example is engineer, core engi is awful theres so little choice in weapons its unreal. I have had a friend join the game recently and all of the "good" engi weapons are espec locked how does this help keep new players into the game? Oh sorry Timmy you need level 80 a espec and an expansion to try this weapon.

Edited by emilejuggernaut.1864
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1 hour ago, Ganathar.4956 said:

Fixing the core classes is what balance patches are supposed to do. You should be demanding for balance patches to start properly fixing core, instead of settling for those fixes to replace elite specs as an expansion feature 

No not balancing. Actual reworks 

Changes to the physical system

I.E elites and core proffessions sharing traitlines. Soo bad it means every nerf hits all 3 even if only 1 needs a nerf. 

Seperate elites and core. Into sub classes type system with unique traitlines. 

Adding and removing weapon choices to give proffessions a better variance in weapons

Physical changes to the actual system to promote a better healthier proffession design so buffs and nerfs can be correctly done without collatorial damage to surrounding builds. 

Elementalists. Attunements have proven super oppressive their existence means every specc has to use the same attunements due to how deep their rooted. 

Mesmer clones and shatters are the same. 

I don't mean rebalancing. I'm talking a major overhaul. 

Also like to add most mmorpgs wait til expansion launchs before major reworks. 

FFXIV and WoW both wait til expansion launchs to add / remove abilities etc etc 

Theres a difference between balancing and changing things entirely. I'd like to see weapon sets changed ones and ones that aren't strong get redone entirely 

Edited by Daddy.8125
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41 minutes ago, Daddy.8125 said:

No not balancing. Actual reworks 

Changes to the physical system

I.E elites and core proffessions sharing traitlines. Soo bad it means every nerf hits all 3 even if only 1 needs a nerf. 

Seperate elites and core. Into sub classes type system with unique traitlines. 

Adding and removing weapon choices to give proffessions a better variance in weapons

Physical changes to the actual system to promote a better healthier proffession design so buffs and nerfs can be correctly done without collatorial damage to surrounding builds. 

Elementalists. Attunements have proven super oppressive their existence means every specc has to use the same attunements due to how deep their rooted. 

Mesmer clones and shatters are the same. 

I don't mean rebalancing. I'm talking a major overhaul. 

Also like to add most mmorpgs wait til expansion launchs before major reworks. 

FFXIV and WoW both wait til expansion launchs to add / remove abilities etc etc 

Theres a difference between balancing and changing things entirely. I'd like to see weapon sets changed ones and ones that aren't strong get redone entirely 

ArenaNet have done reworks and overhauls in some balance patches before. They typically do not wait for an expansion to do it and there were numerous reworks during early and mid PoF. The issue is that for the past few years they have been barely been working on anything profession related.

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1 hour ago, emilejuggernaut.1864 said:

I just want weapons adding to core specs its getting to a point where picking reaper for example feels like I am restricitng weapons I am using not enchancing my gameplay. Why can't weapons and especs be seperate? Does Ranger benefit from hammer being a espec only weapon? It stifles creativity and restricts what you play. I am playing classes based on their core weapons now as I know I wont lose them if I want to try a espec. Also it doesnt help that some especs have a weapon tied so closely to their spec (untamed) and others like herald dont interact with theirs for the most part. Another good example is engineer, core engi is awful theres so little choice in weapons its unreal. I have had a friend join the game recently and all of the "good" engi weapons are espec locked how does this help keep new players into the game? Oh sorry Timmy you need level 80 a espec and an expansion to try this weapon.

Couldnt agree more i prefer a longbow main set up and back up weapon got changed to hammer playstyle for close range. My set ups beast master marksman and untamed i favor the longbow heavily as does many power build rangers. Yet we are told we need to lose it because it lacks dps. Maybe its time some of the existing weapons get a buff in our kit. By making core weapons all get a buff with elite specs would make every character a bit different. Which im told was suppose to be the point of this game.

Edited by Kaenaydar.5631
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2 hours ago, Ganathar.4956 said:

ArenaNet have done reworks and overhauls in some balance patches before. They typically do not wait for an expansion to do it and there were numerous reworks during early and mid PoF. The issue is that for the past few years they have been barely been working on anything profession related.

True, but no patch will get given the same budget size as a full expansion. Which means everything could be on a much larger scale and done properly.

Ontop of this would free development time up enough to put some serious ramp into content production etc etc, i.e sorting out the fact this game has 100 different types of content which all got dropped and create a content path that both is more functional modernised and guided comparitively to now. 

+ Modernise some of the old animations, skins etc etc. 

Think it would be good to see a expansion focus on rebuilding what it has now rather then expanding itself and just leaving old problems. 

Core Tyria feels very outdated and core proffessions as a system too. 

Maybe core proffessions need to be turned into a elite. This would put the mechanic tied to it directly into the elite instead of in every single traitline which creates such oppressive measure in balancing.

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