Adopting, the new way of "dual-classing"

Adopting, the new way of "dual-classing"

in Suggestions

Posted by: Plinius.5709

Plinius.5709

This is my suggestion, how something similar to a dual-class system could be implemented into GW2.

I call it: Adopting

The idea is quite simple – the implementation however might not be as easy (for the devs):
Your Class (Guardian, Necromancer, etc.) gets the option to “adopt” one “special skill type” and one main-hand weapon proficiency.

To be specific:
The first restriction is, that you only may choose to adopt a special skill type of a profession that IS NOT of your own profession category. (soldiers, adventurers, scholars)
So an elementalist may not choose to adopt skills from a necromancer, but is free to adopt from a warrior or thief.

The second restriction is, that you only may choose one specific “special skill type”-range of skills – for example, if you choose to adopt skills from a thief, you can choose to either adopt Deception, Trap, Trick or Venom.
If you choose Venom for example, you may now use Devourer-, Ice Drake-, Skale- and Spider-Venom as one of your utility skills.
No signets! No elite skills! No mix-and-match choice!

The third restriction is, that you only may choose one main-handy weapon-proficiency from the adopted class.
So if e.g. a Guardian adopts the “Gadgets” skills of the Engineer, he is now free to choose if he would like to “learn to use” the rifle or the pistol.
You do not adopt the weapon skills itself – there would be a need to implement new weapon skills for each of the “new weapons” per class. (that’s why i said it would be laborious to implement)
For example, a mesmer wants to use a rifle: it wouldn’t matter, if the mesmer adopted the warrior or the engineer – the weapon skills a mesmer would acquire for the rifle would be the same in both cases.
No off-hand weapons! No dual-wielding!

The fourth restriction is, that no class mechanic will be adopted.
So if you chose to adopt for example the elementalist, you wont get the attunements.
For a very important reason: it makes things a bit simpler and it accompanies the idea of only “adopting” one of the other class’ skill types.
If you adopted a warriors “stance” skill type, you would face the problem, that you had no use of “berserker stance” as you do not “adopt” the class mechanic.
This is working as intended – falling short of one specific skill is outweighed by the benefits a scholar class for example would have via endure pain or balanced stance.
If you adopted the engineer’s turrets, then you would of course not have the utility belt skills etc.

Fifth restriction: the choice is permanent.
This is a powerful enhancement to your class – it would be OP to be able to switch it everytime you want.
Choosing the first time is free, “re-adopting” would require a little gem-fee.

Sixth restriction: PVP
I’m not a big pvp’er, so I can’t really imagine the opinion of pvp’ers on this field.
Personally I would think it would be unfair to exclude pvp’ers from the possibility of choices for individualisation that would be open for pve’ers.
On the other hand, i would understand that, even while note beeing a “real dual class system”, adopting could lead to balancing issues.

In short:
- Adopt one specific skill-type-range of another class (that is not of the same armor class)
- Adopt one specific main-hand weapon-proficiency.

- You may not adopt Signets, Elite skills, Class Mechanics, Off-Hand-Weapons.
- If a skill would “interact” with a class proficiency, for example “Roll for initiative”, then the “class mechanic part” will be ignored, even if it would render the specific skill useless.
- Choice should be permanent, re-adopting possible via gem-purchase.

please comment and discuss