New Classes Vs New Trait Branches

New Classes Vs New Trait Branches

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Posted by: Malik.2639

Malik.2639

Some examples

\New Classes
Monk,
Paragon,
Summoner,
Death Knight(Necromancer(Heavy armor)

\Trait Branches
Warriors- Samurai,Dragoon
Guardian- Paragon,Paladin
Ranger- Hunter,Archer
Elementalist- Summoner, Monk,Wizard
Necromancer- Sorcerer, Warlock,Witch
Engineer-Bandit,Nomad,Pirate
Mesmer-Phantom, Cronomancer
Thief-Bandit,Assassin,

Whats your opinion?

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Posted by: Lokheit.7943

Lokheit.7943

I think you should elaborate a bit more rather than just throw some names without an introduction.

If you’re saying what I think you’re saying, for me the answer is not either trait branches or professions, it is weapons and families of utilities.

For example, if you give the Ranger a Staff, with the already existing Nature Magic trait line, then you cover the Druid stereotype.

The 8 professions by themselves are good enough to cover every possible stereotype just giving them aditional weapons and utility skill families.

There wouldn’t even be a need of new trait branches.

Adding whole new professions means more balancing issues as you’re creating a profession from zero, with a new class mechanic and a complete new set of skills.

I think adding more weapons (existing and new like Battleaxes) is the way to go.

New Classes Vs New Trait Branches

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Posted by: Malik.2639

Malik.2639

I was trying to make people think about adding more weapon for professions based on your trait branches you have chosen but i want to know some downsides on this idea

New Classes Vs New Trait Branches

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Posted by: Vlaxitov.5693

Vlaxitov.5693

My opinion is we get 5 character slots and 8 classes available as it is.

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Posted by: Minion of Vey.4398

Minion of Vey.4398

Before they can add more traits and really broaden gameplay within classes, it is necessary to untie stats from trait selection.

This could be done while still allowing us to customize “trait stats”. Would just need to add an extra screen. Each time you get a trait point you use it to both select a trait, and go onto the second screen and select 20 stat points with it (right now placement gets you 10 in 2 stats). Cap any individual stat at 300 so you can’t go 1400 in one stat or something.

Cap stats at 100 until you unlock the second manual, 200 until the third etc to simulate not being able to load 300 in a stat early since you can’t do that now. Work work wonderfully.

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Posted by: AvivKing.5863

AvivKing.5863

i like to be guardian with helbrad ! or spear at land , aslo guadian should use towe shield (heavier shield in game , and warrior use only normal shield)
thives with shuirkans instad of bow , or katanas instad of sowrd
and any caster class with some Orb or book as offhand

well this is what i think if u wonna do some weapons changed on classes

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Posted by: Doggie.3184

Doggie.3184

Summoner? You mean Ritualist?

Of all things I’d actually want them to add Ritualist as a class similar to how Summoners in FFXI played as. With huge, epic spirit summons.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: Katostrophe.3274

Katostrophe.3274

I dont think we should have trait branches as you are saying. It does not work with this kind of game.

However, I think we are in serious need of another ‘soldier/heavy armor’ class, because there are only 2 which is pretty limited.

I think Dragoon would be a pretty sick new class.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

i’d rather see current classes getting more refined and deep, with more options, before moving to new classes.

LegendaryMythril/Zihark Darshell