Ritualist class
Not going to happen, it would be completely broken (broken as super OP) plus it has been dismembered into Guardian skills and whatever…
I still prefer dervishes, but ritualist was a really cool class, unfortunately their mechanic in gw2 wouldn’t be really possible IMO.
If the same rule of only 1 type of spirit was allowed in an area, ritualists would be too broken if another was in the same area (imagine the same problem as condition damage in PvE but WAY worse), and even worse if that rule didn’t exist, imagine 20 ritualists summoning 3~4 spirits each, 60~80 extra AIs in the map, that would be overkill (supposing that the server could handle that).
(and the other 8 elite specs maxed too)
Interesting that you all are thinking of only one aspect of the Ritualist class: Spirits.
Love to break it to you but there is PLENTY for ArenaNet to play with in order to make it a viable class. Do you so easily forget about weapon spells and summoning ashes? It wouldn’t be the same as GW1 but it could be something sweet to play.
Interesting that you all are thinking of only one aspect of the Ritualist class: Spirits.
Love to break it to you but there is PLENTY for ArenaNet to play with in order to make it a viable class. Do you so easily forget about weapon spells and summoning ashes? It wouldn’t be the same as GW1 but it could be something sweet to play.
Maybe because that wasn’t as fun as Spirit spammer? Or maybe because everyone and they’r mother used that to farm UW which I don’t know if was even possible with ashes.
I miss Ritualist
To stay on topic, I don’t expect any new classes during the lifetime of this game; it just seems completely unrealistic. If we did get a new profession, it would most likely use heavy armor to create a 3-3-3 balance amongst the armor types.
Interesting that you all are thinking of only one aspect of the Ritualist class: Spirits.
Love to break it to you but there is PLENTY for ArenaNet to play with in order to make it a viable class. Do you so easily forget about weapon spells and summoning ashes? It wouldn’t be the same as GW1 but it could be something sweet to play.
Maybe because that wasn’t as fun as Spirit spammer? Or maybe because everyone and they’r mother used that to farm UW which I don’t know if was even possible with ashes.
That’s fine, Letifer, however is doesn’t negate the fact that the Ritualist was more than “spirit spammer”. Ritualist was my primary for years in Gw1 – I learned to use all types of builds. Regardless the issue isn’t what may or may not have been fun in GW1, its if the class could be adapted into the GW2 mechanic.
No, no and so you just want the game on the ritualistic gw1 was my main and even today I miss a ritualist in the game. are you guys saying that he would be broken by reason of being unable to summon the spirits or if he could stay a mess, so remembering that NECRO MM in gw1 sumomm 24 undead and he was broken in GW2 and even turned wells, reminding q if you put 5 mesmers or even 5 engineers with its towers would mean the same, the way would be to put the spirits in utilits skills so it would not nerf the same as was done with the necromancer, engineer and mesmer (we also have the guardian comas spiritual weapons)
(edited by Marcelinho.3190)
Spirits was the main “thing” of the ritualists, but I agree about the other types of skills, I would never go to a fight w/o splinter weapon in at least 1 of my ritualists.
But, you think that the player base would be happy with a ritualist without spirits?
(and the other 8 elite specs maxed too)
Spirits was the main “thing” of the ritualists, but I agree about the other types of skills, I would never go to a fight w/o splinter weapon in at least 1 of my ritualists.
But, you think that the player base would be happy with a ritualist without spirits?
There would be totally without the spirits, but puts it in utilits skills as necro, would be the simple fact reinventing the class as was done with the mesmer and its illusions
Ritualist was an awesome class but I do not see it working in gw2 as they took a whole different aproach. They merged ritualist with mesmer as mesmer has the spirits well they are not called as such but you can think of them as such. They really strayed from the guild wars 1 concept I for one would love to see the ranger more diverse in gw 1 you could decide wether you took a pet or not, in gw 2 you just get one…
Am i the only one who would love to have a Ritualist class in the game?
Unless you’ve somehow managed to miss the multitude of other ‘more classes’ threads that seem to pop up every couple days…then yes, you are the only one.
There’s actually one running this very moment a little further down the list called:
‘Gw2 need more races and professions’ – kinda surprised it was overlooked.
God, not just another of these threads…
When will people finally get it, that none of the old GW1 classes that aren’t again in the game will ever return back. None. Ever!
Anet has took everything of them that was possible and merged was was usable with their concepts of the classes that we have, other stuff mostly from dervishes got turned into a concept for the human racial skills based on their gods.
GW2 has no enchantsments and no hexes anymore, so there won’t be any silly flash enchants. The gameplay mechanic of the ritualist got totally absorbed into the engineer and partwise into the necromancer as also in the guardian.
Warriors and Guardian absorbed great parts of the paragon, so this pure wannabe angel junk won’t reappear also to ever. Guardians even have an achievement, where they get named paragon….regardless of how pathetic that move is to push somewhere nostalgia into, where it doesn’t belong into…unless Anet would give Guardians finally also a nostalgic weapon with polearms with a fitting weapon skill to throw them like a javelin so that the weapon would have also at least one mid range skill.
Assassins got mostly revamped into the Thief.
Its far more realistic to think on something like the Ritualist as becoming a Necromancer-Sub Class, than it will ever get a chance to see Ritualists return as a complete own separate 9th class, especially when its basically set for sure, that if we see a 9th class that is a seperate own one, that it will guaranteed be a 3rd soldier and nothing else.
Something like Knights that are thematically a mixture between Warriors and Guardians, but more mobile and kind of a hybrid between Warrior and Guardian.
That GW2 knows the term of "knight"is also well known, as do we have that as a WvW Rank for example, or as Upgrade Item Term. So its also not impossible to see them becoming a 3rd soldier class together with maybe a renaming of the Upgrade Item to something unused, like “Mercenary”
Ritualists as a Necromancer-SubClass would be so kitten fitting for the game, when you think about it, that Necromancers in GW2 are able to use by now Spectral Magic (Spirit Powers). Both Classes were in GW1 already different forms of one and the same thing – Summoners of the Undead, Occultists that draw their powers from the death and souls, as spirits are nothing else, than souls that are still on this mortal world, cause there’s still something, that binds them to it, be it either the occultists self, which forcefully hold them in this mortal world by controling them, or bysome kind of feeling, like hatred, revenge, love, agony, sorrow or whatever, that lets the soul get no peace, before that emotion hasn’t been cleared and the soul been reliefed from whatever binds that strong emotion still to the soul, that the soul can’t let go to find its peace in the netherworld.
A Ritualist Sub Class for the Necromancer could improve the necromancer with the very few things, that haven’t found into GW2 by now, that made the Ritualist in the past fun to play.
- Ashes, which could become an unique environmental Skill Feature for the as a Ritualist specialized Necromancers, similar working like Conjures, and still very different.
- Jinxes, unique Equipment Buffs or Debuffs, which can’t be stripped like Boons, unless their Duration or Usages run out, or the user of thejinx gets downed/killed by an enemy first.
- Ghosts, new summonings, instead of summoning Bone Minions, the Necromancer, that is specialized as Ritualists could summon old by GW1 known spiritual creatures, like Smoke Phantoms, Banshees, Wraiths or Crawlers (Shades should count into here too, they should get replaced with a different new Bone Minion, like randomized Skelettons)
- An improved version of the Death Shroud, the Spectral Sphere with slightly spiritual revamped versions of the Death Shroud Skills together with some new skill to make the Death Shroud Skill Bar complete for the cost, that the Soul Energy will drain a bit faster out of your pool for that improved version of the Death Shroud that is more spiritually of its style.
With changes like these, improving the existign classes with Sub Classes, Anet cando buch better thigns to the current game by provoding us more character progression, while giving at the same time GW2 some good things by putting those thigns together, that fit well together by their concept designs and that is the case with Necros and Ritualists as they come both from the same style.
(edited by Orpheal.8263)
You know there is no reason to be rude to the people posting these threads. If they are that horrible to you why do you read them and comment in them.
I think there are many ways that Anet can re-imagine the Ritualist class. Even with spirits. I don’t believe like most that it could ever come back like it was, but just like the mesmers, the engineers, and the guardians; classes can be reshaped.
You know there is no reason to be rude to the people posting these threads. If they are that horrible to you why do you read them and comment in them.
I think there are many ways that Anet can re-imagine the Ritualist class. Even with spirits. I don’t believe like most that it could ever come back like it was, but just like the mesmers, the engineers, and the guardians; classes can be reshaped.
This guy’s got the right of it. Classes can be modified to fit the shape of GW2. That said, a revamped Ritualist would be really cool. I loved their armor sets. I wish we’d get more of that kinda tribal fusion style in GW2.
P.S. – Google image search “tribal fusion” if you want to see what I mean.
How I miss my Ritualist so…. sniffs thumbs up
Ritualists have more skills that just spirits you know I think they have a place in the game and can me made to work imo
… and even worse if that rule didn’t exist, imagine 20 ritualists summoning 3~4 spirits each, 60~80 extra AIs in the map, that would be overkill (supposing that the server could handle that).
Just like necromancers summoning up to 6 minions at a time? Or engineers summoning multiple turrets?
Son of Elonia.
Rit was amazing!
My second class after Dervish.
And stop talking about ghosts.
Mesmer had interrupt skills in GW1 and now he’s illusion fighter. And if server can handle 3 mesmer illusion why not 3 spirits?
And don’t forget that Ritualist could cast a spell that changed his weapon to more powerful.
What about Spirit Warrior in heavy class that can cast a spell to change his weapon?
Rit would be fun, it’d be cool to see how they revamp spirit weapons and spirits for the rit. I can think of some really cool things they could try.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
As others have said, they would have to revamp the whole class, since aspects of it can be seen in engineers, guardians, and necromancers.
That being said, I would totally play a Charr ritualist!
I’ve seen plenty of good ideas for the Ritualist but non are deemed worthy x
Part 1
Cause the only worthy way for a Ritualist to find its way into the game would be as a Necromancer-Sub Class.
Anet has merged too many things from the GW1 Concept into the Engineer, Guardian and Necromancer.
Theres simply too less left over for a seperate own Ritualist Class, unless you completely redesign the whole Ritualist Concept to get your seperate Class.
Its just easier for Anet to use the remnants of what is still left over and so far unused to implement these things as improvements for the most fitting class that shares with the Ritualist the same origin as occultists – the Necromancer.
Its not worth it to revamp completely the GW1 Ritualist, when its simply alot better, to just reuse only the currently unused aspects of the GW1 Ritualist and put these mechanics to the Necromancer
Its more time efficient and the impact to Class Progression is massive enough, that it will make the game alot more interesting, especially when naturally all of the current 8 classes get improved in the same way.
Plus it adds alot more Character Customization for the whole game.
Something that just adding a new seperate class never will be able to do.
You don’t have to ask yourself:
“Whats the best class I want for myself?
You have to ask yourself instead:
“Whats the best thing Anet can do for the whole game that affects all classes same alike?
The best thing anet can do to improve the whole game is addign Sub Classes on the long run. They are easier to implement and to balance, than to add complete new seperate classes, because its always easier to just add something to already created game content, than to add something completely new and seperate.
Just one thing alone is not enough for a seperate Ritualist Class.
A seperate class needs more, than just one mechanic only.
Even two isn’t enough, if you take my idea about the as Jinxes renamed Weapon Spells as a second mechanic into consideration.
You may not forget, that a Class consists of more, than just 1 to 2 mechanics.
They have all also 4 different utility mechanics, they have all a unique F-Mechanic.
So every seperate Class must be able to provide at least currently 5 different gameplay mechanics.
The Ritualist barely just gets only 2!!
Anet had in comparison to completely revamp the Mesmer, because the class just basically lost everything that was special about it due to the complete removal of the Hex System. So anet had to rethink the Mesmer from the scratch, if they wanted to keep that class for GW2. But compared to the Ritualist, the Mesmer was worth that work, because Anet decided to give the core gameplay of the Ritualist rather to the Engineer, than to keep it for GW2, because they must have seen also, that the mechanics that are left over for a Ritualist aren’t enough for a seperate class, if they brign in the Engineer, Guardian and Necromancer in the way, how they are into the game.
And a completely revamped Ritualist surely would be something, that many Ritualist fans from GW1 wouldn’t want, nor like at all, if the result would feel in the end totally different and wouldn’t feel like a Ritualist at all anymore, just so that the class can exist.
I think and believe strongly in it, that it would please alot more people, old GW1 veterans as like also all of those, that never have played before GW1, if ANet would add Ritualists just simplx somewhen in the future as a Necromancer-Sub Class.
That would please all of those GW1 Veterans, that want a light geared class that summons ghosts rather than bone minions and has more supportive skills that restore and channel powers of others with you by using soul binds, whats a gameplay concept, that was already used so far in only 1 old MMORPG ever before, that I know – Ragnarok Online, the Soul Linker. Never ever have seen such a gameplay again until today and its something, that Anet could reuse and improve to create something unique and new with Ritualists as Necro-Sub Class as the Class Term, instead of Soul Linker.
Part 2
Its simpler to use the Ritualist as Sub Class to improve with it an existing F-Mechanic, in this case improving the Death Shroud to become the Spectral Sphere-Mechanic with added new skilsl and changes to the existign skills than to think about, what a Ritualist should use as an own seperate F-Mechanic, not to mention that it would require alot mroe work to implement a seperate new Mechanic, that feels also different and unique, than what the Game already has with the current 8 Classes.
I’m sorry, when I sounded rude, but I just responded in the same way, how people respond here,when the topic is about mounts or race change ect.
Just with the difference, that I personally are this time in regard of the topic against it and not for it, how its the case for mounts for example.
Why? Some may ask…
Simple because I’m very convinced about it, that Ritualists as a Necromancer Sub Class would be for the whole game a miuch better solution, than to add them as a seperate class.
So please don’t missunderstand me and where I am coming from.
I’m not against ritualists for GW2 per se, I’m just only against the suggested “method of implementation”, because Sub Classes is just the better, easier to implement and more effective method, that can really improve the game in an impactful way.
Adding just only 1 new seperate class alone has no impact for the game and doesn’t improve in any way the unused potentials, that lie hidden in all of the classes GW2 has.
And Ritualists self are just one of those unused hidden potentials, that the Necromancer has, which need to be revealed, when Anet starts to improve the overall Character Progression System of GW2 to give the game things, that keep the game interesting for us also in the next years to come.
Just adding only a seperate new class gets quickly boring…
But addign over a couse of time more and more sub classes for all of the current 8 Basic Classes, thats the “spirit”, that keeps such great AAA games like GW2 for very long alive and interesting.
And I think I’m right, when I say, that Chris Whiteside would agree with me here on this, that this is more important for a gamelike GW2, than to add just a new seperate class, to make some GW1 veterans happy only.
One can play the Ranger as a ritualist with moveable spirits. The pet can be you “Familiar” instead of a pet and you’ve got stronger armour than a traditional Ritualist :p
Just like Engineer can be your ‘Commando’
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
In fact Mesmer is so far from what it was from GW1 that it could have been named Illusionist or whatever, so what people really want is some class named Ritualist lol
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
In fact Mesmer is so far from what it was from GW1 that it could have been named Illusionist or whatever, so what people really want is some class named Ritualist lol
I just want the lore and the themes all bundled up into the class again more than anything. Channeling Magic, Restoration Magic, Spirits, Spirit Weapons, Spawning Power, Communing. I’d love to see mechanics similar to Ancestors’ Rage and Item spells. It’d be interesting to get a bundle of ashes that doesn’t clear your 1-5 skills, but when dropped created some effects.
I’ve got lots of ideas, I just really liked the theme and lore as mentioned.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
If the same would be true, then we wouldn’t have Engineers in the game, but instead Ritualists.
If the same would be true for Ritualists, then we wouldn’t see Necromancers havign now the ability to use Spirit Powers with their Spectral Magic Skills, which they haven’t had in GW1, which is a clear sign, that Naet has partwise merged the concepts of the Necromancer together with the Ritualist.
If the same would be true for Ritualist, we wouldn’t see Guardians in GW2 having spiritual Weapons that are a manifastative changed core concept of the Weapon Spells and Spirit Summons of the Ritualist in one go together basically, just only with the difference, that those spiritual weapons of the Guardian don’t work like Buff Effects to your Equipment, what is the old functionality, that I suggested here to reimplement under the term of “Jinx” for Ritualists becoming a Necromancer Sub Class.
Because Jinxes are basically curses or charms, that you can bewitch on something/someone and it absolutely fits to the Necromancer as Master of all kinds of Curses.
—-
As said, Anet would have to completely redesign the Ritualists to give them a good reason to get implemented into the game.
However, as said, the efforts for doing this in my opinion aren’t worthy of all the work.
Adding just a new class to the game is not impactful and gets quickly boring.
Adding for all classes sub classes is far mroe impactful, far more interesting and keeps also the game far longer interesting, plus subs are alot easier to implement and to balance, than it is to implement and to keep balanced a whole seperate new class.
Anet even has problems and struggles with balancing the current 8 seperate classes and there you want a 9th complete new one ?
Come on, please stay realistic.
The pro’s and cons in my opinion clearly overweight for Sub Classes, which are based on what we already have and just improve that content, than to progress this game with adding more seperate new classes, what leads quickly to massive balancing problems so more seperate classes you have.
But Sub Classes, which share the same pool of Basic Utility Skills and share the same pool of the Basic Class’ Traits, its alot easier to add completely new facetts to the game and to keep with that move the classes and all of the builds you can make with the help of the Sub Classes as balanced as possible, without losing the oversight and control over what happens with the game.
Adding new seperate Classes adds nothing special to the table for the whole game.
It affects in no way character customization, what Sub Classes can do, as Anet could easily link to that System for example special sub class based weapon/armor skins that could be used only with equipment that fits to your Sub.
They can link with that system together the progression of our characters in regard of becoming able to use more new weapons.
A new seperate class could just add only new weapon, but that alone adds nothing for all other classes.
You must understand, I don’t look just only at the small puzzle piece, that is addign a new seperate class.
I keep on looking at the whole picture with my Sub Class Concepts.
Anet absolutely will have had their reasons, why they have decided themself agaist readding the Ritualist as a seperate class and instead chose over to give necromancers, Guardians and mostly Engineers all of the most well known key elements of the GW1 Ritualist which are basically those “problems” that you are trying to deny here.
However, as said, I’d also like to see a kind of way for the Ritualist to return, but I’d personally absolutely dislike to see it as the method of adding them as a seperate new class.
As long it would find its way into the game as a Necromancer Sub Class, you will see me always supporting the basic idea of the Ritualists to return
(edited by Orpheal.8263)
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
If the same would be true, then we wouldn’t have Engineers in the game, but instead Ritualists.
If the same would be true for Ritualists, then we wouldn’t see Necromancers havign now the ability to use Spirit Powers with their Spectral Magic Skills, which they haven’t had in GW1, which is a clear sign, that Naet has partwise merged the concepts of the Necromancer together with the Ritualist.If the same would be true for Ritualist, we wouldn’t see Guardians in GW2 having spiritual Weapons that are a manifastative changed core concept of the Weapon Spells and Spirit Summons of the Ritualist in one go together basically, just only with the difference, that those spiritual weapons of the Guardian don’t work like Buff Effects to your Equipment, what is the old functionality, that I suggested here to reimplement under the term of “Jinx” for Ritualists becoming a Necromancer Sub Class.
Because Jinxes are basically curses or charms, that you can bewitch on something/someone and it absolutely fits to the Necromancer as Master of all kinds of Curses.
—-As said, Anet would have to completely redesign the Ritualists to give them a good reason to get implemented into the game.
Howeve,r as said, the efforts for doing this in my opinion aren’t worthy of all the work.
Adding just a new class to the game is not impactful and gets quickly boring.Adding for all classes sub classes is far mroe impactful, far more interesting and keeps also the game far longer interesting, plus subs are alot easier to implement and to balance, thaan it is to implement and to keep balanced a whole seperate new class.
Anet even has problems and struggles with balancing the current 8 seperate classes and there you want a 9th complete new one ?
Come on, please stay realistic.The pro’s and cons in my opinion clearly overweight for Sub Classes, which are based on what we already have and just improve that content, than to progress this game with adding more and more seperate new classes, what leads quickly to massive balancing problems so more seperate classes you have.
But Sub Classes, which share the same pool of Basic Utility Skills and share the same pool of the Basic Class’ Traits, its alot easier to add completely new facetts to the game and to keep at the move move the classes and all of the builds you can make with the help of the Sub Classes as balanced as possible, without losing the oversight and control over what happens due to the limitation with weapon skills.
Adding new seperate Classes adds nothing special to the table for the whole game. itaffects in no way character customization, what Sub Classes can do, as Anet could easily link to that System for example special sub class based weapon/armor skins that could be used only with equipment that fits to your Sub.
They can link with that system together the progression of our characters in regard of becoming able to use more new weapons.
A new seperate class could just add only new weapon, but that alone adds nothing for all other classes.You must understand, I don’t look just only at the small puzzle piece, that is addign a new seperate class.
I keep on looking at the whole picture with my Sub Class Concepts.Anet absolutely will have had their reasons, why they have decided themself agaist readding the Ritualist as a seperate class and instead chose over to give necromancers, Guardians and mostly Engineers all of the most well known key elements of the GW1 Ritualist which are basically those “problems” that you are trying to deny here.
However, as said, I’d also like to see a kind of way for the Ritualist to return, but I’d personally absolutely dislike to see it as the method of adding them as a seperate new class.
As long it would find its way into the game as a Necromancer Sub Class, you will see me always supporting the basic idea of the Ritualists to return
Interesting opinion. You want subclasses. I’m not down with that but w/e.
Still looking forward to the dervish and ritualist when we return to elona and cantha though!
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
God, not just another of these threads…
When will people finally get it, that none of the old GW1 classes that aren’t again in the game will ever return back. None. Ever!
Well aren’t you just the wannabe prophet.
God, not just another of these threads…
When will people finally get it, that none of the old GW1 classes that aren’t again in the game will ever return back. None. Ever!Well aren’t you just the wannabe prophet.
Call me a wannabe prophet, call me whatever you want.
It won’t change my opinion over the point, that I think that Sub Classes will be definetely the way better option for GW2 to add more Character Progression, Character Customization and to keep the game interesting over a far longer run in one go, like a 3 in 1 surprise egg, than to go with the method of keeping on adding new seperate classes just to make some GW1 veterans die happy.
If I’d be a prophet as you say, then I’d tell you about what hapens in the future…
Just saying that somethign won’t happen based on an own oppinion and logic.
If I’d be propheting here anything, then I’d tell you also a date, when something happens, because thats what prophets do.
They tell you about things, that WILL HAPPEN with a clear date.
Not about things that will never happen.
Like Nostradamus, the most well known prohet, which prophesized that the world will be doomed on the 21th od December 2012….
See what happened >.>
Nothing xD LOL
With logic I mean here, that simply too many signs speak against any chance for Ritualists to return as a seperate new class. Therefore simply have already too many other classes too much gameplay mechanics of the old Ritualist and I doubt that many people would like to see Ritualists to return, when the result would absolutely not feel at all like the GW1 Ritualist due to net having way too much to redesign to give that class enough features, that make an implemention as a seperate 9th class worthy at all.
It are mostly only all of those old GW1 veterans only, that are screamign here for the Ritualist to return to GW2, because all those people that have never played GW1 before, could care less about them. And as said I doubt it very much, that Anet would make up all of the effort and work to add Ritualists as a seperate Class, just to please a vocal minority of GW1 veterans, when Ritualists as a Sub Class udner a general Sub Class System could improve the whole game far more and could make far more players happy, than just only some GW1 Veterans.
Thats just my whole point of view As said, I look onto the whole picture, not just only on a small puzzle piece.
God, not just another of these threads…
When will people finally get it, that none of the old GW1 classes that aren’t again in the game will ever return back. None. Ever!Well aren’t you just the wannabe prophet.
Call me a wannabe prophet, call me whatever you want.
It won’t change my opinion over the point, that I think that Sub Classes will be definetely the way better option for GW2 to add more Character Progression, Character Customization and to keep the game interesting over a far longer run in one go, like a 3 in 1 surprise egg, than to go with the method of keeping on adding new seperate classes just to make some GW1 veterans die happy.If I’d be a prophet as you say, then I’d tell you about what hapens in the future…
Just saying that somethign won’t happen based on an own oppinion and logic.If I’d be propheting here anything, then I’d tell you also a date, when something happens, because thats what prophets do.
They tell you about things, that WILL HAPPEN with a clear date.
Not about things that will never happen.Like Nostradamus, the most well known prohet, which prophesized that the world will be doomed on the 21th od December 2012….
See what happened >.>Nothing xD LOL
With logic I mean here, that simply too many signs speak against any chance for Ritualists to return as a seperate new class. Therefore simply have already too many other classes too much gameplay mechanics of the old Ritualist and I doubt that many people would like to see Ritualists to return, when the result would absolutely not feel at all like the GW1 Ritualist due to net having way too much to redesign to give that class enough features, that make an implemention as a seperate 9th class worthy at all.
It are mostly only all of those old GW1 veterans only, that are screamign here for the Ritualist to return to GW2, because all those people that have never played GW1 before, could care less about them. And as said I doubt it very much, that Anet would make up all of the effort and work to add Ritualists as a seperate Class, just to please a vocal minority of GW1 veterans, when Ritualists as a Sub Class udner a general Sub Class System could improve the whole game far more and could make far more players happy, than just only some GW1 Veterans.
Thats just my whole point of view
As said, I look onto the whole picture, not just only on a small puzzle piece.
Looking at the whole picture, I don’t believe ANet would do expansions without an eventual addition class for numerous reasons.
First off, it’s become an expectation that at some point new classes get added to MMOs.
Second, even if you replace classes with subclasses, all that does is force you to redesign every class, aka an incredible amount of rework, aka loads of regression testing for value you could get more easily by not touching what works and additing something new. There’s no way to get around this between all 3 game modes available..
Third, you can try to reduce the extensive rework by only allowing subclasses to work at level 80, but that’s not exciting to newer players, it’s only exciting to people who want that kind of character progression, but the revenue design doesn’t offer much support to incentivizing ANet to do more vertical progression at 80+, unless they start trending their gemstore towards pay to win.
Fourth, it’s less complex to utilize your existing infrastructure and framework in place to add something new. Adding a new profession is just this, no need to come up with yet another system, no need to redo the work that’s already there.
Fifth, people want new, and they want new fast. So while a long term goal for them could be to do subclasses, if they don’t add new things from now until then like new classes they won’t be giving people things they are clammoring for in a time efficient manner.
Sixth, the first I saw ANet commenting on considering subclasses was a few months ago, expect to see these systems in 3+ years with their current resource availability and allocation. And it’s not something they can throw 2 times the people/money at to double/quadruple the speed, because that’s not how system design and redesign scales.
However, thats just my opinion and experience in Software/Systems design. It doesn’t mean ANet can’t choose to make subclasses happen if they don’t want to, I just imagine they understand the sacrifices they’ll have to make to their overhead or other areas of the game if they choose to do that before adding addition classes.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
A reason, why I’m desperately waiting on the promised Sub Class CDI that Chris Whiteside has proposed to make in the future at the end of the Horizontal progression CDI soem months ago as it was a compromise for stopping the disccusion about it there, as my idea took mostly away half of all the attention later nearly the end of the CDI lol. what I personally found very funny to see, but also showed me, that the basic interest for the feature is literally there, but naturally just needs more polishing (and an own place to discuss xD)
I think also that my proposed Sub Class Concept would be only something, that Anet would realize via Expansions.
However, we also know of Anet by now, that they are oftenly working secretly in the back on lots of things and announce new things just first, when those thigns are already nearly done and ready to be implemented basically within a month so far.
I doubt that adding Sub Class spoken in time effort would take more time, than it took Anet time to make up all the stuff we got with the latest Feature Pack Update, because we are speaking here mostly only about these things:
- Adding new Utility/Healing/Elite Skills
- Adding new Traits
- Adding new Weapon types and already existing ones
- Adding new Weapon/Armor Skins linked to the Sub Classes, like Racial Armors are linked and useable only with the fitting Race, these Skins woudl be only useable with the fitting Sub Class to create this way more uniqueness for our Characters.
We have seen that kind of uniqueness basicalyl earlier with the Order Armors, but the Transmutation and Wardrobe System basically destroyed that sense behind of it - Adding new Skill Mechanics and F-Features if a Sub Class just doesn’t improve an existign F-Feature, but instead completely exchanges it with something different, like that a Bard for example would exchange the Mesmers Shatter-Feature with Melodies, that would have different effects, in regard of which Pitch you use with them to play your Songs so that your Skills could have changing effects more towards you and your allies, or more towards hurting and debuffing your foes.
From all the things that Sub Classes would affect in regard of game design, I think the only parts of that list that take the most time, would be the Sub Class specific Armor Design Skins and adding complete new Weapons and generally adding new Weapon Skills and new Skill Types that are linked to the Sub Classes like Ash Urns for the Necromancer’s Ritualist Sub Class would be a new Skill type, that would require some work more, than it would take ressources to just add a new Trait perhaps, because new Traits don’t require skill animations, weapon animations ect.
Traits can just provide passive side effects, like Stat Increases that have nothign to do with any animations.
You are wrong with it, that Anet would be forced to redesign all classes for Sub Classes.
A Sub Class is nothing else, than just anaddition to what the Basic Class either already provides you, or a Change to the Basic Class gameplay Mechanis to give the class a new direction and feeling of gameplay into maybe a more offensive style of gameplay, where it was under the basic gameplay more of a supporter perhaps.
Sub Classes should work like Crafting Professions, which you can have also already instantly.
You start your game and you can directly choose out, what kind of Sub Class you want to progress with your character and you unlock slowly step by step more and more thigns of your sub class, while you progress with your “Expertise” to rank up your Sub Class similar to how the Rank System in WvW functionates and similar how the Craftign Levels functionate unlockign slowly more and more access to what you can do with your Sub Class.
You can change always your Sub Class to a different one for a small fee and if you change it, you won’t lose your progress with your last used Sub Class, same as liek you don#t lose your progress with Craftign Jobs with your characters.
So for Flame Citadel you could decide to play it as a Thief, that is specialized as Rogue.
Then you change over into a Thief, that is specialized as an Infiltrator to go play with it in Caudecus Manor Just speak with a NPC Class Trainer before to change your Sub Class
So far I know has Anet made no direct answers about Sub Classes yet and how long it would take to make them, like 3+ years…
Where did you get that from???
-snip-
So far I know has Anet made no direct answers about Sub Classes yet and how long it would take to make them, like 3+ years…
Where did you get that from???
I don’t have the insight into their backlog and timeframes to fully understand it all, but 3 years is a high end ballpark.
Assuming they haven’t begun work on it in the past and don’t prioritize subclasses above their existing work, they’ve had a backlog of items prioritized for work since launch that has been growing.
The sigil and rune redesigns happened last month. It’s been 20+ months since launch?
The trait system simplification shouldn’t have taken that long, so it probably wasn’t a priority on the business side until the 8 or so months.
Adding new traits just happened, it was only 40, but that obviously wasn’t a priority either and may have started in the last 6 or so months potentially longer though, I would imagine they have numerous combat mechanics cycling through testing as we speak.
Talks of getting rid of glory and adding pvp rewards, and keeping ranks has been going on for over a year I believe, and that just impacts PvP, not PvE or WvW.
Again I don’t have good insight into the development start date and development end dates for these milestones to understand how long it’s been taking them to actually do things, but my personal feeling based upon how ANet has been prioritizing work and how long it has taken for them to implement thigns is that we wouldn’t see sub classes for 3 years from the end of the discussion on the CDI, assuming they decide they want to implement it.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
You know there is no reason to be rude to the people posting these threads. If they are that horrible to you why do you read them and comment in them.
I think there are many ways that Anet can re-imagine the Ritualist class. Even with spirits. I don’t believe like most that it could ever come back like it was, but just like the mesmers, the engineers, and the guardians; classes can be reshaped.
This guy’s got the right of it. Classes can be modified to fit the shape of GW2. That said, a revamped Ritualist would be really cool. I loved their armor sets. I wish we’d get more of that kinda tribal fusion style in GW2.
P.S. – Google image search “tribal fusion” if you want to see what I mean.
if they could at least bring back their armour would be amazing, I love specially the helms very much.
too much of ritualist was split between the other classes.
guardian got weapon spells,
and ranger spirits+venom shares work like the old spirit weapons (imbued allies attacks for a certain number of attacks)
engineer kits could be compared to ashes. (different effects from different bundles)
turrets work like spirits.
-snip-
While you have lots of information here, non of it is really a problem. The mesmer is hardly like its GW1 counterpart. No reason the same can’t be true of the ritualist.
In fact Mesmer is so far from what it was from GW1 that it could have been named Illusionist or whatever, so what people really want is some class named Ritualist lol
This. Let’s be honest, mesmers are not the only returning classes that are far different than they used to be. Necros used to have hordes of minions they could command and deathshroud as it is today was not even a twinkle in necromancer’s eyes back in GW1.
Elementalists powers did not switch between elements like they do today. And are actually one of the best healer classes in GW2 if you choose to play them that way.
Monks… …well, monks have changed so much that the don’t exist any longer.
The mesmer example is the best example. They are nothing like the GW1 mesmers. So Rits could be a whole new concept class as well.
Rit spirits might be totally different spirits than spirits of the dead like necros, or spirits of nature like Rangers. Their ashes of deceased ancestors could act in similar fashion as they did in gw1 granting hold and drop bonuses and disabling weapon skills while held. There were quite a few Rit builds that had nothing to do with spirits as well. Rits could also be a healer class as well. Not on the monk scale as ANet has done away with the “healing class” but as a compliment or alternative to the Elementalist or guardian healing.
There are many directions they could go. Most directions I imagine we would not even think of. New classes with old names are already a reality. There is no reason a Rit couldn’t be a new one of those.
Monks… …well, monks have changed so much that the don’t exist any longer.
Actually, they still very much exist in lore. Anet just didn’t want them as a playable profession, since they were moving away from the trinity. That’s why some of their spells got subsumed into guardians and such.
There already is Ritualist class in GW2. It’s called Engineer. Only differance is that you dont spawn spirits but turrets.
In the lore, Ritualists are unique to Cantha. No Cantha, no Rit, unless I miss my guess.
Interesting that you all are thinking of only one aspect of the Ritualist class: Spirits.
Love to break it to you but there is PLENTY for ArenaNet to play with in order to make it a viable class. Do you so easily forget about weapon spells and summoning ashes? It wouldn’t be the same as GW1 but it could be something sweet to play.
Maybe because that wasn’t as fun as Spirit spammer? Or maybe because everyone and they’r mother used that to farm UW which I don’t know if was even possible with ashes.
That was just because it was a semi-option available in GW1 – unless you ran DWG in DoA. To be fair, though, I think the spirit concept is about on par with the minion concept – why don’t people just use 5 minion masters in dungeons? Because the AI is pretty bad. Who’s to say that spirit ritualists wouldn’t end up getting the same nerfbashing and ending up becoming the next necromancer of GW2.
Still, though. A lot of people used Spirit’s Strength builds in PvP and wrecked everything. I could see ritualist being somewhat useful if they tried to balance minions, in general, a bit better. I don’t see how they’d ever make it work though without applying some strict rules that everyone would hate or making minions OP as hell by having x5 minion masters/spirit spammers sticking around each other.
Just a precedent they’d have to consider before diving into something like ritualist class – because we know sure as kitten DWG and Spirit’s Strength aren’t going to anywhere near as good as Guardian.
In the lore, Ritualists are unique to Cantha. No Cantha, no Rit, unless I miss my guess.
Somewhat. After Factions, several Ritualists traveled to Tyria and taught their arts to others, hence guardians and necros picking up some of their spells, but most of the master Tyrian Ritualists trainers died with the destruction of LA, during the rise of Orr, I believe.
So, now they are unique to Cantha again, but there is precedence of that class being taught in other lands for a period of time. If they ever decide to introduce the class again, I can see them probably taking the Death Knight approach from WoW, and the Ritualists would get their own starting intro, regardless of race, probably of them being taught under a master ritualist.
Oh please, stay away with such WoW junk 0815 concepts, like Death Knights.
Monks… …well, monks have changed so much that the don’t exist any longer.
Actually, they still very much exist in lore. Anet just didn’t want them as a playable profession, since they were moving away from the trinity. That’s why some of their spells got subsumed into guardians and such.
Well there are two things with this. First, I was just trying to be humorous. Second, I incorrectly assumed that since we were talking about playable classes that people would understand that I was talking about monks as a playable class. My mistake.