4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sub-class: Progression system idea
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Please, new players these days get confused easily. I mean if they can’t even realize that you can pick up cow feed to feed cow, or can’t learn how to use 2-3 skills in 5 minutes and have to wait to lv 10 unlock the first 5 skills and lv 31 to be able to fully know how to use an elite skill, how can they even phantom these concepts!
Oh wait….
I mean these applies to all players in this game since if you create a new character you still don’t know how to pick up cow feed to feed cow and etc.
Interesting seeing sub-classes pop up every now and then though with this system having a guideline to follow would be interesting gameplay and not use to many resources to make new class mechanics.
Though one problem though it seems and correct me if I’m wrong here will limit the character builds though supposedly if they don’t want to be a minion master sub class will they have the option to change back?
(edited by Ferever.7014)
Sub-class, as in automated system that determines traits that are automatically unlocked for free.
Sounds interesting, but would take long to find good Sub-class combos, otherwise some sub-classes are not used for being underpowered.
Or perhaps same can be shaped as “Initiation to profession”, which is lvl gated and advises players to go to profession trainer and choose “Initiation training” from “sub-classes” presented, which then unlocks set of traits of that sub-class (for free) when player confirms their choice.
This way it’s not necessary for additional option in character creation, but dunno how it’s gonna be implemented anyway, along with the possible balance issues.
On other hand, it’s quite similar to start up in GW1 Faction, when choosing your secondary profession, where you could experiment skills and learn about the combos to use, until you decide on what you feel would work the best.
Last thought, it does sound like the old Trait book system…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
This sounds less like a Sub Class system and more like a babies First build using only what anets already provided for the class.
Sure while it might work on a fair share of the classes, Necro might even get 7 options and warrior might get 12
how many options to the less diverse classes end up with do you think?
I can see rangers getting maybe 4
Thieves 2 maybe 3
Mesmer 3 at most.
What to you, as a noob player, would that say about class health and diversity? Would it tell you that Warriors are less specialized and more rounded and should be weaker for it? Or does it tell you that you just picked a kitten class with 0 options on playability and play style and should probably go back and try again?
“Gw2, It’s still on the Table!” – Anet
I would advise the OP just to wait for Anet coming up with the official CDI thread for Sub Classes, just as Chris Whiteside as propsed to make one somewhen in the future as a result of the very first CDI that was all about Charatcer Progression which I am responsible for as origin of whole Sub Class idea, who heavily participated inside of that CDI for the whole purpose of GW2 getting for the sake of a much better and more depthful and more especialyl meaningful Character Progression Sub Classes as improvements as a whole for the complete Class System of this game.
What the OP wants here , aren’t Sub Classes, what the OP describes here are just “only” specializations of the Main Class over the patch from Level 1 to Level 80 under ANets new dumbed down character progression system that’s of low idiot level niveau, because anythign else would be too overwhelming and too hard to understand at all.
However, a Sub Class isn’t just a specialization only.
A Sub Class defines alot more, than just only what kind of skills your character learns or what a kind of weapon your charatcer can use or not.
A Sub Class first and foremost defines your character, not the gameplay of your character.
The changed and improved gameplay aspects are just only a nice to have side effects, that should give the player the feeling of “progression” in the sense of becoming stronger, faster, having more build options and so on .
However, the true essence behind a Sub Class System is to make your character more unique, Character Customization is the true goal behind a well developed Sub Class System, and thus it helps in things, that give you more options to customize your character more and more it more unique.
Features like special Sub Class related Equipment Skins that can be used only, when youve schosen to follow tha path of Sub Class X to become that Sub Class with your Character.
Features like Sub Class special Expertises, that change how your skills look like, givign them different Skill Animations and Effects.
Features like special Sub Class related new Dances, new Emotes and so on …
Thats the stuff with that you can individualize your Character for the moment as long you play as that Sub Class.
But because its the nature of peopel to QQ about specializations, if they mean that they could potentially lock you out from all of the othe new content, something like Sub Classes need to be revertable, just like Traits, so that they needs to be a way for them in the game to reset your descision and to choose for a small fee an other path of a sub class that you want to follow from that moment on.
Just like in GW1, where you also couln’t have all secondary classes ad once, you had to change them at a npc for a small fee.
just like we can’t have all craftign professions on 1 character all at once, we have to talk with a NPC to change our crafting professions – on an important sidenote – without losing the previous progress on the changed out craftign job
And thats how Sub Classes would have to work for GW2 later too. You change one Sub Class out with an other Sub Class of your Main Profession and you won’t lose any progress you made so far with your last Sub Class.
However for the sake of game balance, you will always be able to have only 1 Sub Class active at any given time and when you want to change it, then you have to talk with a NPC and pay a fee – this way the game also receive a simple new and important gold sink too.
By the way… 7 Sub Classes/Specializations like the OP suggests here is way too much!!
3 to maximum 4 Sub Classes per Main Profession would be alot more appropiate and doable at all for Anet.
Just look for this at the old Ragnarok Online Game, which is honestly for me personalyl also the whole inspiration for why I made the Sub Class Suggestion in the Character Progression CDI, as it stands out for me, that this game’s Class System is besides of its Fun Classes that it has by far until today for me one of the best thought out and at the same time most simple to understand and also at the same time most depthful Character Progression Systems that exist out there in the whole MMORPG Genre and this since years and it would fit so perfectly into GW2 with its Single Class System same like RO to improve and build up on that System of RO.
Because more easier and at the same time very depthful and fun to play Character progression Systems than this can’t you have together with fitting Class Names, that don’t sound either childish, laughable or unfitting to the point, that you have to start to request from the suggestion giver, if he/she even has understood at all, that GW2’s class names follow a clear and simple to see scheme based on just 1 worded class/profession names in the way of those examples:
Good =
Bard
Visionary
Chronomancer
Augmentor
Lancer
Bad =
Death Knight
Fortune Teller
Plague Doctor
Shape Shifter
Demon Hunter
ect.
You get it I think