What's the buzz on new professions?
Although part of me pines over the loss of Ritualists and I know a lot of others feel the same about the Dervish.
People seem to always overlook the mechanics of the professions when talking about the lack of ritualist in GW2…
Ritualist mechanics:
1. weapon spells – add a unique special effect to normal attacks, e.i. a buff.
2. bundle spells – summoning unique ashes that yield special effects while held, and other effects when gained, or dropped. (swapping?)
3. spirits – stationary units that exert special effects in a wide area, such as attacks, buffs, or control mechanics.Engineer mechanics:
1. Elixirs – abilities that grant special effects to normal attacks and/or passive temporary buffs.
2. Weapon kits – bundle items which grant unique attacks while held and other effects or buffs when gained. (again, swapping anyone?)
3. turrets – stationary units that exert special effects in a wide area, such as attacks, buffs, or control mechanics.Any differences between ritualist and engineer are superficial at best. Considering this, the only way they would bring a class in to the game called “ritualist” is if it were completely different from the one we knew in GW1, because there’s already a class that functions that way.
Right you are. People don’t want to accept the fact that the enigneer is the spiritual successor to the ritualist. Thematically, they’re as different as night and day. Mechanically, they’re not that different. True, they’re not exactly the same, but none of the professions are exactly the same as they were in GW1.
My ‘main’ on my second GW account was a rit. Here in GW2 I’ve played an engi to 80 and beyond (meaning I still play him, along with all my other alts). I can tell you that despite any superficial similarities, they are nothing alike. I admit it’s a subjective thing, sure. But my rit could do things in GW that my engi can only dream of doing in GW2. Although I suppose the same could be said of several other professions translated from GW into GW2, the mesmer being a prime example.
If the engineer is GW2’s answer to the GW ritualist, somebody asked the wrong question.
Does anyone have any current or recent news about whether new professions are going to be included in future expansions? I can’t remember reading anything directly from the devs either for or against new professions, but here and there in the forums, people claim to have heard something about it. I can’t find any one thread where the likelihood of new professions is discussed; it’s only discussed piecemeal when someone suggests a specific new profession. So I’m starting this thread.
I’ve personally changed my opinion on this; I hope that no new professions will be introduced, for the sake of combat balance and because all roles seem to be filled. So I’m looking for news on this because I’m selfishly hoping that the devs are NOT spending time working on new professions. :P
You want them working on a new profession(s) when the current ones are in pretty bad states?
Right now, all the professions need a complete overhaul…it’s one of the big complaints of the game…the professsions themselves are lackluster and the gameplay/fighting is pretty boring for every class.
I think you should be concerned with the current state of professions, not something in the future. If they can’t get the current professions right, they sure don’t want to introduce another profession.
Although part of me pines over the loss of Ritualists and I know a lot of others feel the same about the Dervish.
People seem to always overlook the mechanics of the professions when talking about the lack of ritualist in GW2…
Ritualist mechanics:
1. weapon spells – add a unique special effect to normal attacks, e.i. a buff.
2. bundle spells – summoning unique ashes that yield special effects while held, and other effects when gained, or dropped. (swapping?)
3. spirits – stationary units that exert special effects in a wide area, such as attacks, buffs, or control mechanics.Engineer mechanics:
1. Elixirs – abilities that grant special effects to normal attacks and/or passive temporary buffs.
2. Weapon kits – bundle items which grant unique attacks while held and other effects or buffs when gained. (again, swapping anyone?)
3. turrets – stationary units that exert special effects in a wide area, such as attacks, buffs, or control mechanics.Any differences between ritualist and engineer are superficial at best. Considering this, the only way they would bring a class in to the game called “ritualist” is if it were completely different from the one we knew in GW1, because there’s already a class that functions that way.
Right you are. People don’t want to accept the fact that the enigneer is the spiritual successor to the ritualist. Thematically, they’re as different as night and day. Mechanically, they’re not that different. True, they’re not exactly the same, but none of the professions are exactly the same as they were in GW1.
My ‘main’ on my second GW account was a rit. Here in GW2 I’ve played an engi to 80 and beyond (meaning I still play him, along with all my other alts). I can tell you that despite any superficial similarities, they are nothing alike. I admit it’s a subjective thing, sure. But my rit could do things in GW that my engi can only dream of doing in GW2. Although I suppose the same could be said of several other professions translated from GW into GW2, the mesmer being a prime example.
If the engineer is GW2’s answer to the GW ritualist, somebody asked the wrong question.
God I find Engineer to be absolutely mind-numbingly boring…not sure how you can play it at 80.
I hear that they are going to be adding a real ranger with decent skills , bows and contollable pets. ;-)
I’ve personally changed my opinion on this; I hope that no new professions will be introduced, for the sake of combat balance and because all roles seem to be filled. So I’m looking for news on this because I’m selfishly hoping that the devs are NOT spending time working on new professions. :P
I couldn’t agree more. One of the reasons why GW1 had to be killed was due to how ArenaNet added too many professions and too many skills to the game. This was more than they could handle, and it led to some professions receiving full overhauls so they could be useful in a party.
I would rather see a few new weapons for existing professions, and one or at most two new races in an expansion.
It’s also worth noticing how bad community feedback is about this kind of thing. Suggestions for new professions are usually copies of classes popularized in WoW (Death Knight being the most common), completely ignoring how the GW2 combat system works (a profession focused on single target damage? That’s an incredibly bad idea, considering how we are often fighting against multiple enemies at the same time). One of the worst professions in GW1, Assassins, were created by popular demand from players, so I hope ArenaNet has learned to not listen to what players ask for.
If not, well, I wouldn’t be surprised if the first expansion adds a gnome race, priests and druids as new professions, and increases the level cap to 100.
If the engineer is GW2’s answer to the GW ritualist, somebody asked the wrong question.
There’s an old interview from before the release of Factions, in which ArenaNet describes how the ritualists are basically the engineers of the (original) Guild Wars world. The engineer isn’t GW2’s answer to ritualists; the ritualist was GW1’s answer to engineers.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
I couldn’t agree more. One of the reasons why GW1 had to be killed was due to how ArenaNet added too many professions and too many skills to the game. This was more than they could handle, and it led to some professions receiving full overhauls so they could be useful in a party.
Source?
Sometimes I wonder what I’m doing here…
If the engineer is GW2’s answer to the GW ritualist, somebody asked the wrong question.
There’s an old interview from before the release of Factions, in which ArenaNet describes how the ritualists are basically the engineers of the (original) Guild Wars world. The engineer isn’t GW2’s answer to ritualists; the ritualist was GW1’s answer to engineers.
That only works if you have a TARDIS and we don’t. Yet.
I think they have covered the archetypes well enough and I don’t see any need for additional professions. There is plenty of work to do in evolving the current ones. Eight is enough.
I couldn’t agree more. One of the reasons why GW1 had to be killed was due to how ArenaNet added too many professions and too many skills to the game. This was more than they could handle, and it led to some professions receiving full overhauls so they could be useful in a party.
Source?
Not going to find the post for you but it’s on the LoL forums. LoL’s lead designer Morello was the lead of PvP design for the majority of GW2s run, and this was the reason he gave that GW1 was never balanced. He also somewhat insinuated that the live design teams inability to think forwardly enough to account for this may have been the reason he left…
(edited by Conncept.7638)
Something like the KungkittenMaster class of Blade & Soul would make my day. I’m disappointed that I can’t continue my GW1 tradition of lowering my own movement speed to walk up to my enemy like BAMF and punch them in the face with my Kilroy Stonekin brand brass knuckles :/
I couldn’t agree more. One of the reasons why GW1 had to be killed was due to how ArenaNet added too many professions and too many skills to the game. This was more than they could handle, and it led to some professions receiving full overhauls so they could be useful in a party.
Source?
Not going to find the post for you but it’s on the LoL forums. LoL’s lead designer Morello was the lead of PvP design for the majority of GW2s run, and this was the reason he gave that GW1 was never balanced. He also somewhat insinuated that the live design teams inability to think forwardly enough to account for this may have been the reason he left…
I know you’re not going to find it for me; but I’d still be interested in that source… expecially after you editted your post. I don’t play LoL or troll their forums. So, I really don’t know where you are coming from.
*spell check not included
Sometimes I wonder what I’m doing here…
I would rather they fix the current classes, as it is now I fear elementalist is on its way to the Paragon graveyard. r.i.p.
Would love to see a magic archer class without pets. Longbow, shortbow, 1h crossbows, daggers… skills would revolve around magically amplifying the weapons. something like the witch-hunter from Diablo 3 (i know, garbage game) or the Amazon from Diablo 2.
—Sincerely, disappointed rangers everywhere.
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
ITT: people who never read any statements about NO NEW PROFESSIONS before Beta.
…
I would rather they fix the current classes, as it is now I fear elementalist is on its way to the Paragon graveyard. r.i.p.
Ranger just lapped you guys twice on that journey….
ITT: people who never read any statements about NO NEW PROFESSIONS before Beta.
ITP: No one in the history of mankind has every changed their mind.
If there is never going to be a expansion for GW2, which they seem dead set upon, from all statements we have seen/heard so far, I presume there’s never going to be any additional professions or for that matter any new big areas (consisting of multiple zones), this is the message I am getting anyway…
If, however, there is to be a new class, I would like to see a archer/missile weapon specialist because no such class like that exists in GW2 and its a bit of a void…like a lot of other people I mistakenly thought it was Ranger, but apparently they are kitten, rubbish, pathetic zookeeper class…
(edited by Meglobob.8620)