Specializtion Choices
In HoT the 5 trait lines of a profession are now called core specializations. When purchasing HoT you are given 1 elite specialization per profession. So you can continue to choose from the 5 core specializations if you want, or you can try out an elite specialization as well as picking some core specializations. You can pick up to 3 specializations, so it could be 3 core specializations or 2 core and 1 elite specialization. It’s entirely up to the player if they want to use an elite specialization or if they want to stick to the core ones.
For example you can continue to be a regular Guardian with the Zeal, Honor, Virtues, Radiance and Valor specializations without picking the elite Dragonhunter specialization.
Now this sounds good to me .. I mean after all the work I put into these characters the last thing I want to do is change anything about them. I mean I created them, I choose their path and worked them up from the ground up. Why would I want to change a thing. I prefer the Umbrella of the class rather than anything specific. To mean if we were forced to choose or drop our abilities or skills it would feel like when the game moved from the original to GW2. A lot of us veterans left our characters we worked our tails off with in the original game and I still miss some of the aspects of the original game. I was just hoping that the devs would try to return what originally made their game so popular rather than reinventing the wheel. And just for the record the things I miss is the Monk class (a melee Holy fighter -and a Healer), I miss the original Mesmer class as well (why would a Mesmer who can shield themselves already and move fast (blink, portal) need a Shield (their is enough issues with trying to get a Engineer to use a shield now) – Domination Magic was the blast and I loved the Gwen character), also the necromancers were not so weak. In the original game the Minion Master was a great person to have around for support and right now the Minon Master is a joke. The abilities are extremely weak. I also miss the Dervish (the main character I preferred) a Holy Warrior with a two handed Scythe. It was a new and original concept that kept me coming back day after day.
I’m just of the opinion that it would be more productive fixing some of the existing problems than launching something that I just can’t see taking off. I have no interest in the specializations so far and both of the ones that were shown to us is not very good. The mesmer was originally intended to snare the mind and control the mobs. Now they are turned into a warrior class that is quite frankly dull. Other games have tried the chronomancer and its never passed. I feel the same way with a Guardian swinging a longbow. Why? Originally the Guardian was suppose to be a healer and support class – a place to go for defense. Why is it being turned into a trapper or thief build? The other classes already have these skills and abilities.
I think working on some of the other game situations would seem more fit (just a humble opinion) like don’t add the specializations just give more skills to choose from. If eventually you want to have the ability for all characters to use all the weapons, skills, etc., your players are going to be upset that they put all the time, money and effort in for something that could have been done with one character. I’d rather see a raise in level say to 150 or 160. Allow from more skills or allow the classes to have the skills that were available in the original game and add the content that was missing from the original game. This revenant sound more like the Ritualist class in the original game. Please never allow the Paragon that is just too painful to remember and many prefer to forget it existed. In addition what ever happened to the original PVE content that the original game had. It was way more challenging to capture a skill or hit a boss for a drop. You also need to look at the fact that Guilds are becoming obsolete or their are so many of them people just don’t see the value in joining one. Besides mostly guildes are used for PVP or WVW. Its really not relevant to PVE players like myself. I want the quest not the lets go kill each other and the Big Bosses. I shouldn’t have to spend all my game play harvesting for outrageous amount of materials to craft things for my use and deal with a trading system (Trading Post) that is so outrageously costly to get things. New players any and I mean anyone new is stuck with those prices and if they want to get anywhere they are not going to have a choice. I also see the instant leveling as an issue as well. Its a game folks, one you buy and one you want to play because of what it is why shorten the experience. That goes back to why I think we should look at level raising and adding skills. The more you subtract and change and the prices being out of control and just having to farm and get things like luck points the less it feel like a game and the more it feels like a job.
(edited by macon.4065)
And just for the record the things I miss is the Monk class (a melee Holy fighter -hand to hand and a Healer)
Minus the Kilroy Stoneskin quest in EotN, there was no hand-to-hand fighting in GW1, let alone the monk who used holy staves which were ranged.
Remnants of Hope [HOPE]: Tarnished Coast
Doc you are correct and I am in error. The monk did have weapons but a hand to hand combat class might be cool to consider. It is new and unique and the Monk title could still be used.
Looks like with the new Revenant material that has been released we are again looking at same content but a new class – I’m looking at a Ritualist/Guardian build it looks like. Except now the spirits can move and the Guardian side of the revenant can use Staff attacks. Still not seeing new material for PVE as well.
Maybe you will find some PvE content to your liking in VB or other maps.
Good luck.
(edited by Inculpatus cedo.9234)