Showing Posts For obrien.1470:
Im not trying to talk down any suggestion you made, since most of them are very good suggestions, but, there’s alot of them that have nothing to do with Horizontal Progression, which is the topic of the thread.
Some of them don’t look like that, indeed. But not only is “horizontal progression” a very loose term, but I have also written some things in there which act as further-growing foundation to even certain horizontal progressions that I have stated throughout my posts.
I actually had to slap my fingers to not post certain stuff which definitely was not horizontal progression and tried to give some of my points the explanation of why I believed them to be horizontal. Again, loose term, and I’m partly sorry for Chris and everyone else who is meticulously reading through all this stuff… but if the end result is worth it, then the only thing I can do is provide thought-through stuff that is hopefully worth a read and remotely understandable.
I just want to say i absolutely love all these ideas you put out they’re amazing in my opinion
Hi Chris!
Horizontal progression:
There are two (somewhat related) topics I’d like to talk about that I think are very exciting and interesting ways to expand upon horizontal progression and really toss things up in the meta.
Topic 1: Horizontal Progression in the form of Sub-Classes/A Job System
You’ve stated a few times in a couple different ways that the Anet team has been discussing the potential of Horizontal progression in the form of a type of job system or “sub-classes” if you will.
This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.
Below, are three things that I would like to highlight regarding a potential job or Sub-Class System:
1: Further fleshing out the roles of “Control, Damage, Support” for each of the classes
In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent in PvE content. Most of this content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system, or heck, even without a sub-class sytem. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.
2: New exclusive skills to each job (both weapon, utility, and passive).
This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)
3: Sub-Class development shouldn’t end with selecting a sub-class
This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.
As the Sub-Class/Job increases in level, new passive and slot-able skills become available.
Topic 2: Horizontal Progression in the form of new weapon skills (not new weapons)
Some have mentioned new weapons, which is great and I’d still like to see, but I’m talking about multiple sets of skills for each 1 – 5 slot on each weapon. New skills for each weapon would increase build diversity exponentially, and it would make creating a build so much more engaging. There would be new combos to figure out, more diversity in combat — I’m sure there would be new animations etc. Generally speaking I think this another item for Horizontal progression that would be extremely healthy for the game, and the game’s meta. This can even tie back to sub-classes — certain sub-classes could have some exclusive weapon skills. The mixing and matching of weapon skills would be very engaging.
There are times where if I’m running a certain build, some of my weapon skills feel 90% invalidated. For example, take Death Blossom on the Thief D/D set-up. If you’re running a back-stab build for maximum power and crit damage, this skill is virtually worthless. It is semi okay for AoE, but if I want to do that, I’ll just switch to Short bow. I’m not saying it needs to be another raw damaging ability — but I’d hope to at least see something useful in that slot.
I never want to feel like because of my build, one of my core abilities in 1-5 is invalidated. This can be alleviated by adding multiple skills per weapon slot.
Love these ideas !
Hi Chris!
Topic 1: Horizontal Progression in the form of Sub-Classes/Jobs
You’ve stated a few times in a couple different ways that the Anet team has been discussing Horizontal progression in the form of a type of job system or “sub-classes” if you will.
This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.
1: Furthar fleshing out the roles of “Control, Damage, Support” for each of the classes
In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent. Most content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.
2: New exclusive skills to each job (both weapon, utility, and passive).
This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)
3: Sub-Class development shouldn’t end with selecting a sub-class
This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.
For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.
As the Sub-Class/Job increases in level, new passive and slot-able skills become available.
WOW you and me are thinking a like i was talking about this in game about how sub classes can be in guild wars 2. I was thinking about how all the weapons will be available to all classes it got me thinking about the class i currently use. Which is ranger and i thought to myself “huh if ranger had a staff it would have a separate build that is based around spirits and nature magic enhanced even further. perhaps a name for it could be druid or shaman” But yeah so glad someone is thinking of that
Yes!! This is exactly my line of thinking! I like your example — ranger earns the sub-class of Druid, so he can use staff, has more spell-like abilities and has other bonuses that really change the game-play.
I didn’t mention it, but you bring a good point — sub-classes could have exclusive weapon options. Ranger normally can’t use staff, but if he sub-classes into Druid, he can, which opens up a lot more skills and variety!
I like it a lot
Oh yes! i personally think and feel that gw2 is still that pioneering game they always intended to be with more variety it makes the game more fun and exploring new possibilities to enhance your gameplay experience
Hi Chris!
Topic 1: Horizontal Progression in the form of Sub-Classes/Jobs
You’ve stated a few times in a couple different ways that the Anet team has been discussing Horizontal progression in the form of a type of job system or “sub-classes” if you will.
This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.
1: Furthar fleshing out the roles of “Control, Damage, Support” for each of the classes
In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent. Most content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.
2: New exclusive skills to each job (both weapon, utility, and passive).
This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)
3: Sub-Class development shouldn’t end with selecting a sub-class
This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.
For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.
As the Sub-Class/Job increases in level, new passive and slot-able skills become available.
WOW you and me are thinking a like i was talking about this in game about how sub classes can be in guild wars 2. I was thinking about how all the weapons will be available to all classes it got me thinking about the class i currently use. Which is ranger and i thought to myself “huh if ranger had a staff it would have a separate build that is based around spirits and nature magic enhanced even further. perhaps a name for it could be druid or shaman” But yeah so glad someone is thinking of that
Its a simple question is it possible i got my answer flat out no lol. Thanks everyone! you gave good reasons and a bit obvious reasons i should of realized before posting!
I’m wondering IF gw2 would be the mmo involved with unreal engine 4 which would be amazing _
This idea Anet needs to respond to right away on the forums!! seriously this is like innovative to the genre of the mmorpg!!! i hope people respond to this soon with more replys
i wasn’t meaning to say having all utilities being available to all classes i meant have a larger role in their class that they are used in because they are very useful but some of them wear off to fast to even have an effect in a party.
First off i’m glad you reading this thread and i hope other suggestions can be added so we can help gw2 become more diverse and creative!
Details:
*Make class based weapon skills and advance weapon skills once reaching level 80
*Have all utilities in other classes such as banners, turrets, spirits, and etc. Become more *involved as support to help a party stay alive more.
*Fix ranger pet AI issues!!
*ill add more suggestion from people to keep it going on also please give me constructive criticism of why it wouldn’t work or what could make the suggestion better! thank you!
I hope they make most dungeons a little easier at least doable to the players who have no idea what there doing.