Ok so I am heading out for the day and will be back later.
Meanwhile please keep the conversation going in regard to Sub Classes. I do appreciate that the initial reaction is to do a separate CDI on it, but I would like to see if we feel it could be part of a Horizontal Progression proposal at this stage or that we think it is currently not relevant and thus making it a topic for the future makes sense.
I am going to bump the phase post I did a few days ago as well to get some more opinions on the groups ‘Ones’.
Chris
Well, i am vocal against sub classes already. Simply because i do not think they are needed in the current progression system.
Sub classes in general are a great idea to differentiate already existing classes into more directed roles.
Best example for this would be your standard warrior choosing between the way of a two weapon fighting style for max offense, or a great shield for max defense.
These choices come with their own skills and equipment.
So it is basically a skill and design progression.
It is a great system, but for other games.
Guild Wars 2 already has something like this in place. It is called traits and skills.
The limited amount of trait points forces you to choose the abilities of your character.
You can never have all skills or traits at the same time.
You are already able to choose between different play styles in a class alone.
different aspects of sub classes
What other things do traditional sub classes bring to the table?
- A new layer to play with (aka the sub class itself)
While a clear distinction between classes between individual members of this particular group would be nice. i think it does not make much sense with the current system in place, beside saying: “ey, i am a berserker warrior, huah.” “who cares, i am a max def crusader, you wont get me down”
- Something new to aquire
Sub classes usually have to be unlocked. This usually is done by a class specific questline, in which the character earns the right or skills for this particular direction of his class.
Again, we are allready going this way. We have a diverse system already in place. If people are looking for new skills. We are already see signs of them coming into the game.
- New design:
A subclass usually comes with it`s own distinctive design to differentiate it from other players of the same class. (again, double weapon against shield for example in other games) Sometimes it is a particular art design, sometimes it completly changes how skills look, etc.
This again can be done with the current system.
Classes already have access to a wide variety of weapons and traits to go for different roles.
Classes already are able wear the armor they want (in the limit of the game mechanics of course) if we go from a visual appearance.
The visual appearance of skills is something that can be done several ways. We have weapons changing projectiles. So there could be certain traits actively changing the appearance of prominent skills. For example blade mastery for a warrior could make the effects more epic.
Putting more points into a trait, or finishing a line with 30 points could also create an effect.
Simply said. We do not have to put in sub classes to use their effects. splitting the existing system would just create more things to balance out.
Expanding and adjusting the already existing systems in game has the same effect as implementing sub classes into the game.
I love the system. i played some great with it. However, i do not think that the current GW2 does require such a progression structure.

pick and choose portions of their class that they like, and expand on that, or C) combine random bits and pieces to make whatever feel they want.
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