We don’t know if Specializations get unique weapon skills from the parent class or not.
If that’s the case, then Revenant is copying the Necromancer class mechanics because what I suggested is just a variation of the current parent Necro mechanics. Which I will disagree with. Since channels change the 6-10 skills and don’t lock out the 1-5 skills.
Necromancer mechanics locks you into 1-5 only which is the same as my mechanic idea works. So it’s very different. Revenants get 1-10, Necro in DS get 1-5. That’s very different.
So basically you’re saying that death shroud skills would change depending on the weapon you were holding?
Core weapons – Normal DS skills
Greatsword – New DS skillsAnd each demon form has its own combat style as in Melee, Caster, support oriented.
This is the Revenant mechanic word for word.
- Different legends have their own combat style.
- Different demon forms have their own combat style.
See any difference?
The specialization pet skills are the same as the Necromancer parent minion skills, which the specialization can use. So not sure why you having a hard time understanding that. The specialization is using the minion utility from the parent class. Maybe they get some additional minions. Buts nothing changed there from the parent.
Maybe because in your initial description on that wiki page -which I should remind you is what you asked to give feedback on – you described this specialisation as having ‘none-to-little minion summoning’ and that this specialisation was a ‘melee class with pets’ with ‘pets that function in different ways’.
Pets are the Ranger mechanic.
No that wasn’t what suggested, but makes for a good idea as well.
Weapon (main hand) determines what you get transformed into (F1). But I still like having multiple options for transformations. That’s what separates it from the Necromancer parent class.
Also Death Shroud is replaced with this mechanic from my idea when specialized. So no more Death Shroud and DS skills when specialized.
Like I said before, the transformations acts similar to Death Shroud. Death Shroud and Revenant channels are different. Revenants can still use their weapon skills. Necromancers can not. I believe that is quite clear.
Rev get 1-10
Necromancer gets 1-5 in forms not 1-10
That’s very different in terms of gameplay, since you sacrifice your weapon and utilities and elite when transforming just like current Death Shroud. Just you have multiple options for transforming into.
Also by combat style I am referring to how you fight, or your role in combat. As in, Melee, ranged, support, defense oriented. Your combat style changes because each form has its unique 1-5 skills from each other suited for different roles and situations.
As for pets, we getting terms mixed up I guess. Pets I talked about are Necromancer minions skills. Same minions from parent class, with maybe new unique minions for the specialization as well. Since it’s assumed that Specializations can use some of the parent class’ skills. Minions being one of them. So they can use minions, but some of the other skill types from the parent class are replaced with its own unique skills.
So nothing changed between Reaper minions and Necromancer minions except any unique skills of the minion type.
(edited by Knighthonor.4061)
No thought I was clear. The transformation forms is the class mechanic.
- Each Demon type would have their own unique combat system.
- relies more of their Forms for combat, since Forms will determine the skills that can be used at any giving moment.
Exactly like the Revenant.
There is literally no difference aside what skills get swapped out.
The undead pets from Necromancer parent class stay.
In regards to pets, this is what you’ve said:
- Melee class with Pet
- Pets function in different ways.
- no-to-very little Minion summoning.
Since Necromancers don’t currently have pets – they have minions – what it looks like you want to do is copypaste the Ranger’s main mechanic and give it to this Necro specialisation. There is nothing to indicate otherwise.
If that’s the case, then Revenant is copying the Necromancer class mechanics because what I suggested is just a variation of the current parent Necro mechanics. Which I will disagree with. Since channels change the 6-10 skills and don’t lock out the 1-5 skills
Necromancer mechanics locks you into 1-5 only which is the same as my mechanic idea works. So it’s very different. Revenants get 1-10, Necro in DS get 1-5. That’s very different.
And each demon form has its own combat style as in Melee, Caster, support oriented.
The specialization pet skills are the same as the Necromancer parent minion skills, which the specialization can use. So not sure why you having a hard time understanding that. The specialization is using the minion utility from the parent class. Maybe they get some additional minions. Buts nothing changed there from the parent.
I believe Ritualist will be closer to Revenant, not Necro.
Since Revenant channel spirits as is. Ritualist isn’t far off from that.
Necromancers deal with another type of death, which is abominations not spirits.
Necromancer also has Melee pets. So I don’t see that as a ranger only attribute.
Also Revenant changes their 6-10 skills.
This mechanic changes the weapon bar and locks out the other abilities similar to Death shroud does, just with different ways of generating resources and different forms. Some Necromancer locked away, which is assumed to be the way weapons work for Specializations.So this specialization uses great sword and other Melee oriented weapons that the Necromancer already has.
I didn’t say that. I said that Rangers can be a Melee class with a pet as they are (as in you give a Ranger a Sword or Greatsword and voila, melee pet class).
However, the difference is that pets is the core mechanic of the profession. You’re saying to give this mechanic to the Necromancer (“Pets function in different ways”) , which already has the Death Shroud mechanic.
Then there’s your shapeshifting mechanic that, and I quote: “Each Demon type would have their own unique combat system.”
Given how Adrenaline is the Warrior’s mechanic, and Energy and the old Assassin dagger system aren’t in this game, you have a mechanic that is more or less identical to the Revenants (different forms fulfill different roles) except it swaps out your first 5 skills instead of the last 5.
No thought I was clear. The transformation forms is the class mechanic.
The undead pets from Necromancer parent class stay.
Edit,
Also Necromancer has close range attacks with Melee pets already, just not a major part of the meta builds as people call them. A specialization built around Melee necromancy would be better suited.
Necromancer specialization mechanics could use a new resource similar to Necro LF, but with a different way of generating it, to use the different forms. That’s what I was talking about.
(edited by Knighthonor.4061)
It looks like a mash-up of the core mechanics of Rangers and Revenants.
Not only that, Rangers can be a melee pet class.
I don’t really see what this specialisation would bring to the table in terms of new gameplay, to be honest.
Necromancer also has Melee pets. So I don’t see that as a ranger only attribute.
Also Revenant changes their 6-10 skills.
This mechanic changes the weapon bar and locks out the other abilities similar to Death shroud does, just with different ways of generating resources and different forms. Some Necromancer locked away, which is assumed to be the way weapons work for Specializations.So this specialization uses great sword and other Melee oriented weapons that the Necromancer already has.
Dont think a second specialization will be able to use other specializations special weapons to be honest
In the Mesmer Specialization video the Mesmer used Shield and a main hand weapon it look like. Suggesting that Specializations can use parent class weapons. No idea if that means new weapon skills or not.
As a Sylvari Player… No. Are you out of your kittening mind? How about we leave the mature content out a game that’s accessable to children, we already have enough of them running around screaming about murdering people over their skin color and sexual preferences (ala COD and DayZ).
And it was a Gods kitten ed bad idea to give into the Sylvari are Dragonspawn Theory because now you’re just going to see more of this crap in chat about how “Sylvari are less than people.”
If this is the friendliest community in gaming, then it really paints a bad picture.
This has been the plan for them since Eye of the North. Watch the announcement video and get over it.
Link plz,,,,,,,,,,,
It looks like a mash-up of the core mechanics of Rangers and Revenants.
Not only that, Rangers can be a melee pet class.
I don’t really see what this specialisation would bring to the table in terms of new gameplay, to be honest.
Necromancer also has Melee pets. So I don’t see that as a ranger only attribute.
Also Revenant changes their 6-10 skills.
This mechanic changes the weapon bar and locks out the other abilities similar to Death shroud does, just with different ways of generating resources and different forms. Some Necromancer locked away, which is assumed to be the way weapons work for Specializations.
So this specialization uses great sword and other Melee oriented weapons that the Necromancer already has.
http://wiki.guildwars.com/wiki/Feedback:User/Knighthonor/Demon_Walker_
I originally had this idea for a new class but I noticed post release how similar it is to the Necromancer class that was in at launch.
I believe this idea could work for a cool Melee oriented Specialization for the Necromancer. But I like a name change to Reaper instead of Demon Walker.
Necromancers already have a shape shifting mechanic, so this new mechanic isn’t that far off from its parent mechanic.
The new mechanic deals with multiple forms for transformation instead of Death Shroud.
We know this new specialization gets Great Swords (also hoping for some cool plated armor outfits in the gem store wink wink)
This specialization deals mainly with Melee but with some magical ranged as well.
There could be 3 different forms to choose from, each with its own unique skills and role that is specialize in.
In Traits, the last row gets changed into Demon Walker, which is a trait line that affects the new specialization mechanic, making certain forms tougher, or increasing the range of magic fighting forms.
Could be cool.
#Feedback
http://wiki.guildwars.com/wiki/Feedback:User/Knighthonor/Druid_%28New_Healer_Class%29
Check out my specialization mechanic idea for Druids.
I call it a “Blossom” system.
Nothing like it currently exist for any of the classes.
This can be done with weapon skills leading the Seed build up,
Nurture skills can be from skills 2-5 skills
And the F1-2 deals with Blossom and Bloom skills.
What’s your thoughts on this?
Druids in Diablo use Bows right. So how you going to avoid the bow?
How about a Energy resource mechanic for the new specialization.
Abilities use a Energy resource , but energy adds boost the the effect of the skill. So Engineers have to master control of energy to master the class. That’s sets it apart from base class IMO.
https://forum-en.gw2archive.eu/forum/game/gw2/Please-add-more-plate-armor-outfits/first#post4794559
Come help push Anet to add more plated armor outfits so we can rock our Great Swords in style!!!
;-)
Come ppl more is better
Any other support for this?
In other MMOs, they have Instanced PvP yet their PvP modes require much larger numbers. So why couldn’t Anet handle a 5v5?
Will base classes get new skills&traits?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Will the base classes get new skills and traits
Or only Specializations get those?
I don’t really care about gliders- personally I hate anything like a jumping puzzle, and it seems like gliders are more likely to be in that vein than about true, free-form mobility. I didn’t buy GW2 for Mario Brothers.
Airships, on the other hand…
Yeah, that is something I could totally get behind. Guild airships, anyone?
Now if they made airships, you could use gliders to board enemy ones :0. PLS consider Anet
thats what I was thinking.
Gliders can be used to board enemy Air Ships.
Air ships attack other aerial fighters and ground troops.
only counter is ground turrets and sending troops to fly up there and end that ship!
adds a new layer of gameplay to EoTM…
Don’t most auto attacks already have this? (ex. Axe hit one does damage, axe hit 2 does damage, and if you combo to hit 3 you get 3 chops with SUPER DAMAGE)
i believe the OP is asking for more than just the auto attack.
Whip skin for Daggers would look weird on Thieves that dual wield daggers…
Specialization Weapon Idea: All 9 Professions
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I am confused about how to read your charts.
I would like to see Gliders and even air ship combat in EoTM.
What’s your thoughts on this?
I happen to be a player that likes large size weapons.
Especially on my Norn.
But most of the 1 hander skins are very small looking, and that’s a turn off for me.
I would like to suggest a weapon size scaling feature to make some of the 1 hander weapons slightly larger for the big races in the game.
wait so how many players per team?
Rev skill looks like Killing Spree from WoW
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
At this moment in people will always turn to WoW to make their points valid. However; this unfortunately is due to most people starting their MMO adventure with WoW. If you had played back in the days of Ultima Online, Dark Age of Camelot or Everquest, you will know the skills you are referring too have been around far longer than WoW
didnt say WoW invented it.
Just a good example that most people can relate to.
What would have been a better way to word the OP in your opinion?
Rev skill looks like Killing Spree from WoW
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
I honestly don’t see it.
Sorry.
I appreciate what WoW was/is but all I see is a beautiful game and skill in GW2 and a clunky old cartoon in WoW.
here is a description from Wowwiki.com
Killing Spree is a rogue ability learned at level 80 for those with the Combat specialization. It is an instant ability that allows rogues to deal a large amount of burst damage to one or more enemies in range.
I cant find a decent video of a rogue jumping from character to character using this skill. but appears to jump from target to target dealing massive damage to multiple enemies nearby, while avoiding damage with each jump.
http://www.wowwiki.com/Killing_Spree
NVM I found a video that show off the AOE attack of this.
https://www.youtube.com/watch?v=CkL-gubVyEM
Rev skill looks like Killing Spree from WoW
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Is it just me, or does this skill look like it functions similar to Killing Spree from World of Warcraft which is a rogue skill?
http://youtu.be/IOUk2y0K2m8?t=1m59s
1:59
here is Killing Spree
https://www.youtube.com/watch?v=sYkwxKQN-LY
maybe that could a basic understanding how that skill will work.
I want more plate armor looking outfits.
Want more options there so when I specialize my Necro with great sword I can,,,,,,
Sorry Nerdspasm interrupted my typing.
When is pax east?
Rev starting out higher level vs Uniq-PS
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Which do you all stand by more:
1)Revenants starting at higher level in which their storyline can fit into the personal story of their race and main storyline by skipping low level storylines and jumping into the story level range that fits best.
Or
2)Revenant characters don’t follow a racial storyline, but instead have a class oriented personal story.
In GW1 any class could us any weapon.
And that took place 200 years ago.
So why do the community here feel it’s far fetched for Warriors to be able to use Scepters, Staffs and Focus for magical attacks
When lore wise they could do that in the past as well?
Yes, but GW1 was also a mess of skills where your weapon actually mattered really little. So the comparison is pointless at best.
But you act as if GW2 Warrior with Scepter/Focus/Staff wouldn’t also get useful skills to use.
The fact of the matter is, lore wise Warriors could use magical weapons, despite what is commonly thought of in the community when it comes to Warriors. So it’s not a far reach for a future Warrior specialization to have magical weapons in use and not immersion breaking because lore wise it is possible.
Maybe they will simply play differently. Don’t need to fill a role when in reality the only role is DPS.
I fell in love with Warriors. It’s a different class as a max level than it is when leveling up.
Also been in love with Guardians from day one. Just would have like to had put more time into character creation .(I am totally against post creation character redesign which is why I never changed him)
Rangers kind of got to me once I realize they were more magical and less archer hunter oriented.
Engineer got to me early on. Glad to see they getting more Melee!!
Necromancers I didn’t like at first, but at high levels Necromancers are a bad bleep when it comes to group fights in WvW!!
That’s about it…. Read of the classes didn’t really get me interested into them besides just leveling them up.
Stop it Knight, stop trying to want to make out of GW2 a GW1 Clone 2.0.
Won’t happen.Never ever. Be just freaking happy, that we will receive soon with Specializations in HoT for all Classes a new Weapon, which will increase the Build Variety.
All Weapons to all Classes wouldnt be just not only absolutely immersion breaking (ya sure, Thieves with Magic Scepters, Engineers with Staffs, Rangers with Pistols/Rifles, Mesmers with Hammers, Necros with Hammers, Eles with Pistols/Rifles)
Just be patient, GW2 surely will see in the future more additional Specilizations per Class, to expand further the Weapon Options..but only as far as a weapon fits to the theme and style of the class so that it doesn’t become immersion breaking.
Gave me already in GW1 a shudders each time, whenever I saw rangers running around with hammers or any of the magical classes with totally unfitting weapon set combos and just worser skill builds being played together with them.
But how can it be immersion breaking when lore wise it fits. Warriors in GW1 lore (200 years ago) also prayed to the same gods that offered magic to other classes, so I don’t see how its a far reach for warriors 200 years later to be able to wield magical weapons. Show me lore wise why they can’t.
In GW1 any class could us any weapon.
And that took place 200 years ago.
So why do the community here feel it’s far fetched for Warriors to be able to use Scepters, Staffs and Focus for magical attacks
When lore wise they could do that in the past as well?
No, a thousand times, no.
Many of us came to GW2 to escape that very thing.
Why are you so haunted by raids? It’s not going to be a conventional raid.
Before you reply, please read the previous posts that I’ve made on this thread. I’m naturally curious.
EDIT: This goes to others as well. Don’t just say “No.” give an explanation, but before you do read the posts that have been made on this thread.
I think a lot of us naysayers would be open to raids in GW2 if they made sure to avoid all of the things that make them such cesspools of hate in other games. To me, that means
- They would have to be flexible. Set numbers create situations where friends have to make untenable decisions about who gets to raid with the guild and who doesnt. Im not saying let 50 people into a raid, but don’t set hard numbers either. Scaling from 8 to 15 makes the most sense to me.
- They CANNOT be more rewarding than any other content in the game. Ive explained this above, but once again, greater reward turns it into something people will feel they “have to do.” There is no way around that – and GW2 doesnt really work that way anyway.
- They cannot be the dev team’s primary focus. They have developed a fun game that the majority of us (i know Im making an assumption) really love. They need to focus efforts on ensuring the core elements of the game (open world, WvW, PvP, 5-player dungeons and fractals) are as entertaining as possible.
I realize you will most likely disagree with all or most of these points (which is fine – its a discussion), but these are the points you asked for – why we (or at least I) are against raids. If, however, they take a different approach from other games (ie, the three points I list above), I think you would find alot more people supporting the idea.
Wait SPvP has better rewards than WvW, so should SPvP be removed as well?
Name a specialization for your profession
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Thief+ Staff= Shadow Monk
Guardian + Warhorn = Bard
Warrior + Scepter = Void Knight
Honestly I am tired of the DPS focus in this game. Want more other roles. Hopefully Druid fills those other roles better
i’ll just leave this here. watch it.
Can’t watch the video right now. Care to sum up what you trying to say in the video?
Because the Support,Control,Damage trinity really doesn’t exist because damage is not equal in role to control and support.
I am curious but which class performs best under Haste?
I want to know, so I can better decide who on the field I should cast time warp on.
Name a specialization for your profession
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Revenant: Great Sword = Death Knight specialization
Nope…hard enough getting 5 people together to do something effectively, and LFGing would not work for raid style 10 man. Look at Tequatl as an example of how hard it sometimes is to organize things. People don’t want to volunteer in general, and everyone hates the waiting around.
Teq is a open world event that is designed around larger than 10 man to be successful.
Raid dungeons are not. It’s smaller numbers required and has controlled numbers unlike Teq which adjust to numbers.
Also finding a group isn’t hard in GW2 because it doesn’t have trinity roles like healer and Tank which were two roles that only a minority played. In GW2 everybody is DPS. Finding 9 other DPS players isn’t hard to do. Hey that’s easy to do in WoW even.
No raids, please. If you want raids go play WoW. They have 4 raiding difficulty levels and usually release a new one every three months. I actually came back to this game because I don’t want to see another raid in my life.
Honestly, why not have a raid?
- Because it’s hard enough trying to get five people together for a twenty minute instance. The last thing I want at the end of the day is to scrape together 10 experienced players to fight a boss that hardly ever rewards loot anyway. If I want to participate in a raid like activity I’ll go run Teq. That’s only a half hour commitment (15 minutes of set up, 15 minutes of fight), he dishes out karma like it’s candy on Halloween, and I get about 5 chests at the end. That’s the kind of game this is, and it’s the kind of game most of us signed on for.
- Time spent developing raids could be better spent working on living story or on new dungeons
- Raiding is terrible return on investment. Raids are notoriously difficult to organize, and only the hardcore audience (which is not the targeted audience in this game) ever bothers to repeat them. In this game they would be something that players do one time before going back to their Silverwastes chest farming or WvW bag collecting. Note that even Wildstar, which had been hyping its emphasis on raiding prior to its release, backed off on that stance:
When Wildstar was launched, it was heavily toted as “hardcore” especially in the sense of raiding. It now appears Carbine is adjusting its view with both previous and this upcoming patch. I wanted to know whether this was a pivot away from hardcore or a resolve to “The Devs are listening.” The official word from Frost was “both”, after seeing the feedback and looking at gameplay analytics they found that there was a real need to focus on solo content.
Reality wise, finding groups for raids was never the problem. The problem was finding the right players willing to play a certain role in the trinity. But GW2 has no trinity which is why grouping doesn’t take as long.
So I don’t understand that argument.
I would like PvE in WvW honestly. Better PvPvE elements…
Please add more plated armor outfits!
It gives me extra options for role playing on my scholars and adventurers.
I don’t really like many of the medium and light armor models, but love many of the plated armor models in the game, which is why my two mains are heavy armor classes. (Btw thanks for adding a new soldier class)
But I really want more plated armor outfits. We have 1 so far. But most outfits been light armor looking.
Also with Necro+Great Sword coming, you know I got to rock that the proper way (wink wink)
Druids! What are you thoughts/concerns?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Ranger is the most broken class in this game. It has no survival skills. Ranger traits compared to those of other classes are simply…..SADNESS.
Ranger F skills are useless too : if our pet dies LOL no more F skills anymore. ( ehhh compare our F skills with warriors one like eviscerate and cry with me )
If ranger is broken Druid will be too.
After two years and half of disappointment for ranger class…Druid will be the next step of disappointment.
Anet fix ranger and balance it
In WvW I enjoy Spirit build. Also ranger is fun in 1v1 fights.
Honestly I am tired of the DPS focus in this game. Want more other roles. Hopefully Druid fills those other roles better
Druids! What are you thoughts/concerns?
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
Lorewise they can shapeshift. I hope they can in the game.
Also I hope they get great Support healing to compete with Eles and Guardians in terms of group support.
Also hope shapeshift/pet allow for Great Melee tanking
Somebody post male Norn in new outfit please
Can somebody post what a male Norn look like in this from front?
