ArenaNet:Guild Wars 2 suggestions/Promote Cross-Classing

From Guild Wars Wiki
Jump to navigationJump to search
Guild Wars 2 Suggestions

Promote Cross Classing (Discussion)

What is Cross-Classing? Cross-Classing is multi-classing where you put heavy focus on your secondary class(es). Think of Touch-Rangers, Dagger Rangers, Archer Dervishes, and Illusionary Melees. Nevermind whether you think these specific builds are lame, that's not the point, but the playstyle of a cross-class build is more fun and interesting than focusing on just your primary.

Cross-class builds in Guild Wars, particularly those that use a fighter-class as a primary, and especially those that use two fighter classes, are becoming far less common. And with them, creative builds and playstyle. You can attribute this to over-nerfing, weapon attribute requirements, and the inability to apply runes from another profession to your armor. And of course, player abuse, player whining, and poor skill balancing. The conditions of the current system basically force you to make a choice between combat effectiveness and creative playstyle. That should never be the case.

It's true that there are still some effective offbeat builds out there, but virtually none of them use more than one weapon in the same build, which is part of why cross-classing is so fun. You almost never see a warrior switch from a sword to a bow, or even to another warrior weapon. An assassin might be using a build that uses a bow instead of daggers, but almost never one that uses a bow some of the time and daggers at other times. Allowing this kind of flexibility without punishing combat effectiveness is how it should be.

It's true that some builds will always be more effective than others. That's not the problem. The problem is that creative and off-beat builds that prove effective are harder to make and when you do find one that works well, you're punished for it. It's like someone is standing over your shoulder while you're playing, holding a ruler, waiting to slap the hell out of you every time you try something new. "You're a ranger. Use a bow like you're supposed to." "Stop using that spear, Assassins don't use spears." "Put that fire staff away and use your hammer like a good little Warrior."

Anyway. Point is if an Ele wants to use a sword now and then, or a Sin wants to use a bow, or a Derv wants to wield daggers, or a Para wants to build minions, they shouldn't have to jump through hoops to have an effective build. And when they do find that effective build, it shouldn't be ruined with a skill update or 'attribute starvation'. Very few primaries can effectively use a secondary-heavy build, and practically no build exists that uses more than one weapon type effectively. That should change in GW2.

Painted Bird 23:36, 24 August 2008 (UTC)


Why this is a good idea
  •  Allows for more options and a more unique feel to each character.
  •  Promotes and rewards creativity rather than punishing it.
Why it may not work out
  •  Too much freedom is just as bad has having too little. If there's no attribute requirement on weapons, and you can apply any rune to your armor, the first thing a lot of players will do is look for a way to be a cheap-ass. I would consider allowing cross-class runes to be applied to armor, but keep the weapon requirement system, or vice-versa. Take one, not necessarily both.
  •  Primary class selection could prove less significant. But in the current system, secondary class selection is already insignificant.