![]() physical) base armor, and (as the armor is warrior's) use warrior runes. If an Elementalist were to put on warrior's armor, he/she could essentially run around like a warrior with 20 max energy, 80 (+20 vs. ![]() Armor controls all aspects of the character that differentiate it from other professions except for attributes and skills. However, an astute observer will note that all of those things are derived from one facet: armor. ![]() Of course, this would be difficult given that armor, energy, and in the case of the Dervish, even health are based off of the primary profession. In a nutshell, I want to make primary professions changeable. What my implementation might change would be the primary profession system off the battlefield. For the purposes of actual gameplay, this system will remain unchanged. The profession system in the original Guild wars is and always has been balanced and largely adequate: two professions, one of which is somewhat limited in its usage. This will sound somewhat somewhat unbalancing or impractical at first, but I implore you to finish reading before you judge. I had the unusual idea to remove the "primary" professions system entirely. This sounds complicated but it's really not, just think about it for a second. Forgive the somewhat vague title and this garrulous rant of mine, but it's unfortunately necessary to articulate my point completely, and I believe I've covered all limitations, such as art and models.
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