How to be a true warrior. [Suggestions]

Let's be honest with ourselves for a moment here: Warriors don't dance around swinging their weapons in hopes of hitting their target(s); warriors are trained by years of crucial exercises * trials to better their skills, to know the enemy inorder to bring the enemy down. By doing so, they resort to various ways in brutally rupturing the very existence within their enemies -- to the point their enemy no longer fears death -- they fear the warrior that stands before them.

In Wraeclast, this warrior is nowhere to be found upon the classes you have been provided. The closest we have to a warrior, is the Marauder. However, right now, all you have is cleave / cyclone / leap slam / ground slam / lightning strike / totems / auras / other skills that do not follow a true warrior's vibe.

Now, I understand that there is a synergy between each class; each class having the ability to [cross-over]. I also understand that upon each new skill, GGG has to create those frames with each character, while checking for any bugs.

Upon all that has been said, I would like to give a further perspective on the Marauder class: The Marauder should be less of a vampire / bunny / magician / ranger / DBZ character / totem ranger / magical shield / chocolate cannon / raver / ballerina dancer, and more of a / warrior / primitive animal / ritualist / blood-thirsty / physical cannon / physical shield / close-combat / brutal / physical version of Piety.

Skills [Suggestions]: Anything that could cripple, distort, disfigure, rip, shred, shove, throw, or use the very flesh, the very skeletal structure, the very anatomy and the very physics of your enemy against them or any allies around them.

EDIT: A friend of mine has something to share, "You know, sometimes I think that modern RPGs (especially the online ones) have a tendency to complicate life a lot more than what they should. There are usually three main classes: warrior/melee, ranger, and mage. Why is it that we have TONS of subclasses with no actual specialization, and only a few genuinely reflect their own art?"
You will never see a man faking anger, passion and relentless behavior.

You will always see a man faking love, politeness and respectful behavior.
Last edited by Deceptionist#1813 on Mar 23, 2013, 9:28:43 AM
PoE is not a combat simulator.

Thanks for stopping bye!
IGN: NuzzyFipples
"
EchoMending wrote:
PoE is not a combat simulator.

Thanks for stopping bye!


PoE is also not a rave party: Where your character bounces around, twirls in circles and slaps your enemies to death, all the while running away from the enemies, with cheap shots or kiting, along with pretty colours circling around them for their only form of defense in Merciless -- when you're supposed to be a marauder/warrior.

There are many things to improve. Make like yourself; don't be an idiot.
You will never see a man faking anger, passion and relentless behavior.

You will always see a man faking love, politeness and respectful behavior.
Last edited by Deceptionist#1813 on Mar 23, 2013, 10:38:15 AM
Up for those who actually know how to properly discuss.
You will never see a man faking anger, passion and relentless behavior.

You will always see a man faking love, politeness and respectful behavior.
Last edited by Deceptionist#1813 on Mar 23, 2013, 11:02:30 AM
Well, I think alot of the skills you suggested might be something we will see in the future and since they will add new skills every week, some of them might be comming soon. They might be planning alot of them, but I guess new features, like you suggested, is not the easiest to make.

But in PoE the classes does not give of a certain feel, because there are no real "classes". Every "class" can do almost everything, if you plan it right. So no one class will use skills that are themed to be a warrior. The marauder can use every skill in the game and will most of the time never feel like a warrior. I do not look at this like a bad thing, since all it means for me is more choices.

I do however see your point, and would also like to see some more "brutal" skills with some good melee focus! :)

"
Wien71 wrote:
Well, I think alot of the skills you suggested might be something we will see in the future and since they will add new skills every week, some of them might be comming soon. They might be planning alot of them, but I guess new features, like you suggested, is not the easiest to make.

But in PoE the classes does not give of a certain feel, because there are no real "classes". Every "class" can do almost everything, if you plan it right. So no one class will use skills that are themed to be a warrior. The marauder can use every skill in the game and will most of the time never feel like a warrior. I do not look at this like a bad thing, since all it means for me is more choices.

I do however see your point, and would also like to see some more "brutal" skills with some good melee focus! :)



I agree with your assessment. I understand that they aren't individual classes, but I also can see that each character is provided with their own distinctive tree, and skills. However, I feel that, as you said, that the Marauder should present a more 'brutal' front.
You will never see a man faking anger, passion and relentless behavior.

You will always see a man faking love, politeness and respectful behavior.
"
Deceptionist wrote:
Let's be honest with ourselves for a moment here: Warriors don't dance around swinging their weapons in hopes of hitting their target(s); warriors are trained by years of crucial exercises * trials to better their skills, to know the enemy inorder to bring the enemy down. By doing so, they resort to various ways in brutally rupturing the very existence within their enemies -- to the point their enemy no longer fears death -- they fear the warrior that stands before them.

In Wraeclast, this warrior is nowhere to be found upon the classes you have been provided. The closest we have to a warrior, is the Marauder. However, right now, all you have is cleave / cyclone / leap slam / ground slam / lightning strike / totems / auras / other skills that do not follow a true warrior's vibe.

Now, I understand that there is a synergy between each class; each class having the ability to [cross-over]. I also understand that upon each new skill, GGG has to create those frames with each character, while checking for any bugs.

Upon all that has been said, I would like to give a further perspective on the Marauder class: The Marauder should be less of a vampire / bunny / magician / ranger / DBZ character / totem ranger / magical shield / chocolate cannon / raver / ballerina dancer, and more of a / warrior / primitive animal / ritualist / blood-thirsty / physical cannon / physical shield / close-combat / brutal / physical version of Piety.

Skills [Suggestions]: Anything that could cripple, distort, disfigure, rip, shred, shove, throw, or use the very flesh, the very skeletal structure, the very anatomy and the very physics of your enemy against them or any allies around them.

EDIT: A friend of mine has something to share, "You know, sometimes I think that modern RPGs (especially the online ones) have a tendency to complicate life a lot more than what they should. There are usually three main classes: warrior/melee, ranger, and mage. Why is it that we have TONS of subclasses with no actual specialization, and only a few genuinely reflect their own art?"


How to be a true warrior. - Go join a war effort.

Hmm.. last time I checked, there was only a lot of melee nodes nearby Marauder, and GGG didn't force anyone to take nodes from other classes. Nobody is forcing anyone to go cookie-cutter builds also, and the whole point of this game is to find a build that suits your aesthetic taste while working well. Have you tried going mace + infernal blow? If you become strong enough, every hit on white mob is an explosion.

For your skill suggestion, it's not really a skill suggestion. First and foremost, you should provide plausible mechanisms for each skills that you listed, and to top it off, you are mostly describing the animations that you want to see from those skills, i.e. "more gory stuff, but different animations from existing ones". And why does only marauder get to have them? Don't you think Fireball, Bear Trap, Explosive Arrow, and any other "non-marauder" skills shouldn't have them? After all, they all invoke very gruesome death for those who get hit by them, at least in my mind.

As for your friend, why do we just stop with mage/ranger/melee? Doesn't he feel too complicated by having 2 ranged characters to choose from? Or how about just having 1 character and we all use him? It's not just the modern RPG that have more than 3 classes, D2, WoW, DaoC, and GW had more than 3, and all of them were released +10 yrs ago. And if he doesn't understand why there is a "TON" of subclasses in this game, then he needs to study more about the passive tree.

As my last point, your description of what a warrior should be.. Factually you are probably wrong, as there were and are many examples of warriors who do not kill people in a cruel manner. And if you are to say "I'm describing warriors in RPGs", I would reply that you are claiming something that there's no consensus about, so you are defining a warrior in a term that can be disagreed by many. So let's be honest here, and say that the word you are probably referring to is a "savage".

For me, a warrior is someone with a sword and a shield who slashes his way through an abundance of enemy, without any of the unnecessary "gut-ripping".
IGN: Iluminado
Last edited by BuddhaSpeaks#4127 on Mar 23, 2013, 12:37:21 PM
"
EchoMending wrote:
PoE is not a combat simulator.

Thanks for stopping bye!


I hate faggots like this
Go play mortal online if thats what you want.
"
BuddhaSpeaks wrote:
"
Deceptionist wrote:
Let's be honest with ourselves for a moment here: Warriors don't dance around swinging their weapons in hopes of hitting their target(s); warriors are trained by years of crucial exercises * trials to better their skills, to know the enemy inorder to bring the enemy down. By doing so, they resort to various ways in brutally rupturing the very existence within their enemies -- to the point their enemy no longer fears death -- they fear the warrior that stands before them.

In Wraeclast, this warrior is nowhere to be found upon the classes you have been provided. The closest we have to a warrior, is the Marauder. However, right now, all you have is cleave / cyclone / leap slam / ground slam / lightning strike / totems / auras / other skills that do not follow a true warrior's vibe.

Now, I understand that there is a synergy between each class; each class having the ability to [cross-over]. I also understand that upon each new skill, GGG has to create those frames with each character, while checking for any bugs.

Upon all that has been said, I would like to give a further perspective on the Marauder class: The Marauder should be less of a vampire / bunny / magician / ranger / DBZ character / totem ranger / magical shield / chocolate cannon / raver / ballerina dancer, and more of a / warrior / primitive animal / ritualist / blood-thirsty / physical cannon / physical shield / close-combat / brutal / physical version of Piety.

Skills [Suggestions]: Anything that could cripple, distort, disfigure, rip, shred, shove, throw, or use the very flesh, the very skeletal structure, the very anatomy and the very physics of your enemy against them or any allies around them.

EDIT: A friend of mine has something to share, "You know, sometimes I think that modern RPGs (especially the online ones) have a tendency to complicate life a lot more than what they should. There are usually three main classes: warrior/melee, ranger, and mage. Why is it that we have TONS of subclasses with no actual specialization, and only a few genuinely reflect their own art?"


How to be a true warrior. - Go join a war effort.

Hmm.. last time I checked, there was only a lot of melee nodes nearby Marauder, and GGG didn't force anyone to take nodes from other classes. Nobody is forcing anyone to go cookie-cutter builds also, and the whole point of this game is to find a build that suits your aesthetic taste while working well. Have you tried going mace + infernal blow? If you become strong enough, every hit on white mob is an explosion.

For your skill suggestion, it's not really a skill suggestion. First and foremost, you should provide plausible mechanisms for each skills that you listed, and to top it off, you are mostly describing the animations that you want to see from those skills, i.e. "more gory stuff, but different animations from existing ones". And why does only marauder get to have them? Don't you think Fireball, Bear Trap, Explosive Arrow, and any other "non-marauder" skills shouldn't have them? After all, they all invoke very gruesome death for those who get hit by them, at least in my mind.

As for your friend, why do we just stop with mage/ranger/melee? Doesn't he feel too complicated by having 2 ranged characters to choose from? Or how about just having 1 character and we all use him? It's not just the modern RPG that have more than 3 classes, D2, WoW, DaoC, and GW had more than 3, and all of them were released +10 yrs ago. And if he doesn't understand why there is a "TON" of subclasses in this game, then he needs to study more about the passive tree.

As my last point, your description of what a warrior should be.. Factually you are probably wrong, as there were and are many examples of warriors who do not kill people in a cruel manner. And if you are to say "I'm describing warriors in RPGs", I would reply that you are claiming something that there's no consensus about, so you are defining a warrior in a term that can be disagreed by many. So let's be honest here, and say that the word you are probably referring to is a "savage".

For me, a warrior is someone with a sword and a shield who slashes his way through an abundance of enemy, without any of the unnecessary "gut-ripping".


You're right, the warrior is the savage, but don't tell others that, it's exactly like telling them that santa doesn't exist.

In the beginning of time, to be a warrior, was to be a pride-driven war machine. Today's themes aren't accurate, since people don't know what they are talking about most of the time, thus we end up with characters that don't even belong most of the time.

I don't think you have the right idea about the origination of a warrior. The entire warrior aspect originated back in the primitive days where rituals, superstition, blood, hunger, survival, death games and so on ensued based on what little humans could understand at the time. We have advanced far, but deep down we are still primitive, and we have a lust for war, for battle or for something we can stand for and have a voice in.

In the end, the only warrior that can live with these deeds is the warrior/savage I am referencing. Everyone else ends up killing themselves, as the consciousness wasn't built to sustain death being in your hands.

So you see, Buddha, I have contemplated more than you give me credit for. I know what I'm saying, and the skill suggestions I have provided are more than enough to start the details of what type of skills we could implement that would accompany those very brutal aspects.
You will never see a man faking anger, passion and relentless behavior.

You will always see a man faking love, politeness and respectful behavior.
Last edited by Deceptionist#1813 on Mar 23, 2013, 3:05:33 PM

Report Forum Post

Report Account:

Report Type

Additional Info