Guild Wars 2 Axes the trinity

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Feriluce

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sosolidshoe said:
I wasn't that fussed about GW2, to be honest, never played the first one. This has got my interest up a little though, particularly the lack of dedicated healers and the defeat instead of death system. My ideal MMO would be a skill-based sandbox, but failing that I'll take anything that allows me a decent degree of character customisation(and no, choosing to be a healing priest or a slightly worse at healing priest is not customisation) and strikes a blow at Trinity gameplay.
Well, you can do that in GW currently to quite a large extent. You can choose to play the ranger that focuses on degen and pressure, or you can play the ranger that focuses on interrupts or you can choose to play the ranger that focus on direct bow dmg (with some degen added) or you can choose to play the ranger doing large AoE dmg with barrage or you can choose to play the ranger with a pet and a hammer knocking down enemies or you can choose to play the ranger with blocking stances and a scythe..etc. etc.
 

Benefactor

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veloper said:
good I guess.
Playing the healer is no fun.
In the first article, the dev actually talks about why healers like to heal. Maybe I like helping other people out, maybe I'm a masochist, but I generally like healing.

Then again, I may have just preferred playing one over a tank, as I can barely imagine being a damage class when I find groups very easily as a healer.
 

ShadowKatt

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This is...different. It actually sounds like it could work pretty well, but I think I'll remain skeptical until I see it in action.
 

veloper

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Benefactor said:
veloper said:
good I guess.
Playing the healer is no fun.
In the first article, the dev actually talks about why healers like to heal. Maybe I like helping other people out, maybe I'm a masochist, but I generally like healing.

Then again, I may have just preferred playing one over a tank, as I can barely imagine being a damage class when I find groups very easily as a healer.
Finding groups easily is an advantage playing as a healer, because there are fewer players willing to heal.
 

TOGSolid

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veloper said:
good I guess.
Playing the healer is no fun.
I gotta disagree. During my brief stint playing WoW it was a power trip for me. Without me, everything falls apart. Without me, the group isn't going anywhere. And sitting there managing everyone's health/buff statuses was fun.

HOWEVER

I was a druid because being able to shapeshift and save your buddy (or yourself) with a [ut2003]last second save[/ut2003] is pretty god damn handy. Nobody ever seems to expect healers to be that on the ball during the small instances for some reason (orite, most gamers players are terrible at teamwork).

So yeah, GW2 having every class be able to do cover multiple bases sounds awesome. I always did like the "toolbox" style of character classes.
 

Paularius

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Feriluce said:
Paularius said:
Been looking forward to gw2 for a very long time. And most of what i hear sounds good. I do get worried at all the changes tho. Alot of the elements that makes guild wars special are being removed in guildwars 2. Just got to wait and see i guess.

Im also not to sure about removing the tanking/healing classes. Probably becouse i prefer to heal :( But i've seen it in cryptics mmo's Champions online and Startrek online which while were ok mmo's they certianly werent that great or that big.

Infact a few other things i read about guildwars 2 have already been in cryptics mmo's like those world events and having no need to party with anyone. Being able to solo Champions and startrek lead me to not even needing to join a guild which seems weird if its going to be similar to guildwars 2. Everyone has the own option about each mmo but i really hope they dont borrow to much of craptics gaming mechanics.

While improvments are good for a gaming series im starting to get worried that to many changes might ruin this game for me :S And there seem to be ALOT of changes.

And gawd dammit! bring back meh monk!
It was strongly hinted that you can still specialize in supporting your party with a lot of classes (like water eles with heals etc.), you just dont HAVE to have a specialized character to complete encounters. This is a great thing imo as it gives a lot more freedom with regards to playstyle and build creation.
Suddenly you dont need your 2-3 monk backline for organized pvp, because you get tools to make do without for example.
You could still take 3 water eles for heals and prots, but you could also take some defensive warriors instead etc, etc.

You can do that in GW today but to a much lesser extent.
Considering there making the game soloable as an option mean you wont be in a in creative parties and the tank/healing wont be needed in anycase. Thats whats worrying me.
 

Feriluce

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Paularius said:
Feriluce said:
Paularius said:
Been looking forward to gw2 for a very long time. And most of what i hear sounds good. I do get worried at all the changes tho. Alot of the elements that makes guild wars special are being removed in guildwars 2. Just got to wait and see i guess.

Im also not to sure about removing the tanking/healing classes. Probably becouse i prefer to heal :( But i've seen it in cryptics mmo's Champions online and Startrek online which while were ok mmo's they certianly werent that great or that big.

Infact a few other things i read about guildwars 2 have already been in cryptics mmo's like those world events and having no need to party with anyone. Being able to solo Champions and startrek lead me to not even needing to join a guild which seems weird if its going to be similar to guildwars 2. Everyone has the own option about each mmo but i really hope they dont borrow to much of craptics gaming mechanics.

While improvments are good for a gaming series im starting to get worried that to many changes might ruin this game for me :S And there seem to be ALOT of changes.

And gawd dammit! bring back meh monk!
It was strongly hinted that you can still specialize in supporting your party with a lot of classes (like water eles with heals etc.), you just dont HAVE to have a specialized character to complete encounters. This is a great thing imo as it gives a lot more freedom with regards to playstyle and build creation.
Suddenly you dont need your 2-3 monk backline for organized pvp, because you get tools to make do without for example.
You could still take 3 water eles for heals and prots, but you could also take some defensive warriors instead etc, etc.

You can do that in GW today but to a much lesser extent.
Considering there making the game soloable as an option mean you wont be in a in creative parties and the tank/healing wont be needed in anycase. Thats whats worrying me.
Not during the lvling most likely. But that will obviously change for pvp and endgame content, and probably also during lowlvl dungeons.
 

Rathy

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Aug 21, 2008
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This really hurt my opinion of the game, and kind of brings me to a point where I'm not even interested anymore.

I've always been a big support player in MMOs, and losing the ability to focus on that doesn't leave anything interesting in my eyes. Anything in this case is either going to be designed to be soloable, as they've said they like the idea of, or anything that would have to be organized is just choosing where to throw out the DPS, and zerging the appropriate target down.

I can understand wanting a large portion of the game soloable. I actually really like the dying idea they have presented, and could see that being added to an MMO pretty fluidly, and helps with the player interaction. What hurts it though, is the game is doing even more to discourage player interaction between these 2 changes. You don't need support as much because you can pick yourself up if you are skilled, and then the support is then removed, thus removing the need for much proper organization of players.
 

Zukhramm

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Jul 9, 2008
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Good. Tanking is terrible and MMO combat always looks ridiculous. All enemies swarm the tank instead of trying to attack the ones actually doing damage, while their friends 20 meters away just stand to watch them die because apparently they're outside the aggro range. Silly.
 

Feriluce

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Rathy said:
This really hurt my opinion of the game, and kind of brings me to a point where I'm not even interested anymore.

I've always been a big support player in MMOs, and losing the ability to focus on that doesn't leave anything interesting in my eyes. Anything in this case is either going to be designed to be soloable, as they've said they like the idea of, or anything that would have to be organized is just choosing where to throw out the DPS, and zerging the appropriate target down.

I can understand wanting a large portion of the game soloable. I actually really like the dying idea they have presented, and could see that being added to an MMO pretty fluidly, and helps with the player interaction. What hurts it though, is the game is doing even more to discourage player interaction between these 2 changes. You don't need support as much because you can pick yourself up if you are skilled, and then the support is then removed, thus removing the need for much proper organization of players.
If you actually read the article and announcement they state quite a few times that you can still be a pure support player. They took what people liked about healing (supporting your team etc.) and put that into their system in the form of support skills/builds/etc.
You wont just make red bars go up and you wont be an integral part of every single group, but if you wish to you can most certainly be a player focused on supporting your teammates.