Guild Wars 2 release date has been announced

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Noxogz

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That's right, ArenaNet has finally announced the release date of their much anticipated MMO.

Guild Wars 2 official launch day is August 28th!!!

The last beta week end is scheduled for July 20 to 22.

You can check it out for yourselves here.
 

ResonanceSD

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distortedreality said:
Sooner than expected.

It's a weird sort of date actually.
Release dates don't have to be as colossally pretentious as 11.11.11

OT: SUPER PUMPED!!
 
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ResonanceSD said:
distortedreality said:
Sooner than expected.

It's a weird sort of date actually.
Release dates don't have to be as colossally pretentious as 11.11.11

OT: SUPER PUMPED!!
I don't think pretentious means what you think it means...


OT: I'm not hyped or anything, but I look forward to playing it.
 

Sp3ratus

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Awesome, been waiting for a release date for some time now. I've participated a little in the beta tests, but I've been holding back somewhat, because I didn't want ruin the experience too much for myself, seeing as the beta servers are only temporary and I'd like to have the full experience on my final character.
 

Jynthor

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Sweet. Pre ordered a week ago. With any luck I'll receive my code before July 20.
Didn't like the first Guild Wars much, but this one looks promising.
 

IndomitableSam

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I'm still contemplating it. I haven't played an MMO in a few years and do miss it (like, I can taste WoW sometimes, still), but not sure I want to get into one again. Considering I've been addicted to them before. That and I'd need a new computer.

Will wait and see, I think. Have been following it somewhat, though.
 

Phasmal

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Eh.
I looked at this recently. I've never played Guild Wars before but I am getting MMO wanderlust. WoW's not doing it for me recently. And I looked at the sexy Guild Wars 2 graphics. The characer customisation! Waaant.
So I have mixed feelings. I want it but I don't know if I will like it or be able to get into it as much as WoW.

Plus, I'd have to play it on the boyfriend's computer. My laptop is a dribbling oldie.
 

Scarim Coral

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Also you forgot to post the latest video-
While I will missed most of July 21st due to me going to the MCM Expo Manchester but that doesn't bother me now knowing that it's going to be out in two months time!
Look like I will postpone buying Transformers: Fall of Cybertron (since it's out days later). By all mean I will buy it some time later but to me it's pointless to buy it straight away since I know I will spend my time on GW2 now.

Also I kind of find it ironic that didn't someone mention that Gamestop listed that game to be release on that same date?
 

Quaxar

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Yayyayyayyayyaaay
So it's gonna be either this or uni. Well, that will take a bit of consideration.

captcha: good evening
No... it certainly is not evening though good I can whole-heartedly agree with now.
 

BloatedGuppy

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Phasmal said:
Eh.

I looked at this recently. I've never played Guild Wars before but I am getting MMO wanderlust. WoW's not doing it for me recently. And I looked at the sexy Guild Wars 2 graphics. The characer customisation! Waaant.

So I have mixed feelings. I want it but I don't know if I will like it or be able to get into it as much as WoW.

Plus, I'd have to play it on the boyfriend's computer. My laptop is a dribbling oldie.
Does it help that the founders of ArenaNet are old Blizzard employees?

I think waiting for another WoW is a mug's game, unfortunately. The MMO market has changed. When WoW released, it had little in the way of genuine competition. Everquest was aging, and was impenetrable and draconian and user hostile to boot. DAoC had suffered the Trials of Atlantis game-killing expansion mishap. Ultima Online and Asheron's Call were slowly ebbing away. And the much ballyhooed Everquest II was a sorry husk of the game that spawned it. So WoW achieved a kind of critical momentum, surging into the vacuum. It became THE essential game that everyone was playing, and everyone played it because everyone was playing it, and it just rolled everything up for the next 3-5 years.

So do I think GW2 will capture that "WoW experience"? No, I don't. I don't think anything will ever again, much in the same way I don't think we'll ever see an MMO as punishing and wild as Everquest again. However, GW2 reeks of quality and freshness in a way no MMO has for me SINCE WoW, if that helps. It has that "labor of love" feeling. Whether that will help it capture a large audience in an increasingly logjammed genre remains to be seen. But I'd give it a shot, if I were you.

If you have any specific questions about the game I can try answer em with my sketchy beta experience.
 

Don Savik

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I think what I love about it the most is the exploration. I spent the entire beta weekend looking for cool things going "oooh lets go here, and then here, and then climb that big thing!". You don't really get that kind of experience from the traditional linear quest hub system. It feels less meta-gamey. Like I'm not playing the game to increase my stats/level/crafting etc. Its still THERE, but its not important. You scale to different areas so its not really a race to end game. I know there are some people that are going to suck the fun out of it and become pvp drones that don't give 2 shits about the story/setting/races/lore/etc though. While pvp is fun, I don't see why it needs to be so important in mmos.
 

Phasmal

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BloatedGuppy said:
If you have any specific questions about the game I can try answer em with my sketchy beta experience.
Thanks, that did help. I do have one question.
I'm a complete Guild Wars noob, so I've heard there's no healer/dps/tank setup for the game. That kinda bums me out (as dedicated healer and tank in WoW)- how does aggro work then if you have no dedicated class for taking damage in a group?
 

Kordie

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Don Savik said:
I think what I love about it the most is the exploration. I spent the entire beta weekend looking for cool things going "oooh lets go here, and then here, and then climb that big thing!". You don't really get that kind of experience from the traditional linear quest hub system. It feels less meta-gamey. Like I'm not playing the game to increase my stats/level/crafting etc. Its still THERE, but its not important. You scale to different areas so its not really a race to end game. I know there are some people that are going to suck the fun out of it and become pvp drones that don't give 2 shits about the story/setting/races/lore/etc though. While pvp is fun, I don't see why it needs to be so important in mmos.
I had a lot of fun climbing around too. I just wish I took some screenshots. Heres one of the more fun spots I got to. In the eternal battlegrounds, you can get to the top of the three outer keeps. The one in the south west area has a cool lightouse kinda thing, get up there and you can get a great view. I love that they put that area in for no reason other than to climb to. No rewards or anything (maybe achievments in the future) just the fun of exploring.
 

Don Savik

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Phasmal said:
BloatedGuppy said:
If you have any specific questions about the game I can try answer em with my sketchy beta experience.
Thanks, that did help. I do have one question.
I'm a complete Guild Wars noob, so I've heard there's no healer/dps/tank setup for the game. That kinda bums me out (as dedicated healer and tank in WoW)- how does aggro work then if you have no dedicated class for taking damage in a group?
Everyone has a heal, and a dodge roll. You're all supposed to be dodging attacks and doing damage equally. Some classes can grab more support skills than others and kind of become healers also. But there isn't any threat generating abilities. Unlike most mmos, bosses don't stick on one guy and pound him into the ground unless you have a healer. Its more AoE and stuff.
 

BloatedGuppy

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Phasmal said:
Thanks, that did help. I do have one question.

I'm a complete Guild Wars noob, so I've heard there's no healer/dps/tank setup for the game. That kinda bums me out (as dedicated healer and tank in WoW)- how does aggro work then if you have no dedicated class for taking damage in a group?
The abolishing of the holy trinity is indeed one of the ways that GW2 differentiates itself from the MMO template we've all become accustomed to (and, if we're being honest, the MMO template that is getting a little mechanically stagnant). Aggro is assigned on a "first come first serve" basis, with proximity and outgoing damage also contributing. All classes are self-sufficient insomuch as they can all heal, although no one is expected to "tank". Combat is highly mobile, and the game expects you to move, kite and dodge to evade high damage attacks. In exchange, almost all your abilities can be fired off while moving, including channels.

The result is faster-feeling, scrambling combat that occasionally devolves into clusterfuckistan. It doesn't feel as stately or strategic as the trinity does, but pays off in that there is no specific required group makeup, and all classes can contribute equally. 5 Thieves? No problems.

There are still support skills and ways of speccing your character if you want to be a "helper" more than a killer, but ultimately the bulk of responsibility for staying alive and out of harm's way lies with the individual players.
 

Kordie

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Phasmal said:
BloatedGuppy said:
If you have any specific questions about the game I can try answer em with my sketchy beta experience.
Thanks, that did help. I do have one question.
I'm a complete Guild Wars noob, so I've heard there's no healer/dps/tank setup for the game. That kinda bums me out (as dedicated healer and tank in WoW)- how does aggro work then if you have no dedicated class for taking damage in a group?
Just adding another element to what others have said, healing has a whole other side to it in this game. I did a few dungeon runs as an elementalist, during some fights I tried out acting as a healer role. The effect was pretty small. Yes, I was healing small hits, but anything big would still knock out a player fast and theres no way to heal through it. Having said that, getting knocked out isn't a huge deal. A big part of "healing" in the game is reviving downed players. It's easier to think of the game outside of the trinity once you realise how commonplace getting knocked down is. "dieing" isn't the end of the fight, you can always be revived, and in many fights you can spawn at the waypoint and run back in. There is still a lot to learn about aggro mechanics in certain situations, many of our fights could be over simplified as "everyone attack, if the big guy is targetting you, just avoid him until he changes targets".
 

BloatedGuppy

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Kordie said:
A big part of "healing" in the game is reviving downed players. It's easier to think of the game outside of the trinity once you realise how commonplace getting knocked down is.
It's not ideal. Getting knocked down does have a cumulative weakening effect. You'll go down easier and easier until you spend some time NOT on your back.

But yeah, getting "killed" is not a disaster. Think of it as everyone having a combat rez with a long cast time but no cooldown timer. You even get XP for helping people back up.
 

Kordie

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BloatedGuppy said:
Kordie said:
A big part of "healing" in the game is reviving downed players. It's easier to think of the game outside of the trinity once you realise how commonplace getting knocked down is.
It's not ideal. Getting knocked down does have a cumulative weakening effect. You'll go down easier and easier until you spend some time NOT on your back.

But yeah, getting "killed" is not a disaster. Think of it as everyone having a combat rez with a long cast time but no cooldown timer. You even get XP for helping people back up.
True, there is a drawback. The parallel I am trying to draw is that you won't find much sucess healing others through fights. Your health is largely your concern, and if you take a few hits you shouldn't have the main way someone will help you is by getting you back up. Also, since everyone can do that there is no reason to be a dedicated healer.

I will throw out though, for people who want to take that more supportive class, try an Elementalist. They do have access to some AOE healing that helpis in big fights, even if it just gives you that extra bit of health to run back and heal yourself. They also have access to a revive skill that has a different effect based on your attunment, from reviving with full health to reviving 4 people at once.

*edit* I feel like I am kinda contradicting myself here... heals in small groups I found to be not useful, but in large groups with a single target (like in siege situations) the AOE heals can help.
 

Noxogz

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Phasmal said:
I'm a complete Guild Wars noob, so I've heard there's no healer/dps/tank setup for the game. That kinda bums me out (as dedicated healer and tank in WoW)- how does aggro work then if you have no dedicated class for taking damage in a group?
I can try to answer that.

Here's a video that explains how combat works in GW2 including your question about aggro:


If it's hard to understand his accent you can enable CC.

For a more direct answer on healers, tanks and aggro, well every class has a self-heal skill plus there are plenty of classes that have plenty of healing skills except they are AOE only instead of single target. The closest you can get to a traditional dedicated healer would be an Engineer using a healing kit.

Traditional tanking on the other hand is not as easy to emulate, in GW2 you're not supposed to just stand there and take it, you're supposed to stay on the move and try your best to not get hit at all. There are classes that can somewhat tank in the traditional sense, the Guardian and the Necromancer come to mind. The Guardian has lots of defensive skills that can help him accomplish that and the Necromancer has an ability that makes him immune to all damage for a short period of time.

There are no taunt skills in GW2 so aggro works differently to some extent, it works more as a combination of proximity and damage dealing. If I'm the one standing right next to an enemy the AI will choose me as the target but if a guy standing 40 ft from the enemy is the one dealing the most damage, the AI will eventually change target to that guy.

As the idea in GW2 is to not get hit, if you're the one with aggro, you're effectively the tank atm and your job is to keep the enemy distracted while at the same time making sure it doesn't hit you, once the AI changes target you can get back to dealing damage or if you're the right class you can get back on placing your AOE heals on the people that need them.

Hope this will help you.

Catcha: you're welcome

Well aren't you getting ahead of yourself captcha, she hasn't thanked us yet and we don't know if this helped at all.