they probably still have alot of cool stuff to announce.Hurr Durr Derp said:snip
Well the reason I mention weapon swap is because it gives you access to 5 more skills that you can swap in at will in combat.Hurr Durr Derp said:You could switch weapons in the first game as well. I've never made a PvE melee character that didn't carry a bow to pull enemies when needed. Grated, backup weapons will probbaly be more useful in GW2 since they come with five skills attached, but that doesn't make things any more interesting since you're still stuck with a standard build in which you have very little say. The fact that most people would take a heal and an elite in their build anyway doesn't make it any better that you're now forced to take them.Feriluce said:I really think you're looking at this the wrong way. Yes, you now only have 5 skills you can switch at will, and 1 is limited to healing (you'd have taken an elite skill anyway in GW), but they have added complexity in other areas instead.Hurr Durr Derp said:stuff
The traits is the biggest example. Now you can have passive boosts that complement your current build.
You can also switch weapons in battle, meaning that you get another layer of complexity. (Should I use axe or swords right now? Will the cooldown from switching impede me too much in this situation, etc.)
Then you have the fact that there is an even great focus on positioning and situational awareness compared to GW. This is mainly due to the fact that certain skills and attacks make comboes, like the famous arrow + firewall = flaming arrow.
I really think these things will make the combat at least as interesting as it was in GW, if not more.
And yeah, positioning might be more important, but how much of it will just boil down to basic "get out of the Searing Heat ASAP", or "stay behind the tank and don't overextend your healer's reach"? So far I've seen nothing that implies there's anything special at work here.
The traits seem to me like little more than little tweaks. A little more damage here, a little less cooldown there... They're more comparable to choosing one inscription over another in the first game. Sure it matters, but it's more a finishing touch than something that has a significant impact on the build. Choosing between, I dunno, Renewing Smash or Pulverizing Smash on a knockdown hammer build is way more significant than choosing between a Zealous hammer or a Vampiric hammer, even though the effects are (roughly) comparable. In the same way, a Warrior/Monk could function completely different from a Warrior/Assassin. These are all choices that matter, but that won't be available in GW2.
And yeah, I said before that they're adding a lot of cool stuff as well, and I certainly don't mean to imply that the game will suck or anything. It's just that they're doing away with a large part of the character customization, and it remains to be seen if the cool stuff they're adding makes up for the cool stuff they're taking out.
they just released a Q and A for GW2 stuff, some is traits.Feriluce said:snip
Hurr Durr Derp said:snip
That's exactly why my first character will be an Asura. It strikes me as being ridiculously entertaining to roleplay an adorable, egotistical, arrogant little bundle of fuzz with a Napoleon complex.Sark said:Asura especially because they are just plain annoying. Stupid superiority complexes.
I am afraid I will have to murder you. You stupid bookah.Veldrenor said:That's exactly why my first character will be an Asura. It strikes me as being ridiculously entertaining to roleplay an adorable, egotistical, arrogant little bundle of fuzz with a Napoleon complex.Sark said:Asura especially because they are just plain annoying. Stupid superiority complexes.
The quest system that you're talking about has been updated vastly. I will again use World of Warcraft as an example and show that the phasing system has taken "quests" far beyond what you're imagining right now. Again, as an example there's the Death Knight starting area. Every single "quest" will be like that in Cataclysm. But screw it. Let's just agree that both MMO's have brought something new to the table and leave it at that.Glademaster said:Snip... am not saying it has never been done before I am just saying it is getting rid of traditional quests which it is. Of course it will be boring after awhile but it damn sure keeps it's appeal longer than the exact same quests every time especially since it will have to be done with other people.
So, they take time to master. A new player will not be as experienced as an older player playing with the same build. That's the bulk of my argument right there.Glademaster said:Snip... Yes they take time to master like everything else but they aren't hard to get the hang of.
in GW2 the gameplay will be faster as you dont have npc partners and only story quests have instanced areas. probably 90% of the world is not instanced.Billion Backs said:I don't think I'd play GW2, I didn't like GW (although I have nothing against their customization capabilities) because of the art style and inability to jump - which is changing in GW2, I know. And gameplay was mighty annoying, it wasn't an MMO, it was a single player game with added multiplayer. I like my MMOs with all the players thrown in one place and forced to group or at least forced to survive each other's asshattery and ganking.
But if I would, I'd probably make an Asura or Sylvari. Although all of the races look fine, and with my altaholism I'd end up rolling 'em all. Unless there are race-specific classes I like too much.
I like my midgets.
Ok that is fair enough of the quest system and I know that there is something similar in use under a different name but both are vastly different from traditional static quests which is good as it allows you do the quests a few times with multiple characters without being bored out your skull by the third one.AndyFromMonday said:The quest system that you're talking about has been updated vastly. I will again use World of Warcraft as an example and show that the phasing system has taken "quests" far beyond what you're imagining right now. Again, as an example there's the Death Knight starting area. Every single "quest" will be like that in Cataclysm. But screw it. Let's just agree that both MMO's have brought something new to the table and leave it at that.Glademaster said:Snip... am not saying it has never been done before I am just saying it is getting rid of traditional quests which it is. Of course it will be boring after awhile but it damn sure keeps it's appeal longer than the exact same quests every time especially since it will have to be done with other people.
So, they take time to master. A new player will not be as experienced as an older player playing with the same build. That's the bulk of my argument right there.Glademaster said:Snip... Yes they take time to master like everything else but they aren't hard to get the hang of.
I was complaining about the skills. For e.g. when you learn a new build in World of Warcraft, you already now what the skills will do giving that you used them to level. In Guild Wars on the other hand, the skills are given to you directly whenever you join a PvP match. The player has no idea what the skills do and unless he experiments a bit to find the correct synergy it will be a nightmare for him to ever do good.Glademaster said:.
I hardly see the point of complaining about a build being hard to use at the start that is the point of trying new builds. It iskinda like learning an instrument and not practising and complain you are sounding crap. Everyone starts off a bit bad at your builds this is hardly exclusive to GW.
Em that's actually wrong. In every single aspect of PvP in Guild Wars bar Codex arena which changes skills every 24 hours you choose what skills to use before you do anything yourself. In PvP in Guild Wars there are only really select builds to use which all work more or less the same like for example Shock Axe is on of the main war builds along with a Hammer war which all Hammer wars work exactly the same. All builds that are used on PvX wiki anyway so it's not like they are hidden, guarded secrets.AndyFromMonday said:I was complaining about the skills. For e.g. when you learn a new build in World of Warcraft, you already now what the skills will do giving that you used them to level. In Guild Wars on the other hand, the skills are given to you directly whenever you join a PvP match. The player has no idea what the skills do and unless he experiments a bit to find the correct synergy it will be a nightmare for him to ever do good.Glademaster said:.
I hardly see the point of complaining about a build being hard to use at the start that is the point of trying new builds. It iskinda like learning an instrument and not practising and complain you are sounding crap. Everyone starts off a bit bad at your builds this is hardly exclusive to GW.