im planning on preordering the game because gw is ausome and gw2 will fix all of its mistakes and will have races and a higher lvl cap being a char or norn would pwn races ftw
It would be nice to see a larger number of professions and the higher level cap. I understand the level 20 limit is designed to make players concentrate on strategy, rather than sheer power but it would be nice if you could at least gain some additional levels...even if they take a long time to obtain. Players like to show off their accomplishments to others and the number one thing most MMO gamers judge another person by is the level of your character. The titles currently help get a little "fame" in GW but not enough.
i played wow didnt like it tho but the one thing i liked was the horde alliance thing.
in gw their are luxons and kurzicks but it really isnt the same. it would be nice if the races formed alliances with each other like char and norn in an alliance and humans and asurans(dwarves if you are able to play as them) in another so their could be a rivalry between races
I enjoyed GW1 but I knew it needed an overhaul and I feel GW2 will do just that for my play style. If no other 'legendary' games that comes around by the time GW2 is released (like pre-cu SWG) then GW2 it is.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Apparently they're thinking of reducing the number of professions by combining some. I really, really hope they don't do this. The current professions are what make Guild Wars what it is for me! They're all unique. I'll most definitely miss playing my Elementalist and Mesmer if there aren't any in the sequel
Originally posted by Lydon Apparently they're thinking of reducing the number of professions by combining some. I really, really hope they don't do this. The current professions are what make Guild Wars what it is for me! They're all unique. I'll most definitely miss playing my Elementalist and Mesmer if there aren't any in the sequel
But then they'll probably remove my favorites like Paragons and Ritualists... Sadface. I want more! Of everything, including professions, not less! Hopefully they change their minds, and add some new professions too.
Apparently they're thinking of reducing the number of professions by combining some. I really, really hope they don't do this. The current professions are what make Guild Wars what it is for me! They're all unique. I'll most definitely miss playing my Elementalist and Mesmer if there aren't any in the sequel
But then they'll probably remove my favorites like Paragons and Ritualists... Sadface. I want more! Of everything, including professions, not less! Hopefully they change their minds, and add some new professions too.
Paragons will probably be the first to go, if they cut professions.
Originally posted by Lydon I'm not so sure about Ritualists, but I can see Paragons going and Mesmers either getting a big change or getting kicked too
Necros will probably be merged with Mesmers. Paragons will be removed and Warriors will get some added defensive skills. Dervishes will probably go together with Assassins, creating some slightly casting glass cannon. Ritualists will most likely be removed and added into Monks, considering all their problems with spirits they will probably consider this to be an excellent opportunity to remove that problem. Rangers will maybe get some of the Ritualists spirits. That's what I suspect. Making the remaining classes these:
I'm not so sure about Ritualists, but I can see Paragons going and Mesmers either getting a big change or getting kicked too
Necros will probably be merged with Mesmers. Paragons will be removed and Warriors will get some added defensive skills. Dervishes will probably go together with Assassins, creating some slightly casting glass cannon. Ritualists will most likely be removed and added into Monks, considering all their problems with spirits they will probably consider this to be an excellent opportunity to remove that problem. Rangers will maybe get some of the Ritualists spirits. That's what I suspect. Making the remaining classes these:
Necromancer/Mesmer: Hexbot.
Warriors: Mêlée damage, tanking and party defense.
Dervish/Assassin: Glass Cannon.
Monks: Healers.
Rangers: Bowman and Spiritspammer.
I do however hope they add more professions since that adds to the diversity and so on, but maybe that could be countered by more skills and attributes. Still quite sad to see my favorite characters be removed...
Originally posted by Par-Salian What's the problem with spirits?
I'm quite sure Izzy (skill balancer) have stated that spirits are a pain in the ass for them as balancers. Spirits was when first released quite overpowered due to their party-wide protection, this was countered by adding long recharges and making them kill in negative one second (sarcasm, but I play ritualist). In their current form the protective spirits aren't worthwhile to bring along due to them dieing before they even serve a purpose, but as I understood it from Izzy they can't change much without making them overpowered.
Spirits in PvP are also quite uncommon due them being stationary thus forcing them to either be left behind when everyone else move along, or force everyone to clump around them. Spirits are for ANet, and Izzy, a problem that's hard to solve without making the spirits overpowered.
I'm quite sure Izzy (skill balancer) have stated that spirits are a pain in the ass for them as balancers. Spirits was when first released quite overpowered due to their party-wide protection, this was countered by adding long recharges and making them kill in negative one second (sarcasm, but I play ritualist). In their current form the protective spirits aren't worthwhile to bring along due to them dieing before they even serve a purpose, but as I understood it from Izzy they can't change much without making them overpowered.
Spirits in PvP are also quite uncommon due them being stationary thus forcing them to either be left behind when everyone else move along, or force everyone to clump around them. Spirits are for ANet, and Izzy, a problem that's hard to solve without making the spirits overpowered.
I have a Ritualist that I really like and I've never seen a big problem with them, personally. Granted, I don't PvP much...I primarily stick to PvE.
Originally posted by Par-Salian I have a Ritualist that I really like and I've never seen a big problem with them, personally. Granted, I don't PvP much...I primarily stick to PvE.
So you consider Shelter to be fine? It got 45 seconds recharge, 5 seconds casting time and costs 25 energy to cast and it dies in around 3 seconds... Or Displacement which only manages to block around 4 attacks before dieing, with a 45 seconds downtime? But Rejuvanation must surely be good; especially since it dies in around 3-4 seconds in a 8-man group, and it got 30 seconds downtime. And what about Agony, which manages to cause a - massive - damage of around 12 and then dies! Hopefully you see my point.
I have a Ritualist that I really like and I've never seen a big problem with them, personally. Granted, I don't PvP much...I primarily stick to PvE.
So you consider Shelter to be fine? It got 45 seconds recharge, 5 seconds casting time and costs 25 energy to cast and it dies in around 3 seconds... Or Displacement which only manages to block around 4 attacks before dieing, with a 45 seconds downtime? But Rejuvanation must surely be good; especially since it dies in around 3-4 seconds in a 8-man group, and it got 30 seconds downtime. And what about Agony, which manages to cause a - massive - damage of around 12 and then dies! Hopefully you see my point.
Well if you are a spirit spammer then you need to be putting points into spawning power for ritual lord or even soul twisting could be used.
Originally posted by SaintViktor Well if you are a spirit spammer then you need to be putting points into spawning power for ritual lord or even soul twisting could be used.
This is going very much off-topic. But you still suffer from the fact that the spirits manages to do just about nothing except commit suicide in a few seconds and then leave you standing around. With Ritual Lord the recharge of the spirits compared to the support they add is pathetic. The best I've managed to make out spirit spamming was this build and even that isn't as good as it should be.
without a monthly fee i do not see why not buy it. besides it sounds alot like warcraft and since it has no monthly fee i think it would be a pretty successful. everyone loves warcraft why not play it without paying monthly?
The only thing I hated about the original was the lack of freedom. Instanced everything - no jumping - linear areas. GW2 looks to fix all that - whats not to like? I'm in. It is still the best looking MMO on the market imho as well.
I completly agree with this poster. I enjoyed my time playing Guild Wars but when you start comparing with other MMORPGs like Wow you realise you aren't free in GW ! Like the poster above my already said you are really feeling like you're are beeing told what to do by the instanced area, the jumping feature that isn't in the game, etc...
I'm pretty glad GW2 will be more like the regular MMORPGs like WoW. But if GW2 wants to keep it's current community it should keep the game free2play and they should also put the ingame's focus on PvP, what is one of the best feature of GW1. But I'm pretty sure NC studios will make a great game oif the there new GW episode !
I PvP with my Rit. Thanks to Ritual Lord I can literally summon spirits as fast as they are kille. The key is to spread them out. While people are trying to kill the spirits, the rest of my team can kill them, as we aren't taking any damage.
Hey, i'll be the guy waiting outside the store two days before it's released.... I heard it would be very similar to the whole ".hack" anime with the headset on (excluding the whole twilight thing >_>). Either way, it has big promises!
Comments
It would be nice to see a larger number of professions and the higher level cap. I understand the level 20 limit is designed to make players concentrate on strategy, rather than sheer power but it would be nice if you could at least gain some additional levels...even if they take a long time to obtain. Players like to show off their accomplishments to others and the number one thing most MMO gamers judge another person by is the level of your character. The titles currently help get a little "fame" in GW but not enough.
i played wow didnt like it tho but the one thing i liked was the horde alliance thing.
in gw their are luxons and kurzicks but it really isnt the same. it would be nice if the races formed alliances with each other like char and norn in an alliance and humans and asurans(dwarves if you are able to play as them) in another so their could be a rivalry between races
do work
I enjoyed GW1 but I knew it needed an overhaul and I feel GW2 will do just that for my play style. If no other 'legendary' games that comes around by the time GW2 is released (like pre-cu SWG) then GW2 it is.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
But then they'll probably remove my favorites like Paragons and Ritualists... Sadface. I want more! Of everything, including professions, not less! Hopefully they change their minds, and add some new professions too.
I would also prefer more. Keep everything we have at the moment, but add some new professions to the mix!
I'll be in line for pre-order soon as available.
But then they'll probably remove my favorites like Paragons and Ritualists... Sadface. I want more! Of everything, including professions, not less! Hopefully they change their minds, and add some new professions too.
Paragons will probably be the first to go, if they cut professions.
i liked GW 1so I will get GW2 and as such no monthly fees so no harm in giving it a try
I'm not so sure about Ritualists, but I can see Paragons going and Mesmers either getting a big change or getting kicked too
Necros will probably be merged with Mesmers. Paragons will be removed and Warriors will get some added defensive skills. Dervishes will probably go together with Assassins, creating some slightly casting glass cannon. Ritualists will most likely be removed and added into Monks, considering all their problems with spirits they will probably consider this to be an excellent opportunity to remove that problem. Rangers will maybe get some of the Ritualists spirits. That's what I suspect. Making the remaining classes these:
Necros will probably be merged with Mesmers. Paragons will be removed and Warriors will get some added defensive skills. Dervishes will probably go together with Assassins, creating some slightly casting glass cannon. Ritualists will most likely be removed and added into Monks, considering all their problems with spirits they will probably consider this to be an excellent opportunity to remove that problem. Rangers will maybe get some of the Ritualists spirits. That's what I suspect. Making the remaining classes these:
I do however hope they add more professions since that adds to the diversity and so on, but maybe that could be countered by more skills and attributes. Still quite sad to see my favorite characters be removed...
What's the problem with spirits?
Ill give it a shot. As long as it still is free to play, it would br worth it to me.
I'm quite sure Izzy (skill balancer) have stated that spirits are a pain in the ass for them as balancers. Spirits was when first released quite overpowered due to their party-wide protection, this was countered by adding long recharges and making them kill in negative one second (sarcasm, but I play ritualist). In their current form the protective spirits aren't worthwhile to bring along due to them dieing before they even serve a purpose, but as I understood it from Izzy they can't change much without making them overpowered.
Spirits in PvP are also quite uncommon due them being stationary thus forcing them to either be left behind when everyone else move along, or force everyone to clump around them. Spirits are for ANet, and Izzy, a problem that's hard to solve without making the spirits overpowered.
I'm quite sure Izzy (skill balancer) have stated that spirits are a pain in the ass for them as balancers. Spirits was when first released quite overpowered due to their party-wide protection, this was countered by adding long recharges and making them kill in negative one second (sarcasm, but I play ritualist). In their current form the protective spirits aren't worthwhile to bring along due to them dieing before they even serve a purpose, but as I understood it from Izzy they can't change much without making them overpowered.
Spirits in PvP are also quite uncommon due them being stationary thus forcing them to either be left behind when everyone else move along, or force everyone to clump around them. Spirits are for ANet, and Izzy, a problem that's hard to solve without making the spirits overpowered.
I have a Ritualist that I really like and I've never seen a big problem with them, personally. Granted, I don't PvP much...I primarily stick to PvE.
So you consider Shelter to be fine? It got 45 seconds recharge, 5 seconds casting time and costs 25 energy to cast and it dies in around 3 seconds... Or Displacement which only manages to block around 4 attacks before dieing, with a 45 seconds downtime? But Rejuvanation must surely be good; especially since it dies in around 3-4 seconds in a 8-man group, and it got 30 seconds downtime. And what about Agony, which manages to cause a - massive - damage of around 12 and then dies! Hopefully you see my point.
So you consider Shelter to be fine? It got 45 seconds recharge, 5 seconds casting time and costs 25 energy to cast and it dies in around 3 seconds... Or Displacement which only manages to block around 4 attacks before dieing, with a 45 seconds downtime? But Rejuvanation must surely be good; especially since it dies in around 3-4 seconds in a 8-man group, and it got 30 seconds downtime. And what about Agony, which manages to cause a - massive - damage of around 12 and then dies! Hopefully you see my point.
Well if you are a spirit spammer then you need to be putting points into spawning power for ritual lord or even soul twisting could be used.
This is going very much off-topic. But you still suffer from the fact that the spirits manages to do just about nothing except commit suicide in a few seconds and then leave you standing around. With Ritual Lord the recharge of the spirits compared to the support they add is pathetic. The best I've managed to make out spirit spamming was this build and even that isn't as good as it should be.
without a monthly fee i do not see why not buy it. besides it sounds alot like warcraft and since it has no monthly fee i think it would be a pretty successful. everyone loves warcraft why not play it without paying monthly?
I'm pretty glad GW2 will be more like the regular MMORPGs like WoW. But if GW2 wants to keep it's current community it should keep the game free2play and they should also put the ingame's focus on PvP, what is one of the best feature of GW1. But I'm pretty sure NC studios will make a great game oif the there new GW episode !
I PvP with my Rit. Thanks to Ritual Lord I can literally summon spirits as fast as they are kille. The key is to spread them out. While people are trying to kill the spirits, the rest of my team can kill them, as we aren't taking any damage.
I stick with offensive spirits and count on item spells to protect me. I agree that using spirits for defense is a waste of time.
Either I will try before I buy or wait for the reviews. I definitely would not buy a game cold.
Hey, i'll be the guy waiting outside the store two days before it's released.... I heard it would be very similar to the whole ".hack" anime with the headset on (excluding the whole twilight thing >_>). Either way, it has big promises!
What do you mean by the ".hack" thing?