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Guild Wars 2: Combat Mechanics Detailed; Elementalist Revealed

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  • likwidsagelikwidsage Member UncommonPosts: 90

    I love that it's GW1 in everyway but improved in every single aspect of the game, that's what a true sequel should be. I've been tell people that once GW2 comes you, they're gonna need the FBI to find me. After seeing this, not even the FBI would find me. I loved the 8 skills on bar. While it may not require more skill than the norm, it requires ALOT more tactics, and that's the aspect of PvE or PvP I find most interesting. 

    image

  • CzargioCzargio Member Posts: 183

    Originally posted by raptorfalcon

     

    I am the exact opposite of you. I spent hours planning the build I wanted, how skills would combine with each other, which second profession had the best skills for the build I wanted, etc etc etc. This kept me entertained for dozens of hours without the game even running! Most of that seems to be gone now and I am quite disappointed. 5 skills are forced by profession and weapon, I could unhappily live with that. But then being FORCED  to select 1 healing and 1 elite. This leaves me with ONLY 3 skills to select. What if I rather rely on the group's healer for all the healing? What If I rather a control/repeatable skill over a devastating one with a damn long recharge time? If I want to solo, I will put a healing skill without being FORCED to. It's true GW1 has a lot of useless skills. It's also true that having so many makes it difficult for developers to predict overpowered combinations. However, this seems to me like developers trying to cut effort by severely limiting the number of skills and player freedom. It's admittedly much easier to create a stunning visual effect for 10-20 skills than it is for 100+; but is it really worth it to basically kill what GW is famous for?

    I hear that. I too was upset when I read that I only get to pick 3 skills. I can understand why they would choose that, in an effort to reduce those OP combos that they didn't see coming, like being able to farm the hardest instance by yourself a la 55 monks, but I think they could still do that without such a severe limitation.

  • djazzydjazzy Member Posts: 3,578

    Originally posted by Czargio

    Originally posted by raptorfalcon

     

    I am the exact opposite of you. I spent hours planning the build I wanted, how skills would combine with each other, which second profession had the best skills for the build I wanted, etc etc etc. This kept me entertained for dozens of hours without the game even running! Most of that seems to be gone now and I am quite disappointed. 5 skills are forced by profession and weapon, I could unhappily live with that. But then being FORCED  to select 1 healing and 1 elite. This leaves me with ONLY 3 skills to select. What if I rather rely on the group's healer for all the healing? What If I rather a control/repeatable skill over a devastating one with a damn long recharge time? If I want to solo, I will put a healing skill without being FORCED to. It's true GW1 has a lot of useless skills. It's also true that having so many makes it difficult for developers to predict overpowered combinations. However, this seems to me like developers trying to cut effort by severely limiting the number of skills and player freedom. It's admittedly much easier to create a stunning visual effect for 10-20 skills than it is for 100+; but is it really worth it to basically kill what GW is famous for?

    I hear that. I too was upset when I read that I only get to pick 3 skills. I can understand why they would choose that, in an effort to reduce those OP combos that they didn't see coming, like being able to farm the hardest instance by yourself a la 55 monks, but I think they could still do that without such a severe limitation.

     5 skills, I know that the healing skill and elite skill is included in that but it is a choice that you can make on what to put in those slots. Let's just wait and see how it pans out.

  • beeriemoobeeriemoo Member Posts: 5

    i seriously love it <3

    cant wait =3 buy buy buy =D

    no time for pain and hate

  • AutemOxAutemOx Member Posts: 1,704

    So excited!  I also don't totally get why they are limiting how many skills we can choose.  I guess they just don't want to try to balance a game that has so much options...  More player options = harder to get balance just right.  But seriously, if they wanted to get rid of 55 monks in GW1 that would have been so easy to do, just a quick nerfing update and they would have been gone.  Is that sort of thing really worth killing our freedom of choice?

    I think it is more about making things simple for new players.  With choosing all 8 skills some new players/dumb players could create some really horrid builds and then have no fun in the game.  Now things are more leveled out for everyone, the way most mmorpgs are.  Less about planning your build and more about playing the game?

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  • solarinesolarine Member Posts: 1,203

    Indeed it looks impressive. ArenaNet possibly has the best artists in the industry right now. The models, the environments, the spell effects, the the animations, everything looks fantastic. 

    One of my obsessions in MMOs is that the animation has to sell a character ability to me - if it does not look right, I really get turned off. Especially when it comes to spells: If my avatar is doing something really magical and out there, it's supposed to carry a bit more weight than a fireworks show. Going by those skill videos, ArenaNet seems to feel the same way.

    Also, it's time we get *much* more than combat in MMOs. Any developer that can create compelling mechanics to provide a dynamic world experience and up the ante on the "social" aspect of the genre is going to win a lot of subscribers.

    ArenaNet is really showing a vision of their own with this one...

     

  • CzargioCzargio Member Posts: 183

    Originally posted by arenasb

    Originally posted by Czargio


    Originally posted by raptorfalcon

     

    I am the exact opposite of you. I spent hours planning the build I wanted, how skills would combine with each other, which second profession had the best skills for the build I wanted, etc etc etc. This kept me entertained for dozens of hours without the game even running! Most of that seems to be gone now and I am quite disappointed. 5 skills are forced by profession and weapon, I could unhappily live with that. But then being FORCED  to select 1 healing and 1 elite. This leaves me with ONLY 3 skills to select. What if I rather rely on the group's healer for all the healing? What If I rather a control/repeatable skill over a devastating one with a damn long recharge time? If I want to solo, I will put a healing skill without being FORCED to. It's true GW1 has a lot of useless skills. It's also true that having so many makes it difficult for developers to predict overpowered combinations. However, this seems to me like developers trying to cut effort by severely limiting the number of skills and player freedom. It's admittedly much easier to create a stunning visual effect for 10-20 skills than it is for 100+; but is it really worth it to basically kill what GW is famous for?

    I hear that. I too was upset when I read that I only get to pick 3 skills. I can understand why they would choose that, in an effort to reduce those OP combos that they didn't see coming, like being able to farm the hardest instance by yourself a la 55 monks, but I think they could still do that without such a severe limitation.

     5 skills, I know that the healing skill and elite skill is included in that but it is a choice that you can make on what to put in those slots. Let's just wait and see how it pans out.

    From what I understand, you get 5 skills from your weapon set, then the healing, elite, and 3 more skills, for a total of 10 skills. I'm not sure, but I imagine you get to pick what weapons you're using, hence having some degree of choice in the weapon skills. You won't have much freedom with those, but its still there.

    EDIT: I mistook what you meant. You were right in that you get to pick 5 skills rather than when I said 3. I was referring to having 3 skills be completely my choice. 

  • JohimjaJohimja Member Posts: 2

    Can you jump in the sequel? :P, I have to be able to jump, anything else feels too unatural and was my sole reason for not playing the first (for more than a few days).

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Yep. Both the trailers showed jumping  (possibly added in the trailers on purpose to show it was there :) )

     

    Also what I find even more interesting, there'll be swimming and lots of underwater zones to explore.

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  • HYPERI0NHYPERI0N Member Posts: 3,515

    Hmm enviromental effects....never seen that one before.

    Another great example of Moore's Law. Give people access to that much space (developers and users alike) and they'll find uses for it that you can never imagine. "640K ought to be enough for anybody" - Bill Gates 1981

  • Stx11Stx11 Member Posts: 415

    For those concerned about 5 skills set by weapon... has anybody considered your character might get to learn *multiple* skills for each weapon still allowing you to customize those skills to some extent?

    Also, at the very least, it will offer up more flexibility for Warriors (and likely other classes) - Axe AoE->F2 Hammer KD combos. Warriors almost had to build around a weapon in GW1, and now they can choose the best weapon on the fly.

    I'm very interested to wait and see how it turns out before reacting too negatively *or* postively on the changes (although I am in the camp that's going to miss the second profession just from all the fun I've had coming up with new combinations and builds to try out for fun)

  • NelvannyaNelvannya Member Posts: 1

    I am not a fan of this limited skill set. Not to be rude, but the "too many choices" is half the intrigue. I like the concept of having such a crazy range of options. That I can continue to create builds that are new and exciting no matter how long I have been playing that are dependent on my skill, and ability to manipulate skill points to do what is best for the situation. Guild Wars was literally my first game (period) and I am always returning to it so this will not throw out Guild Wars 2 but the excitement has definitely dropped.

  • kaiser3282kaiser3282 Member UncommonPosts: 2,759

    Originally posted by Nelvannya

    I am not a fan of this limited skill set. Not to be rude, but the "too many choices" is half the intrigue. I like the concept of having such a crazy range of options. That I can continue to create builds that are new and exciting no matter how long I have been playing that are dependent on my skill, and ability to manipulate skill points to do what is best for the situation. Guild Wars was literally my first game (period) and I am always returning to it so this will not throw out Guild Wars 2 but the excitement has definitely dropped.

     This is a very common misconception. Theyre only limiting whats available at 1 particular time, however your skills will change when you switch weapons, with environmental weapons, combos (using a skill once changes it to 2nd part of combo, then 3rd part, etc), combination attacks (both between 2 characters and combination attacks of your own skills), the Traits system (100 traits per class all altering available skills, effectiveness of skills, effectiveness of weapons, and other various stats).

    And with all of those things.... skills, traits, etc are changeable anytime you want as long as youre not in combat. No need to return to town, talk to an npc, anything like that. Just open up the windows and respec/build your character however you want.

    You should really read up on some of the other interviews covering all of this and so much more.

    A couple things/examples regarding combination attacks:

    "Combination attacks definitely play a role in this. For example, when an elementalist uses the static field ability, it will create a circle of electrical energy that will damage and stun anyone entering or exiting it. A warrior who uses his rifle to shoot through this circle will charge up his shots, dealing additional damage. If the warrior is to take advantage of the situation, he'll need to position himself to shoot through the static field."

    And this video of a Ranger skill using fire to create a combo: http://www.mmorpg.com/gamelist.cfm/game/473/view/videos/play/1792/Ranger-Spread-Shot-Skill-Clip.html

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