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  • ComfyChairComfyChair Member Posts: 758

    Originally posted by Lord.Bachus

    Originally posted by nomss

    So with the attribute system they went from something like: "We want you to experiment with the system" to back to, "Yea sorry, got to have the trinity".

    What's coming next, subs?

    I just love it how some people can overreact.

     

    Rest asured, the only reason behind the changed trait system is the fact that they want you to have more fun over a long time..

    Pretty much, instead of every PUG group being like this:

    *kill enemy*

    'everyone respec to what wiki said!'

    *kill second enemy*

    'WIKI SPECZ!1!!!'

    *kill third enemy*

    'ZOMNGjb WIkI DA TW|AITST SB iubcbolsdnl;'

     

    :D

     

    Useless nabs will still wiki trait builds before a dungeon, because they can't rely on their ability to play the game to pull through so need to make sure they have every possible advantage they can get (whereas me and my friends will roll in with whatever we've got and make it work, if we just can't then we'll think about our team build as a whole). But at least in this system the nabs will only do it once.

  • evictonevicton Member Posts: 398

    Originally posted by Creslin321

    Before we freak out about this any more...

    I went to this wiki site and they have a lot of the actual traits listed there:  http://wiki.guildwars2.com/wiki/Trait.

    I looked over all the traits for both the elementalist and the warrior, and honestly, I don't think they are going to force this game into any kind of "trinity" combat.  Don't get me wrong, there ARE traits that give bonuses to defense and healing.  But after the dungeon videos I've seen, these bonuses just aren't extreme enough to allow someone to tank or main heal.

    In those videos, players' health gets reduced to zero in a matter of seconds when they try to just go toe to toe with a boss MOB.  A defense bonus of even 50% isn't going to let you go toe to toe with him.

    And as for main healing, there are some traits that either increase your healing, or make heals fire when you do something else (like shouting).  While I'm sure this will help you support your team, I seriously doubt the healing is going to be enough to overshadow the self heal or keep a prospective "tank" alive while he tries to be a meat shield.

    Finally, remember there is still no real way to control aggro.  No taunting, no limiting your DPS to minimize aggro.  So even if you do go for a totally defensive build and manage to be able to "tank" a boss for a while, there's no guarantee that he's actually going to decide to hit you.

    So in short, I wouldn't freak out about this.  The traits don't look all that bad.  My guess is that they will just allow you to personalize how your character PLAYS but not necessarily what he/she is relegated to in a group.

    While I agree no one classes trait system is that extreme in one part, the cause for concern here is when you combine them, yeah increasing outgoing heal by 20% isn't going to make it game breaking by itself but put that guy with the guy who has a 50% defensive bonus. Now there in a group where everyone is playing the game correctly, dodging moving around blocking.  Now if this group has a significant advantage over a group of equally skilled people without  those other two guys thats where the cause for concern comes from.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by evicton

    Originally posted by Creslin321

    Before we freak out about this any more...

    I went to this wiki site and they have a lot of the actual traits listed there:  http://wiki.guildwars2.com/wiki/Trait.

    I looked over all the traits for both the elementalist and the warrior, and honestly, I don't think they are going to force this game into any kind of "trinity" combat.  Don't get me wrong, there ARE traits that give bonuses to defense and healing.  But after the dungeon videos I've seen, these bonuses just aren't extreme enough to allow someone to tank or main heal.

    In those videos, players' health gets reduced to zero in a matter of seconds when they try to just go toe to toe with a boss MOB.  A defense bonus of even 50% isn't going to let you go toe to toe with him.

    And as for main healing, there are some traits that either increase your healing, or make heals fire when you do something else (like shouting).  While I'm sure this will help you support your team, I seriously doubt the healing is going to be enough to overshadow the self heal or keep a prospective "tank" alive while he tries to be a meat shield.

    Finally, remember there is still no real way to control aggro.  No taunting, no limiting your DPS to minimize aggro.  So even if you do go for a totally defensive build and manage to be able to "tank" a boss for a while, there's no guarantee that he's actually going to decide to hit you.

    So in short, I wouldn't freak out about this.  The traits don't look all that bad.  My guess is that they will just allow you to personalize how your character PLAYS but not necessarily what he/she is relegated to in a group.

    While I agree no one classes trait system is that extreme in one part, the cause for concern here is when you combine them, yeah increasing outgoing heal by 20% isn't going to make it game breaking by itself but put that guy with the guy who has a 50% defensive bonus. Now there in a group where everyone is playing the game correctly, dodging moving around blocking.  Now if this group has a significant advantage over a group of equally skilled people without  those other two guys thats where the cause for concern comes from.



    You're kidding me...

     

    Would you really beleive that all group set ups should be equall? 

    Then we should give everyone the same 10 skills and the same 5 traits..

     

     

    A smart group will allways choose skills and traits that enhance eachother, thats the nature of every online coop game.  And a top ranked player, will not only have top executing skills, but also top tactical skills and with those skills comes choosing the right setup for a situation.

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • ComfyChairComfyChair Member Posts: 758

    Originally posted by Lord.Bachus

    Originally posted by evicton


    Originally posted by Creslin321

    Before we freak out about this any more...

    I went to this wiki site and they have a lot of the actual traits listed there:  http://wiki.guildwars2.com/wiki/Trait.

    I looked over all the traits for both the elementalist and the warrior, and honestly, I don't think they are going to force this game into any kind of "trinity" combat.  Don't get me wrong, there ARE traits that give bonuses to defense and healing.  But after the dungeon videos I've seen, these bonuses just aren't extreme enough to allow someone to tank or main heal.

    In those videos, players' health gets reduced to zero in a matter of seconds when they try to just go toe to toe with a boss MOB.  A defense bonus of even 50% isn't going to let you go toe to toe with him.

    And as for main healing, there are some traits that either increase your healing, or make heals fire when you do something else (like shouting).  While I'm sure this will help you support your team, I seriously doubt the healing is going to be enough to overshadow the self heal or keep a prospective "tank" alive while he tries to be a meat shield.

    Finally, remember there is still no real way to control aggro.  No taunting, no limiting your DPS to minimize aggro.  So even if you do go for a totally defensive build and manage to be able to "tank" a boss for a while, there's no guarantee that he's actually going to decide to hit you.

    So in short, I wouldn't freak out about this.  The traits don't look all that bad.  My guess is that they will just allow you to personalize how your character PLAYS but not necessarily what he/she is relegated to in a group.

    While I agree no one classes trait system is that extreme in one part, the cause for concern here is when you combine them, yeah increasing outgoing heal by 20% isn't going to make it game breaking by itself but put that guy with the guy who has a 50% defensive bonus. Now there in a group where everyone is playing the game correctly, dodging moving around blocking.  Now if this group has a significant advantage over a group of equally skilled people without  those other two guys thats where the cause for concern comes from.



    You're kidding me...

     

    Would you really beleive that all group set ups should be equall? 

    Then we should give everyone the same 10 skills and the same 5 traits..

     

     

    A smart group will allways choose skills and traits that enhance eachother, thats the nature of every online coop game

    Exactly.

    In GW1 there was ~2k skills to choose from and two professions per player. So my god did you end up with some retarded team and player builds. Did it matter? not really, they just faceplanted until they figured out what worked and what didn't. If GW2 was so easy you 'know' what you need before even starting a dungeon, it'd be quite disappointing!

  • ShakyMoShakyMo Member CommonPosts: 7,207

    i would rather pay a sub, and get free expansions and all the game personally

  • KuppaKuppa Member UncommonPosts: 3,292

    I don't believe it to be a step towards the trinity but it definately is a bit of a downer :(

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    image

  • KuppaKuppa Member UncommonPosts: 3,292

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    Is there any game that you pay a sub for and get free expansions for??

    image


    image

  • ComfyChairComfyChair Member Posts: 758

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    Why?

    If an expansion comes out every 6 months, that's £40 every 6 months if the expansion is worth buying.

    If it's a sub, it's £60 regardless of whether the expansion is good or not. Plus if it was a GW1 like expansion you'd be charged £40 as well by any other company.

    Not to mention you can't play it when you want. If i choose to play GW1 now, i can and indeed i do. I can't do that with ToR.

    Subs are bad, bad, bad.

     

    Arenanet was funded by people at Blizzard who were appalled by how much of a rip-off subs were and left in disgust as WoW was being put together. That tells you something.

  • BadSpockBadSpock Member UncommonPosts: 7,979

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

  • ComfyChairComfyChair Member Posts: 758

    Originally posted by BadSpock

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

    Guild wars 1 does, if you count it as an MMO. War in Kryta/Winds of change was fairly major update overall, was a good 30-60 hours of content depending on whether you did HM or not :D

    But wait, that's B2P.

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by BadSpock

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

     None obviously, but I think he was just being hypothetical.

    The problem with a hypothetical game that would just be a sub and have free expansions, is that nothing stops people from just subbing the month an expansion comes out, burning through it, and then unsubbing the same month.  I.e. a $15 expansion.

    That's why games have to charge for expansions.  You can't assume that your customers are just going to sit there and pay you $15 a month while you work on an expansion.

    Are you team Azeroth, team Tyria, or team Jacob?

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by ComfyChair

    Originally posted by BadSpock

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

    Guild wars 1 does, if you count it as an MMO. War in Kryta/Winds of change was fairly major update overall, was a good 30-60 hours of content depending on whether you did HM or not :D

    But wait, that's B2P.

     It was a major update, but it was no where near the size of a GW1 expansion like Factions or Nightfall, which were both freaking huge.

    Are you team Azeroth, team Tyria, or team Jacob?

  • AvatarBladeAvatarBlade Member UncommonPosts: 757

    Originally posted by BadSpock

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

    Don't all of NCSoft's games have free expansions basically?

  • ComfyChairComfyChair Member Posts: 758

    Originally posted by Creslin321

    Originally posted by ComfyChair


    Originally posted by BadSpock


    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

    Guild wars 1 does, if you count it as an MMO. War in Kryta/Winds of change was fairly major update overall, was a good 30-60 hours of content depending on whether you did HM or not :D

    But wait, that's B2P.

     It was a major update, but it was no where near the size of a GW1 expansion like Factions or Nightfall, which were both freaking huge.

    Indeed, i'm pretty sure they're the biggest 'expansions' in the history of MMO's aren't they? I mean nightfall basically doubled what factions and prophecies had combined for PvE, introduced heroes, a new rendering engine ect. Pretty beastly considering you could also just buy Nightfall on it's own.

  • Snaylor47Snaylor47 Member Posts: 962

    Originally posted by ComfyChair

    Arenanet was funded by people at Blizzard who were appalled by how much of a rip-off subs were and left in disgust as WoW was being put together. That tells you something.

    Yeah their Saints...

    Instead of paying 15 usd month and 40 every year or so, you're now paying 40 USD every 6 months.

     

     

    I don't care about innovation I care about fun.

  • ComfyChairComfyChair Member Posts: 758

    Originally posted by Snaylor47

    Originally posted by ComfyChair

    Arenanet was funded by people at Blizzard who were appalled by how much of a rip-off subs were and left in disgust as WoW was being put together. That tells you something.

    Yeah their Saints...

    Instead of paying 15 usd month and 40 every year or so, you're now paying 40 USD every 6 months.

     

     

    If i want the expansion right away (which i almost certainly will), and once the stop selling expansions i don't pay anything at all. I haven't paid anything for GW1 since 2008. Still playing it right now, yet i'd have paid £360 for WoW.

    Subs are enforced, B2P is choice.

    A sub is like someone robbing you every month for £10 with a gun to your accounts metaphorical head, plus charging £40 for more content. Or you can spend £40 every so often for a load of new content if you want to play it, while all the time you are free to play what you've paid for.

    One of them sounds much more pro-consumer doesn't it? That's because it is. if you seriously think a sub is the same as B2P you are truly confused.

    Also i doubt the 6 month thing will hold up for GW2, it didn't for GW1. It was 6 months until factions then about a year after factions until Nightfall. Not that it matters based on the content GW2 has at launch and the small additions they'll likely make.

  • Creslin321Creslin321 Member Posts: 5,359

    Originally posted by ComfyChair

    Originally posted by Creslin321

    Originally posted by ComfyChair

    Originally posted by BadSpock

    Originally posted by ShakyMo

    i would rather pay a sub, and get free expansions and all the game personally

    What MMO has free major expansions?

    Guild wars 1 does, if you count it as an MMO. War in Kryta/Winds of change was fairly major update overall, was a good 30-60 hours of content depending on whether you did HM or not :D

    But wait, that's B2P.

     It was a major update, but it was no where near the size of a GW1 expansion like Factions or Nightfall, which were both freaking huge.

    Indeed, i'm pretty sure they're the biggest 'expansions' in the history of MMO's aren't they? I mean nightfall basically doubled what factions and prophecies had combined for PvE, introduced heroes, a new rendering engine ect. Pretty beastly considering you could also just buy Nightfall on it's own.

    Expansions in the old days used to be so much more IMO.

    The "Shrouded Isles" DAoC expansion for example introduced 3 new races and I think six new classes along with tons of new land and content.

    They just don't make them like they used to :).

    Are you team Azeroth, team Tyria, or team Jacob?

  • evictonevicton Member Posts: 398

    Originally posted by ComfyChair

    Originally posted by Lord.Bachus


    Originally posted by evicton


    Originally posted by Creslin321

    Before we freak out about this any more...

    I went to this wiki site and they have a lot of the actual traits listed there:  http://wiki.guildwars2.com/wiki/Trait.

    I looked over all the traits for both the elementalist and the warrior, and honestly, I don't think they are going to force this game into any kind of "trinity" combat.  Don't get me wrong, there ARE traits that give bonuses to defense and healing.  But after the dungeon videos I've seen, these bonuses just aren't extreme enough to allow someone to tank or main heal.

    In those videos, players' health gets reduced to zero in a matter of seconds when they try to just go toe to toe with a boss MOB.  A defense bonus of even 50% isn't going to let you go toe to toe with him.

    And as for main healing, there are some traits that either increase your healing, or make heals fire when you do something else (like shouting).  While I'm sure this will help you support your team, I seriously doubt the healing is going to be enough to overshadow the self heal or keep a prospective "tank" alive while he tries to be a meat shield.

    Finally, remember there is still no real way to control aggro.  No taunting, no limiting your DPS to minimize aggro.  So even if you do go for a totally defensive build and manage to be able to "tank" a boss for a while, there's no guarantee that he's actually going to decide to hit you.

    So in short, I wouldn't freak out about this.  The traits don't look all that bad.  My guess is that they will just allow you to personalize how your character PLAYS but not necessarily what he/she is relegated to in a group.

    While I agree no one classes trait system is that extreme in one part, the cause for concern here is when you combine them, yeah increasing outgoing heal by 20% isn't going to make it game breaking by itself but put that guy with the guy who has a 50% defensive bonus. Now there in a group where everyone is playing the game correctly, dodging moving around blocking.  Now if this group has a significant advantage over a group of equally skilled people without  those other two guys thats where the cause for concern comes from.



    You're kidding me...

     

    Would you really beleive that all group set ups should be equall? 

    Then we should give everyone the same 10 skills and the same 5 traits..

     

     

    A smart group will allways choose skills and traits that enhance eachother, thats the nature of every online coop game

    Exactly.

    In GW1 there was ~2k skills to choose from and two professions per player. So my god did you end up with some retarded team and player builds. Did it matter? not really, they just faceplanted until they figured out what worked and what didn't. If GW2 was so easy you 'know' what you need before even starting a dungeon, it'd be quite disappointing!

    I'm fine with this set up personally. I should have worded the cause for my concern as stating what other people are looking for. This trait system adds a bit of complexity, and because of this there are going to be prefered builds for certain situations I look at this build system and I think of how many different options, 5 trees is >3. The point i was tring to make is there have been quite a few threads that the lack of a trinity would lead to easier pugs.

    I just don't see that,

    1) Player skill is going to be issue, your average wow players is going to suck at this game atleast at first. 

    2) There are going to be people who don't want to respec, call it whatever you want these people seem to make up more then a little of most mmos playerbases.

     

    Heck finding a decent pug might be harder in Gw2 then in your typical mmo based on the skill factor alone. Again I don't really have a problem with this. But look at how many of the press who have been following this game for how long got it wrong in there press beta.

     

  • ComfyChairComfyChair Member Posts: 758

    On the plus side you only need 5 people, so getting some guild mates or a regular group of friends to do the dungeons with wont be too hard :) By level 80 i'd assume most people will have talked to 4 others enough to do some dungeons together :D

  • aionixaionix Member UncommonPosts: 288

    Originally posted by evicton

    Originally posted by ComfyChair


    Originally posted by Lord.Bachus


    Originally posted by evicton


    Originally posted by Creslin321

    Before we freak out about this any more...

    I went to this wiki site and they have a lot of the actual traits listed there:  http://wiki.guildwars2.com/wiki/Trait.

    I looked over all the traits for both the elementalist and the warrior, and honestly, I don't think they are going to force this game into any kind of "trinity" combat.  Don't get me wrong, there ARE traits that give bonuses to defense and healing.  But after the dungeon videos I've seen, these bonuses just aren't extreme enough to allow someone to tank or main heal.

    In those videos, players' health gets reduced to zero in a matter of seconds when they try to just go toe to toe with a boss MOB.  A defense bonus of even 50% isn't going to let you go toe to toe with him.

    And as for main healing, there are some traits that either increase your healing, or make heals fire when you do something else (like shouting).  While I'm sure this will help you support your team, I seriously doubt the healing is going to be enough to overshadow the self heal or keep a prospective "tank" alive while he tries to be a meat shield.

    Finally, remember there is still no real way to control aggro.  No taunting, no limiting your DPS to minimize aggro.  So even if you do go for a totally defensive build and manage to be able to "tank" a boss for a while, there's no guarantee that he's actually going to decide to hit you.

    So in short, I wouldn't freak out about this.  The traits don't look all that bad.  My guess is that they will just allow you to personalize how your character PLAYS but not necessarily what he/she is relegated to in a group.

    While I agree no one classes trait system is that extreme in one part, the cause for concern here is when you combine them, yeah increasing outgoing heal by 20% isn't going to make it game breaking by itself but put that guy with the guy who has a 50% defensive bonus. Now there in a group where everyone is playing the game correctly, dodging moving around blocking.  Now if this group has a significant advantage over a group of equally skilled people without  those other two guys thats where the cause for concern comes from.



    You're kidding me...

     

    Would you really beleive that all group set ups should be equall? 

    Then we should give everyone the same 10 skills and the same 5 traits..

     

     

    A smart group will allways choose skills and traits that enhance eachother, thats the nature of every online coop game

    Exactly.

    In GW1 there was ~2k skills to choose from and two professions per player. So my god did you end up with some retarded team and player builds. Did it matter? not really, they just faceplanted until they figured out what worked and what didn't. If GW2 was so easy you 'know' what you need before even starting a dungeon, it'd be quite disappointing!

    I'm fine with this set up personally. I should have worded the cause for my concern as stating what other people are looking for. This trait system adds a bit of complexity, and because of this there are going to be prefered builds for certain situations I look at this build system and I think of how many different options, 5 trees is >3. The point i was tring to make is there have been quite a few threads that the lack of a trinity would lead to easier pugs.

    I just don't see that,

    1) Player skill is going to be issue, your average wow players is going to suck at this game atleast at first. 

    2) There are going to be people who don't want to respec, call it whatever you want these people seem to make up more then a little of most mmos playerbases.

     

    Heck finding a decent pug might be harder in Gw2 then in your typical mmo based on the skill factor alone. Again I don't really have a problem with this. But look at how many of the press who have been following this game for how long got it wrong in there press beta.

     

    Good points, but arent the 5 mans suposed to be the hardest PvE content?  I mean itd be equivalent to pugging raids in other MMO's and you know how those generally turn out.  The story mode of these 5 mans should be easy for a PUG, but the exploration mode is more for the hardcore teams that use vent and coordinate.  Arenanet already stated that these 5 mans would require a lot of skill and communication, so I don't see why people would want to PUG them in the first place.  I mean there is no gear treadmill, its just there for vanity loot and challenge to those players that enjoy PvE.

  • VoiidiinVoiidiin Member Posts: 817

    Originally posted by ComfyChair

    Originally posted by Lord.Bachus


    Originally posted by nomss

    So with the attribute system they went from something like: "We want you to experiment with the system" to back to, "Yea sorry, got to have the trinity".

    What's coming next, subs?

    I just love it how some people can overreact.

     

    Rest asured, the only reason behind the changed trait system is the fact that they want you to have more fun over a long time..

    Pretty much, instead of every PUG group being like this:

    *kill enemy*

    'everyone respec to what wiki said!'

    *kill second enemy*

    'WIKI SPECZ!1!!!'

    *kill third enemy*

    'ZOMNGjb WIkI DA TW|AITST SB iubcbolsdnl;'

     

    :D

     

    Useless nabs will still wiki trait builds before a dungeon, because they can't rely on their ability to play the game to pull through so need to make sure they have every possible advantage they can get (whereas me and my friends will roll in with whatever we've got and make it work, if we just can't then we'll think about our team build as a whole). But at least in this system the nabs will only do it once.

    What i think is on everyones mind here is .... What is a "nabs" ?

    Lolipops !

  • ComfyChairComfyChair Member Posts: 758

    Aye, 5 man explorable dungeons aren't meant for PUGs. Arenanet know how to make difficult dungeons :)

     

    ^ Also, like nubs, it's just another word of 'noobs' :) The whole post was in a joke style, so 'nabs' fit the bill more than noobs.

    P.S. I used to have a t-shirt years ago with that sig on.

  • SomsbalSomsbal Member Posts: 222

    The OP made me do a facepalm of epic proportions, my room shook from the force of it

  • HalandirHalandir Member UncommonPosts: 773

    Originally posted by Snaylor47

    Originally posted by ComfyChair

    Arenanet was funded by people at Blizzard who were appalled by how much of a rip-off subs were and left in disgust as WoW was being put together. That tells you something.

    Yeah their Saints...

    Instead of paying 15 usd month and 40 every year or so, you're now paying 40 USD every 6 months.

     

     

    Heh - Maybe not qualifying for sainthood but even with your example someone will have a hard time trying to justify their need for an extra 110 usd a year for their game.

    $80 compared to $190 sounds pretty decent to me. :-)

     

    Edit: Oops - Must have subconsiously added a haircut or an epic mount in my p2p calculation :)

     

    We dont need casuals in our games!!! Errm... Well we DO need casuals to fund and populate our games - But the games should be all about "hardcore" because: We dont need casuals in our games!!!
    (repeat ad infinitum)

  • TheonenoniTheonenoni Member Posts: 279

    It really depends on your playstyle. If you all wanted to play your old ways you can with GW2, but you dont have to have a trinity to be successful in a dungeon.   The new change in the trait/attribute system gives players uniqueness. This system is way better then the previous IMO. 

    There is no taunt or aggro button in GW2 so I don't know how people are going to tank successfuly.  Same as for healers since you cant target an ally to heal them.  Yes , you can see health bars but honestly if someone is dying in GW2 odds are they suck balls because they dont know how to play their profession.  

    -I am here to perform logic

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