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I like this idea of a 'downed player' adds a nice layer
Downed skills are less-powerful skills that a player can use in a last-ditch effort to turn the tide. A warrior might daze an enemy by throwing a rock. An elementalist might lock down their foe with Grasping Earth. While you are downed, if you manage to kill an enemy, you will rally, returning to life to fight again. When you rally, you are thrust right back in the action. This potential to rally from the edge of defeat adds greater drama to combat and gives a player some tactical control while in a state where they normally have none
Comments
cool
im currently reading it, and its 1:30 am here
Have fun storming the castle! - Miracle Max
Interesting stuff, I liked the description of the Elemental healing skill
Getting away from the Holy Trinity? Doubt we will see anything truly radical on that front but this approach definitely gives more flexibility to all concerned.
I have to say they know the market they are targeting, it will be awesome if it actually plays out like that, and I have to say so many of the ideas represented deffinately hit home.
Its just we players are not pure enough to do it on our own, we are not as pretty and romantic as this article.
Well, its an interesting read for sure.
Can't say I agree with his assessment of the value of death penalties and whether adding 'tension" to the game is not fun. I enjoy it, but I know many people don't so this game caters more to their tastes.
As for their take on healing, I see what they're trying to do, just hoping they don't homoginize all the classes so much there's really little specialization between them.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
This is great for PvP
But in PvE i am sure that the holy trinitty is a very strong mechanisme....
And vanguard showed me that healing classes can be implemented in a way that is really fun.......
I think i will really miss this feature in PvE
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)
Of course we all have preferences on gameplay. I, for one, am really glad that feature won't be in there.
There are two lines that get me excited because the developers understand the issue in regards to the usual archetypes you find in class based games.
Or you loaded into Random Arena and both teams had two monks (or they had a monk and you didn't), and you already knew the outcome of that game 99% of the time
Frankly, we don't like sitting around spamming "looking for healer" to global chat.
I linken these quotes to pub games in Team Fortress 2. No medics in your side and a medic and engineer in thiers? That's an inevitable loss unless you know a few skilled players in your team. TF2 is only fun when there's a medic on your side. Or if there are no medics on both sides.
Then you have games where playing Medic is actually fun because they are just as strong as the assault/offense type classes. Wolfenstein: Enemy Territory and BF:Bad Company 2. This sort of alleviates the issue in TF2 because someone ALWAYS fulfills the Medic roles in those games.
Now how about giving each Assault role some type of support role to the team like in GW2. Super excited now. No spamming LF Clerics/Healers in chat now.
Loved this article. When I read it , it only further cemented my excitement for this game. I love how they are trying to approach the entire game thinking outside of the box. I realize this isn't groundbreaking stuff, but they are definitely trying to instill a more group oriented mentality instead of the typical "I" "Me" "My" that has afflicted the MMO genre.
People should be trying to do everything they can in a group setting instead of sitting back and blaming others because they did not heal quickly enough or dps fast enough or tank the proper way.
Awesome article. I could tell lots of ppl are having doubts right now tho
Love the idea of being "downed". I imagine myself fighting against some strong monster and pulling off a last stand sort of thing on him.
As for the no healer, the holy trinity, and everything, I cant thank you enough a-net.
PvP will be so much more awesome without dedicated healers. Plus, in the end, you won't have to worry about who you have on your team.
Just pick up a team and play.
And that my friends is something i can drink to.
"Some people feel the rain. Others just get wet." -Bob Marley
I'm probably one of those people who just get wet.
My opinion:
-I love the downed system
-dont like no-penalty dying - it just should be there...but maybe it'll work (when I consider all those times I run through SV in WoW like a ghost because of some noobish 80/70's...)
-the replacement of holy trinity is nice but anyway I look at it..it looks kinda similar(especially damage)...I still like the focus on protecting and CC rather than pure healing and tanking...
- I love the fact that they mention a lot the cross-class combos..this is one of the most appealing features to me and Im glad It'll probably make it ingame
I think I actually spent way more time reading and theorycrafting about MMOs than playing them
Having read this, I can now officially say I am excited. Downed system is reminiscent of RPG's that had unconciousness rather than death. Death penalty removal, can agree with in a MMO. How does one get rid of it if you are in area not instanced, nor sure if /resign works.
Also like their ideas on control. Shadow jumping to a group with a tank, then holding aggro works well (at least in normal mode), but honestly I liked to have a ranger spread some hate around and have a mez continue the spread...glad to see this dynamic is being incorporated at a higher level!
Just my 2 cents!
Watch a monk rage quit after waiting 20 minutes for a group and you'll understand why this 'tension' needed to be removed.
Agreed.
There are 2 good ways to handle this. Either you can do like ANET and make no class a must or you can add a really great system to find players but even with a single needed class it is a problem, even with a great LFG system are there usually too few or too many people of a class that wants to play.
In P2P games you can always share out the needed classes (Healer, thief and maybe some kind of wizard) to the players and you usually are full group all the time. In MMOs things doesn't really work that way.
I love the theif thing with traps, lockpicking and so on but most MMOs cut it out because it is another class you need to find everytime you do something. Getting rid of the healer and tank is the logical decision.
Since you still can combo attacks with other classes is cooperation and watching the other players something you should do, I think this will work out great.
You know along with everything else being mentioned and people bringing up the class combos.... i wonder fi the class combos will apply only to attack skills for damage, or will you also be able to pull off cross class support & healing combos. Like a typical single target heal combining with the right type of other heal or group buff or something turning it into an AOE heal. Or perhaps even mxing heals with damage skills to cause leech/vampire effects (damaging enemy while healing player/group).
Havent seen any mention of it really other than some combination attacks, so wonder if it will be limited to just attacks.
I love the downed system.
I can already see elementalists casting meteor shower on downed allies so they can't be finished off (Constant knockdown ftw)
I don't like the non death penalty. Without that, it doesn't give people an incentive to try harder.
Games like lineage 2 had epic raids because deaths set you back pretty far, and so it added that extra level of need to get it done right.
The Downed-system sounds much like in Borderlands. When you are defeated, you go down on your knees and a timer starts. If you are able to kill an enemy, before the timer finished, you come back to life. If not, you are dead.
I liked the idea.
This "downed" state brought the 3rd edition of D&D to my mind.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
I don't think it looks as groundbreaking in the text than it can be in the game. This new system has LOTS AND LOTS of potential.
Just the almost-dead thing alone adds so much to the game, I bet it'll play just like a FPS where u are left half-dead in the ground with just your tiny pistol and you bust your opponents face because he underestimated you.
About the holy trinity, i see what they are trying to do. At first it seemed very chaotic to me, and it probably will be for everyone at the first couple weeks of game. Then i tried to figure out how this could work on the actual game, one game just rushed immediately my mind: Diablo. Everyone will need to support each other and aim for the same goal. When a boss steps in, everyone will need to focus on it AND aid the party. There will be people trying to set up a perfect DPS/TANK/HEAL build, it's ArenaNET job to make them fail hard.
Just think of the situation: you are an elementalist about to be downed, fighting another elementalist. You are now down, the elementalist is casting a fireball to kill you. Your warrior friend rushes in, blocks the fireball with that shield skill we have seen in the warrior trailer and use the skill that undowns nearby allies. Another friend of yours, now a watchful ranger, pins the enemy elementalist to the ground. You cast a wall of fire in front of the warrior, and he uses the whirlwind skill against the enemy. You were about to die, but the enemy is now in pieces on the floor. There are a lot of possibilities here.
One thing is certain though: if this plays like im thinking, like Diablo, then TEAMPLAY will be the most important thing in GW2.
Playing: Starcraft II.
Played: Tibia, Ragnarok Online, Ultima Online, Guild Wars, World of Warcraft.
Wanna play: Guild Wars 2, SW:TOR, Final Fantasy XIV, Diablo III.
After reading this I understood that GW2 is no longer GW. Sure, the artistics looks similar, but that is where it ends.
This is a new game by Anet. They made a great game before called GW. Now they are making a totaly new game, but they call it GW2. The only way to know if it is as good as the previous or even better, is to wait for the beta and play it.
I completely agree. You pretty much explained why Anet put this system in and how it's probably going to work. It's going to make the game's combat seem epic when people actually realize that that is how the game is acutally supposed to work.
Just noticing that the enemy elementalist in Fawarendan's example didn't have 2 friends show up...It's probably not going to be a huge thing in pvp battles, you'll just cast an extra nuke / interupt people lifting up their comrades (i'd imagine the basic un-downing has a decent cast time)
An interesting addition, helpful for keeping things dynamic. But it's not earthshattering I'd like some kind of damage bubble for myself to hide in if I was downed. Help! help!, i've fallen and I can't get up!
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