Skills no longer cost energy. This means energy potions are also gone. (Sorry to everyone who so vehemently helped us defend their existence.) In place of the energy-potion button is a new dodge button. This allows players to use the mouse to dodge and lets players bind dodge to a single keystroke. If you are moving in a direction, the dodge will take that into account and dodge in that direction. If you are not moving, you will dodge backward. Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of AoE spells. Dodging is limited by energy, which regenerates over time.
Nice info. I was on the site earlier and this wasn't there. Some of the changes look nice. learning weapon abilities from usage of said weapon makes sence.
I'm not thrilled about gaining skills by using the weapon. Maybe it'll be different, but I'm thinking back to WoW and standing in front of one of those unkillable guys in the Blasted Lands (before they nerfed that) for like a half hour trying to raise a skill up from zero.
To me, one of the beauties of the limited number of attributes is being able to use different weapons without thinking about it. Power affects melee, ranged and spell power, so you're not gimping yourself trying to be a hybrid. In my mind this goes further and lends itself to a system where you find a bow and immediately pick it up and use it, even if you've been melee this entire time.
I didn't get the point of GW2 implementing having to run back to the trainer every level and buy new skills (yes, it was every level), and I really don't get the idea of having to train weapons too. Being in a dungeon, encountering some AOE pack and not being able to do it because you're not fully trained in greatsword yet, it just sucks to me.
We've got waypoint teleportation and moving as fast underwater as above ground all in the name of gameplay over realism, how about we just assume our toons are training their skills while we're logged off (like how in comic books they reload their guns in between panels)
I do like the idea of collecting utility skills like you'd collect traits though. Until I'm in a dungeon and don't have one I need that is.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
This bings up something a lot of players could be served well to understand, the question of, what's more important fun or sense? I like that they side with the former. Fun is what makes a better game, you can make something as realistic as life, if it's no fun, it's a worthless effort. Gotta love devs who actually understand this...
Looking forward to seeing PVP in action.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
I'm not thrilled about gaining skills by using the weapon. Maybe it'll be different, but I'm thinking back to WoW and standing in front of one of those unkillable guys in the Blasted Lands (before they nerfed that) for like a half hour trying to raise a skill up from zero.
Well I don't think getting the weapon skill will be nearly that bad.
This bings up something a lot of players could be served well to understand, the question of, what's more important fun or sense? I like that they side with the former. Fun is what makes a better game, you can make something as realistic as life, if it's no fun, it's a worthless effort. Gotta love devs who actually understand this...
Looking forward to seeing PVP in action.
Yeah, I agree there but "realism = boring" isn't really true. You can make fun realistic games and boring unrealstic as well.
If getting weapon skills for fighting will be fun or not is something I will need to try out to judge, it all depends on how grindy it is.
This bings up something a lot of players could be served well to understand, the question of, what's more important fun or sense? I like that they side with the former. Fun is what makes a better game, you can make something as realistic as life, if it's no fun, it's a worthless effort. Gotta love devs who actually understand this...
Looking forward to seeing PVP in action.
Yeah, I agree there but "realism = boring" isn't really true. You can make fun realistic games and boring unrealstic as well.
If getting weapon skills for fighting will be fun or not is something I will need to try out to judge, it all depends on how grindy it is.
Didn't say that :P I was saying if it is boring :P, not that it is boring. I didn't expound on that point though so I understand the confusion.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
I'm not thrilled about gaining skills by using the weapon. Maybe it'll be different, but I'm thinking back to WoW and standing in front of one of those unkillable guys in the Blasted Lands (before they nerfed that) for like a half hour trying to raise a skill up from zero.
To me, one of the beauties of the limited number of attributes is being able to use different weapons without thinking about it. Power affects melee, ranged and spell power, so you're not gimping yourself trying to be a hybrid. In my mind this goes further and lends itself to a system where you find a bow and immediately pick it up and use it, even if you've been melee this entire time.
I didn't get the point of GW2 implementing having to run back to the trainer every level and buy new skills (yes, it was every level), and I really don't get the idea of having to train weapons too. Being in a dungeon, encountering some AOE pack and not being able to do it because you're not fully trained in greatsword yet, it just sucks to me.
We've got waypoint teleportation and moving as fast underwater as above ground all in the name of gameplay over realism, how about we just assume our toons are training their skills while we're logged off (like how in comic books they reload their guns in between panels)
I do like the idea of collecting utility skills like you'd collect traits though. Until I'm in a dungeon and don't have one I need that is.
I would suspect that the game will be designed in such a way as there would be no point it wacking on scarecrows and players would instead find it far more fun and productive to be raising weapons skills while engaging mobs.
I cannot wait to see the PVP and character customization at gamescom, plus all the other single player game videos that come out of this weekend. I am really curious to see what people think of the skill change and new weapons they have added in GW2.
I would suspect that the game will be designed in such a way as there would be no point it wacking on scarecrows and players would instead find it far more fun and productive to be raising weapons skills while engaging mobs.
Exactly, and don't forget that you never "outlevel" content either, which is bolstered by the fact that DE's promise to change up players' zone experience too.
Forgot to level up your staff skills? That's okay, just visit another race's starting or early zones to enjoy new content with a whole different play style(due to using different weapons and skills)!
Yeah, I also heard "we are finally close to start the beta".
PvP was the last hard bit to fix, except maybe getting that last proffession to work. It would not surprise me if they announce the beta at gamescon.
If theres any beta annoncement soon it will be at pax (just an opinion tho)
I dunno, they did promise us a surprise at GamesCon, and this stuff isn't a surprise anymore. They also had their first demo ever at Gamescon...
Either of them are good enough for me of course, but if they want any chance of releasing the game late this year or early next they need the beta to start ASAP.
I don't think there'll be a beta announcment at Gamescon. Though...maybe the last profession reveal? I'm going with a release date of around April of next year...give or take a couple months (give a couple more months more likely). So maybe a beta starting very late this year or very early next year. But hey...it's done when it's done, lol.
I'm not thrilled about gaining skills by using the weapon. Maybe it'll be different, but I'm thinking back to WoW and standing in front of one of those unkillable guys in the Blasted Lands (before they nerfed that) for like a half hour trying to raise a skill up from zero.
Well I don't think getting the weapon skill will be nearly that bad.
To me, that's the paradox.
If leveling weapon skills is bad, then it seems to go against ArenaNet's anti-grind philosophy. A warrior has access to 9 distinct weapons (not counting MH vs OH). We know that leveling is supposed to be flat and take about 90 minutes per level. If leveling weapons is bad, it seems especially bad to make a warrior dig out a new weapon every 10 minutes to level it.
If leveling weapon skills isn't bad, then what's the point of having it in the game at all? Just like their original plan to have easily obtainable underwater breathing potions, all it does is annoy the group of the person who forgot to buy them. Just give everyone a mask instead.
Granted, I'm a person who doesn't care about realism one bit, but to me, buying weapon skills at least has the point of feeling like you're progressing. Having to train weapons just feels like busy work.
I actually just had what I think is such an interesting solution to this problem. In GW: Factions, there's a dojo to train your skills. They give you new skills and then put you in a situation to use them. So for rangers, one of them is that a mob is trying to kite you and you need to use your snaring shot to catch up to them. Or they'll give you two defensive skills and you need to stay alive for a certain amount of time. What I would love to see is have you pick up a weapon for the first time, the only skill unlocked is the first one (or none of them). Then you can spend 2-3 minutes per skill in a training center in your home instance learning the skills on your bar. You spend a total of 10-15 minutes training a weapon, it's cool, it's immersive, you can see how they work, and then after that your skills just scale up with every level so you don't have to keep bringing them out every level to keep incrementally raising them.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
Yeah, I also heard "we are finally close to start the beta".
PvP was the last hard bit to fix, except maybe getting that last proffession to work. It would not surprise me if they announce the beta at gamescon.
If theres any beta annoncement soon it will be at pax (just an opinion tho)
I dunno, they did promise us a surprise at GamesCon, and this stuff isn't a surprise anymore. They also had their first demo ever at Gamescon...
Either of them are good enough for me of course, but if they want any chance of releasing the game late this year or early next they need the beta to start ASAP.
Regina and Martin at Guru have repeatedly said nothing related to beta will be mentioned at either conventions.
Comments
AMAAAAZING ARENANET !!!!
& more............
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
i Love how the new skills collection works!
Nice info. I was on the site earlier and this wasn't there. Some of the changes look nice. learning weapon abilities from usage of said weapon makes sence.
RIP Jimmy "The Rev" Sullivan and Paul Gray.
It will be nice to finally get a peek on the character customization system.
The skill change was right, I want to ollect my skills.
I love the skill aquisition change. And getting rid of energy potions should make quite a few people happy (I wasn't bothered by it really).
Pvp is ready. We’re introducing our first map, the Battle of Kyhlo, a conquest map with siege weapons and destructible environments.
OMG gotta change my pants
Yeah, I also heard "we are finally close to start the beta".
PvP was the last hard bit to fix, except maybe getting that last proffession to work. It would not surprise me if they announce the beta at gamescon.
I'm not thrilled about gaining skills by using the weapon. Maybe it'll be different, but I'm thinking back to WoW and standing in front of one of those unkillable guys in the Blasted Lands (before they nerfed that) for like a half hour trying to raise a skill up from zero.
To me, one of the beauties of the limited number of attributes is being able to use different weapons without thinking about it. Power affects melee, ranged and spell power, so you're not gimping yourself trying to be a hybrid. In my mind this goes further and lends itself to a system where you find a bow and immediately pick it up and use it, even if you've been melee this entire time.
I didn't get the point of GW2 implementing having to run back to the trainer every level and buy new skills (yes, it was every level), and I really don't get the idea of having to train weapons too. Being in a dungeon, encountering some AOE pack and not being able to do it because you're not fully trained in greatsword yet, it just sucks to me.
We've got waypoint teleportation and moving as fast underwater as above ground all in the name of gameplay over realism, how about we just assume our toons are training their skills while we're logged off (like how in comic books they reload their guns in between panels)
I do like the idea of collecting utility skills like you'd collect traits though. Until I'm in a dungeon and don't have one I need that is.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
This bings up something a lot of players could be served well to understand, the question of, what's more important fun or sense? I like that they side with the former. Fun is what makes a better game, you can make something as realistic as life, if it's no fun, it's a worthless effort. Gotta love devs who actually understand this...
Looking forward to seeing PVP in action.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
SW:TOR Graphics Evolution and Comparison
SW:TOR Compare MMO Quests, Combat and More...
Well I don't think getting the weapon skill will be nearly that bad.
Yeah, I agree there but "realism = boring" isn't really true. You can make fun realistic games and boring unrealstic as well.
If getting weapon skills for fighting will be fun or not is something I will need to try out to judge, it all depends on how grindy it is.
Didn't say that :P I was saying if it is boring :P, not that it is boring. I didn't expound on that point though so I understand the confusion.
To SB fans, please stop making our demographic look bad.Stop invading threads that have nothing to do with sandboxes.
SW:TOR Graphics Evolution and Comparison
SW:TOR Compare MMO Quests, Combat and More...
Cant wait to see more, especially the PvP. Havent seen any of that yet. Plus character custimization will be cool to see. Brin it on Gamescon!
I would suspect that the game will be designed in such a way as there would be no point it wacking on scarecrows and players would instead find it far more fun and productive to be raising weapons skills while engaging mobs.
If theres any beta annoncement soon it will be at pax (just an opinion tho)
I cannot wait to see the PVP and character customization at gamescom, plus all the other single player game videos that come out of this weekend. I am really curious to see what people think of the skill change and new weapons they have added in GW2.
Interesting changes to be honest. Can't wait to see how it works.
pvp!!!! omg...
Exactly, and don't forget that you never "outlevel" content either, which is bolstered by the fact that DE's promise to change up players' zone experience too.
Forgot to level up your staff skills? That's okay, just visit another race's starting or early zones to enjoy new content with a whole different play style(due to using different weapons and skills)!
-Skills no longer cost energy.This means energy potions are also gone. (Dodging is limited by energy, which regenerates over time)
-A weapon’s skills are now learned by fighting with that weapon.
-you’ll also get to try out our newly prolific karma vendors.
-All of the big, giant bosses have improved.
- Each race has its own unique set of options, including charr horns, norn tattoos, and asura ears.
-Warrior hammer – Get ready to knock some folks around with this heavy hitter.
-Structured PvP is here.
thank you ArenaNet. I can't wait to see all the new stuff at GamesCom.
I dunno, they did promise us a surprise at GamesCon, and this stuff isn't a surprise anymore. They also had their first demo ever at Gamescon...
Either of them are good enough for me of course, but if they want any chance of releasing the game late this year or early next they need the beta to start ASAP.
I don't think there'll be a beta announcment at Gamescon. Though...maybe the last profession reveal? I'm going with a release date of around April of next year...give or take a couple months (give a couple more months more likely). So maybe a beta starting very late this year or very early next year. But hey...it's done when it's done, lol.
To me, that's the paradox.
If leveling weapon skills is bad, then it seems to go against ArenaNet's anti-grind philosophy. A warrior has access to 9 distinct weapons (not counting MH vs OH). We know that leveling is supposed to be flat and take about 90 minutes per level. If leveling weapons is bad, it seems especially bad to make a warrior dig out a new weapon every 10 minutes to level it.
If leveling weapon skills isn't bad, then what's the point of having it in the game at all? Just like their original plan to have easily obtainable underwater breathing potions, all it does is annoy the group of the person who forgot to buy them. Just give everyone a mask instead.
Granted, I'm a person who doesn't care about realism one bit, but to me, buying weapon skills at least has the point of feeling like you're progressing. Having to train weapons just feels like busy work.
I actually just had what I think is such an interesting solution to this problem. In GW: Factions, there's a dojo to train your skills. They give you new skills and then put you in a situation to use them. So for rangers, one of them is that a mob is trying to kite you and you need to use your snaring shot to catch up to them. Or they'll give you two defensive skills and you need to stay alive for a certain amount of time. What I would love to see is have you pick up a weapon for the first time, the only skill unlocked is the first one (or none of them). Then you can spend 2-3 minutes per skill in a training center in your home instance learning the skills on your bar. You spend a total of 10-15 minutes training a weapon, it's cool, it's immersive, you can see how they work, and then after that your skills just scale up with every level so you don't have to keep bringing them out every level to keep incrementally raising them.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
Regina and Martin at Guru have repeatedly said nothing related to beta will be mentioned at either conventions.
I was hoping that they would bring back skill hunting from prophecies.
Im really happy right now. Also the change to weapon skills is great for someone like me.
I love exploring and just killing everything i see. Ill be right there messin shit up with a Guardian with a big 2h Hammer.
Playing: Nothing
Looking forward to: Nothing