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Banned
(08-16-2011, 06:12 PM)
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#451
Originally Posted by gunbo13:
And I am giving my impressions. The gameplay is dynamic and adaptive and require thought into everything. Skills are varied in their uses(some more than others). When you do get into playing with other players it becomes even more varied, and you can do even more with the combat. It just sort of builds on itself. And in the couple hours I had with the game, I didn't even scratch the surface of what was actually present in the game... And I am not the only one who is expressing this opinion. People who have spent a lot more time with a lot more high level content have basically said the same thing. This Episode of GuildCast has moments when it mentions things along the lines of what I have mentioned(mostly when they get into talking about roles during Dungeons). I am sorry that I don't have specific times, but that episode has a lot of discussion about it in ways that directly speak about the mechanics of the combat and how everything flows during "group" situations... The game is just natural in terms of how easy it is to grasp the basic concepts, but difficult it is to master them. |
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Member
(08-16-2011, 06:40 PM)
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#452
Originally Posted by Morkins:
However, my latest thoughts have PvP leaning towards more of a action system with heavy emphasis on melee and less game of thought strategies, replaced with re-flexing. I prefer melee in doses, dual tasking your skills bar and movement, re-flexing being a new interesting mechanic, and multiple "battle of wits" strategies in play. There are apparent conflicts and even if everyone is saying otherwise, the possibilities for the latter was not dead for a "long time."
Originally Posted by Morkins:
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Banned
(08-16-2011, 06:49 PM)
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#453
Originally Posted by gunbo13:
Kiting was super easy. Lots of spells can be cast while moving, and in general the game is good for kiting. "Control" definitely plays into that since you can be even more effective at kiting if you are smart about using those types of spells. Basically, it is possible to be constantly changing position and still cast spells effectively. And that is good. Moving is an important part of the combat and making sure that you have good position is just as important as actually moving. I wouldn't say that in the PvE you HAVE to move, but there are benefits to it and I can't imagine doing well against high level monsters unless you move(and in PvP, people who were good at kiting in the original game are going to have plenty of room to flex that skill set in GW2). Movement speed is pretty good. It is definitely pretty quick. And with the dodging and ability to cast while moving, it is just even faster. I have to go for now, but if you want to know anything else I will respond as best as I can. |
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Member
(08-16-2011, 07:15 PM)
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#454
Originally Posted by Morkins:
Originally Posted by Morkins:
PvE I get but PvP seems really odd in concept.
Originally Posted by Morkins:
I could go on forever. |
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Matsuno's Goebbels
(08-16-2011, 08:25 PM)
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#455
Originally Posted by The Crimson Blur:
GW2 will make mobility and terrain space much more important than they were in GW1. It's a game that is less about reading skill descriptions and more about analyzing what is happening on the battlefield. They want the player to judge the state of battle by what they see, not have them watch energy bars half of the time. It won't make the battles more shallow because by taking some functionalities, you're also adding new ones to fill the holes. The spell animations will be clearer, because it needs to. There will be a huge diversity of ways a skill can affect the terrain, or can hit the targets. More than just projectiles or non-projectiles, there's now cone-shaped skills, terrain-targetting skills (even if there are no enemies there), channeling spells, etc. Wards are going to be more diverse, movement control too. Kiting will be further explored, with dodging - and be extremely important because avoiding attacks will be significantly stronger than healing yourself. Tell me, how can you spend so much time watching your bars and recharges, with so much chaos in the battlefield, with so much to avoid or kite from, and so many different ways of avoiding the skills? Especially in a game where you can't target heal other characters to fill their health bar, and instead further observe the battlefield to see what it threatens them, and then either control the movement of the enemy or use the right timing to protect your allies from key skills. You can't, that's the truth of it, and so you have to simplify some abstract mechanics in order to open the way to some visual mechanics.
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Another thing to consider: because there's no dedicated healer class, and while recharging your self-healing skill, if your hp is nearly depleted you will have to run away a bit. A bow allows to keep hitting your enemies from far instead of being a sitting duck for several seconds.
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GW2 treats both types the same way. There are no auto-attacks, your first weapon skill has no recharge (and is thus spammable and "weak"), and all your other skills have a recharge cost, so you can only cast them every once a while. You don't need to stop casting spells just like you don't need to stop attacking with your weapon. Also for this, there's no reason to believe melee have an inherit advantage over mages. (And first-slot spammable skills are more distinct from each other; while auto-attacks are usually the same between classes in mmos, just with different damage types and being melee/ ranger.)
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Last edited by Grivenger; 08-16-2011 at 08:35 PM.
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Member
(08-16-2011, 08:50 PM)
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#456
Originally Posted by Grivenger:
Originally Posted by Grivenger:
Originally Posted by Grivenger:
Originally Posted by Grivenger:
The runaway is certainly an area where I see the benefit. This was a huge part of GW1 where it was easy to escape as long as casters weren't in range. Now you should be able to add finishing touches with a bit more realism. I'm curious here though how dodging affects this. If a player can get away with roly-poly crap, then there isn't much of a difference.
Originally Posted by Grivenger:
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Member
(08-16-2011, 09:31 PM)
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#457
Originally Posted by Grivenger:
Sure, its hard, but thats what made the game good. It took time to master. There were good and bad players. We'll see how the new functionalities go. I'm not convinced they help replace the hole that all these other changes make. |
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Member
(08-16-2011, 10:17 PM)
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#459
Originally Posted by The Crimson Blur:
Veteran GW1 players, check out Victrix's thread if you want to run it back in GW1. For those I'm clashing with in this thread, don't discourage. I'll be nice and you are welcomed. All casual play, no crazy stuff, etc... http://www.neogaf.com/forum/showthread.php?t=441013 |
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Matsuno's Goebbels
(08-16-2011, 10:57 PM)
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#460
Originally Posted by The Crimson Blur:
Which other "holes" are there in? |
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Banned
(08-17-2011, 01:51 AM)
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#462
Originally Posted by gunbo13:
Further clarification on the "Attacking" topic... As I said, the game doesn't really have a default attack. Targeting and engaging someone won't cause your character to start swinging a sword or shooting projectiles like GW1 did(Not really at least... the auto-attack would activate whatever skill you map to do that. Certain cases will involve just swinging a sword or shooting a projectile, it will just be doing that by activating whatever skill you have set to auto-attack) You have to activate a skill. The "Weapon Skills" are basically different variations on attacks. Basically along the lines of a basic attack, charged attack, AoE attack, etc... They are other skills related to control/support, but you still only attack by activating a skill.
Last edited by Morkins; 08-17-2011 at 02:13 AM.
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Member
(08-17-2011, 03:21 AM)
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#463
"I don't think I was invincible, but maybe I just wasn't paying that close attention to it. It is very quick... Like less than 1 second quick."
Usually games with such dodge mechanics never have perfect hit detection with the skeletal models (so much independent joint movement and possible hit detects). So you can be given invincibility frames to compensate. It is difficult to eye-ball but you would have to notice times where you felt like you should have gotten hit, yet didn't. That sort of thing. "Not sure what you mean..." Yea, that was vague on my part. I meant that if for example an elementalist was using a fire spell and it connects on first hit, is there is stun to prevent an instant dodge out. It is basically hit stun to prevent you from dodging out of all attacks like you don't give a damn. Think of pushing the advantage in fighting games. If there is no hit stun, it is like even hitting the opponent doesn't actually do anything but the little damage off the meter. "I didn't get trapped." What about body-blocking trapped? Remember in GW1 PvP where a team could trap an opponent making them basically finished? I'm guessing you can jump/dodge out but this is probably something I doubt you had a chance to test. "If I am interpreting this correctly, you use WASD." I meant directional movement regarding kiting. You could either bait/advance or strafe. Like when fighting a ranger you could bait out an attack by faking an advance but have the movement speed to back out of attack range. Or you could FPS strafe and cause whiffs except if you move back into the projectiles. "You don't... The game doesn't have a "default attack." What I meant was why I would leave "primary" mode for any other attack system. Elementalist was the absolute worst example I could have used since it doesn't apply. I'm not sure what I was thinking there. I more meant switching to a weapon system that almost seems like an absolute downgrade to the major. The ranger stands out. I simply can't imagine many instances where you would remove your tactical advantage of using powerful bow attacks to go in close and play with a sword. But besides it appearing "odd," it would be an amazing feat to balance all of these variations. This is not a question that can be answered right now but it is hard to believe that each class won't have mostly dead weapons. Good stuff, I appreciate the answers. I think I might take a break on the hype train for awhile though. When I logged into GW1 today so send out those guild invites, I really got the feeling that GW1 might have been one of those lighting in a bottle type online PvP games. I'm thinking that GW2 might be a game that I end up missing despite is sounding like a great offer for most. I'll have to see what comes out of the PvP reports. EDIT: Also, GW1 PvP is still broken to shit. Attrition battles up in this game without recourse. Monks and anti-melee are still ridiculously over-powered due to the fantastic "balance" achieved. Yuck. I saw a battle between #1 and #4 where any of those players could be completely average and still pull off what they did. It was like watching a bunch of automatons. So much nostalgia for a game that is still played today...odd. /rant
Last edited by gunbo13; 08-17-2011 at 03:29 AM.
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Banned
(08-17-2011, 04:22 AM)
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#464
Originally Posted by gunbo13:
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Edit - Yep.
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Last edited by Morkins; 08-17-2011 at 04:37 AM.
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Member
(08-17-2011, 06:11 AM)
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#466
Originally Posted by Nemesis121:
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Member
(08-17-2011, 07:36 AM)
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#467
OH DEAR GOD
http://www.guildwars2.com/en/the-game/pvp/pvp-overview/ New trailer here: http://www.guildwars2.com/en/media/videos/ http://download.guildwars2.com/ItyFj...MV_HD1080P.wmv Watch that direct feed, good god! GOOOOOOOOOOOOOOOOOO Charr starting area footage: http://www.youtube.com/watch?v=VxPiJKiKeGY http://www.youtube.com/watch?v=MRWVD7XkXtw http://www.youtube.com/watch?v=HFpBzY3ZhpM
Last edited by Jira; 08-17-2011 at 10:02 AM.
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Member
(08-17-2011, 07:48 AM)
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#468
Quote:
Quote:
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Member
(08-17-2011, 08:01 AM)
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#470
Originally Posted by Dexa:
I think it sounds alot greater then what they did in Guild Wars 1, they got everything going on. Tournaments at all times (even start your own ones), easy to start pickup play and more competitive play for organised groups. Maps of all kinds and different gamemodes. How is it all a step back? |
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Member
(08-17-2011, 08:36 AM)
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#473
The Battle of Khylo – Jonathan Sharp on PvP (official site)
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Member
(08-17-2011, 08:40 AM)
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#474
Originally Posted by Jira:
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Banned
(08-17-2011, 08:43 AM)
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#475
Not so hot on the idea of having capture points in every match, but I can live with it... Definitely encourages split tactics. Need to see a match now. I don't inherently disagree with it, but it has to prove itself.
Damn... First thing they have shown where I don't necessarily agree with their choice right away. It isn't "awful" but it just isn't showing many inherent benefits beyond making the PvP easier to get into. Love the tournament and pick-up play options though. Just the game mode that is kind of iffy... Capture Points are so meh(They certainly didn't help Alliance Battles). Though maybe with just 3 of them it will work...
Last edited by Morkins; 08-17-2011 at 08:47 AM.
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Member
(08-17-2011, 08:44 AM)
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#476
Originally Posted by Keasar:
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Member
(08-17-2011, 10:29 AM)
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#477
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Member
(08-17-2011, 10:39 AM)
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#478
Originally Posted by Jira:
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Member
(08-17-2011, 10:50 AM)
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#480
Blargh just the tutorial?
Well I'm fairly pleased with the character creation thus far. The intro to the Charr is damn awesome and I love that there's even 2 other intros that are different based on your legion selection. During the tutorial we see the Engineer learn a new skill, I wonder if this is merely determined by the amount of mobs killed or something else? The new dodge bar is in about the same area where the energy bar used to be, it's colored beige instead of blue and is thinner. The tutorial ends with a boss fight similar to the others we've seen, though in this adds will spawn probably based on a health percentage and the boss will make rocks fall from the ceiling in which you must avoid. They denote the rock fall areas with the standard AoE marker in red to show that it will harm the player. So in this short tutorial they manage to convey to the player the basic mechanics of combat, gaining a new skill, dodging, personal story, areas in which you're not supposed to stand in, and a dynamic event. All at level 1, bravo ANet.
Last edited by Jira; 08-17-2011 at 11:26 AM.
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Banned
(08-17-2011, 12:59 PM)
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#483
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Member
(08-17-2011, 01:06 PM)
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#484
I'm just reading up on a few things atm, watching videos etc and GW2 looks really great. I don't like pvp, I'm strictly a pve'er so is this game going to cater to my playstyle? I saw the video of The Shatterer and was blown away, but I'm a bit worried that pve content will be an afterthought and the focus is on pvp. Any truth in that?
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Member
(08-17-2011, 01:10 PM)
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#485
Originally Posted by spirity:
Last edited by Jira; 08-17-2011 at 01:15 PM.
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Member
(08-17-2011, 01:31 PM)
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#486
Originally Posted by Jira:
Love the fact that they're pretty much throwing away the mmo rulebook. Its about time someone did. I'm an old EQ1 player, who's been playing pretty much the same game over and over and over again since EQ1 (its just called itself different names). Looking forward to a game that breaks a lot of the old paradigms. |
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Member
(08-17-2011, 01:35 PM)
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#487
Yep, you'd see an MMO here and there do one new feature but still played it safe. ANet is taking everything and throwing it out the window. It's a ballsy move, but it seems to be working and with them showing off their game CONSTANTLY it tells me that they're very confident in their product, more so than any other MMO I've seen post-WoW and I've seen them all.
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Member
(08-17-2011, 02:48 PM)
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#494
It really is amazing just how much of the standard MMO design they're completely throwing out the window. The first thing I read about this game was the dynamic event system, and it blew me away. The first major thing they revealed was the fact that they were entirely ditching the quest system, THE backbone of the gameplay in most MMO titles before it (aside from grinders), was a major statement which said "We're here to make a new kind of MMO" and "We're kind of out of our collective fucking mind".
Honestly, the ideas that they're putting forth, especially action combat and a word which reacts to each player, are things that I've wanted in MMO's for a long time. I don't know if it'll all be a success (in fact, I would imagine that some ideas could very well fall on their face), but I'll be damned if I'm not gonna support this kind of forward thinking. And I typed this up because my stream isn't working. Sad face. |
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Member
(08-17-2011, 03:16 PM)
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#496
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Member
(08-17-2011, 03:18 PM)
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#497
Originally Posted by Spehornoob:
I've sat and watched, at quest hubs, people coming into the area. Doesn't matter what game it is, they're all the same. The players run around, hitting up all the npcs with ! above their heads, and head out. They kill the first things they see, because without even reading the quest text, they know that mob is attached to one of the quests they picked up. After 20mins or so of slaughtering everything and anything they see, they head back to the npcs and hand in 10 bat ears, 10 wolf tongues and 10 bear asses. This is not bold exploration or high adventure we're talking about here. What makes it worse, is when theres an inbuilt quest helper. There's no decision making or thought process involved at all. It really is mind numbing. Rift is probably the biggest offender here. I saw a video where ANet devs spoke about how they watched players during their alpha run past npcs who were waving at the player, asking for their help. When asked by the devs why they ignored the npcs, the player said "because they didn't have an exclamation mark over their head". The conditioning here is appauling, and I'm glad GW2 seems to be presenting their quest system more organically. |
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Member
(08-17-2011, 03:26 PM)
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#498
Yep, there's nothing fun about doing identical content that Bob did an hour before you and Sally will do 5 minutes after you. Dynamic content is what keeps people playing online games, static content gets boring really fast. Granted ANet can't pump out infinite content that is 100% unique and permanent, but I believe that the DEs are the next best thing. It will be so nice to go through a world that is always changing, even if the stuff you're seeing might be seen down the road days/weeks/months later, the point is at least it's not identical for every single person every 5 minutes. People won't be able to say "Oh yeah you gotta do this, then this, and finally this" because no one can be for certain what might be going on at any given time. It's been a long time coming, but the time for change in the genre is finally here and it will forever change how the genre is seen. I feel bad for anyone developing an MMO that is the standard theme-park model.
Last edited by Jira; 08-17-2011 at 03:44 PM.
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Member
(08-17-2011, 03:34 PM)
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#500
Originally Posted by Morkins:
It honestly sounds convoluted as fuck. I haven't read much about these types of questions but I also didn't scour the entire internets.
Originally Posted by Morkins:
Originally Posted by Morkins:
Originally Posted by Morkins:
I understand the roles and it sounded interesting since they revealed the idea. However, role balancing is what I was getting at. With PvP you know how far we dig deep into the combat. The first thing you do is take out the trash. You ditch 90% of the skills, non-sense weapons, and start abusing the best mechanics. You'll probably see plenty of dodge abuse, silly glitching, etc... It is inevitable. The role idea is different though since it is more balance related then most areas. If a ranger is more powerful with a bow then a sword, you will likely see a bow. If the sword has a condition skill that adds to your build, you will see the sword as utility with a swap back to your primary. If the sword actually has overpowering skills, then you will see the new ranger thumper equivalents in GW2. On one hand, it sounds cool. A ranger throws out bow attacks, cripples an opponent, and then runs in for the finish. It is very film-esque. On the other hand, it doesn't make much sense in PvP unless it devolves into death-matching or team spread DPS only. You might as well let the warrior come in and beat the shit out of your target. You still need team dynamics right? Also, I have never seen a ranger in GW1 that ran out of a need for the bow. They never had run-away issues like warriors and even had block stances for defense. A ranger in GW2 sounds odd to stray from this idea. Just stay back and go crazy with your bow, right? Will your team be so un-versatile that you need an advanced range character to go in and condition up the target? All of this only really applies to PvP though. In PvE, ALL of this makes sense. You want the range to be versatile for targeting. But once you add the human element, the logic is lost. Bringing in some utility? Sure, that add ups. Like a ranger being able to pile on an additional condition that the rest of the team doesn't have with a sword. However, that is the equivalent of just adding an extra skill to the primary bar. That isn't true weapon balance, which is what I'm having issues visualizing. I could be wrong but the more versatility you add, the more of a bitch it is to balance it. I also wouldn't want it to be over-balanced so that a ranger is a ranged and up-close machine making a warrior look pathetic. Or a warrior who is a gun marksman and knight of the round at the same time. It sounds very PvE centered right now with the setup. I would have preferred if the secondary weapon was mandated as utility rather then a separate role. Like a ranger taking out a sword to block incoming melee or daggering them up before retreat. That sounds much sharper.
Last edited by gunbo13; 08-17-2011 at 03:44 PM.
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