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Member
(08-16-2011, 04:40 AM)
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#401
Originally Posted by Morkins:
Energy management was such a huge part of the GW1 strategy. A shit-ton of the fun had to do with the constant battle of maintaining cool-downs and your mana. I'm now worried we are getting into the territory of utter chaotic battles only salvageable through high level organization. I reserve judgment but this is a big change. |
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Member
(08-16-2011, 04:56 AM)
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#403
Originally Posted by r4z4:
As for how the weapon skills work, your guess is as good as mine. Maybe they'll detail it in another update otherwise we have to wait for Gamescom. |
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Member
(08-16-2011, 05:08 AM)
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#405
Thanks for the clarifications. Really hyped for the Gamescom demo now.
Originally Posted by gunbo13:
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Banned
(08-16-2011, 05:14 AM)
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#406
The worrying about energy removal is a question of loss in gameplay depth the same as my worries about locked to weapon/attunement skillbars are a limit of depth and also a problem with the sense of growth. The changes to weapon skills seem to be in response to questions of a lack of sense of character growth, but I don't understand just how the new weapon skill system works.
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Member
(08-16-2011, 05:23 AM)
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#407
I will say as a long-time high-level GW1 PvP player, I don't like most of the changes proposed thus far, especially the revisions to energy, the skill bar (limiting diversity for the sake of easier game balance), and control (the removal of point-to-click). I like the FPS-style matchmaking reformat of Random Arenas, and the removal of a dedicated healing classes (I really hope that doesn't make every character too self-reliant though, and thus limit the necessity of team coordination). I'm undecided on the change to 5v5; it will make finding a team more manageable, but it drastically lowers the requisite level of efficient team communication required for victory.
I'll reserve judgment until Gamescon, but I think Anet is underestimating how brilliant GW1 PvP really was. There were many problems with the implementation of GW1's design, but I don't know why they are scrapping the core gameplay mechanics. We'll see. I'm skeptical. |
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Banned
(08-16-2011, 05:31 AM)
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#408
Originally Posted by gunbo13:
The way combat works in GW2 doesn't benefit by using energy. The new system replaces the frustration of running out of energy for being good at the game with the strategy and long-term resource management of using energy to dodge, which is extremely important and is a far better use of a long-term resource than the spells which place an emphasis on placement/timing, not frequency.... |
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Member
(08-16-2011, 05:33 AM)
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#409
Originally Posted by Morkins:
Cause this post honestly reads like you did not. |
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Banned
(08-16-2011, 05:37 AM)
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#410
Originally Posted by The Crimson Blur:
GW2 isn't the same as GW1. Energy isn't adding anything to GW2 because GW2 functions differently. It isn't a scenario where everything I say about GW2 means that I think the opposite is true for GW1, which is clearly what you took from my post.... But that isn't what I am saying. I am saying that because of how the mechanics of GW2 work, the gameplay flow and gameplay design don't dictate a need for energy the same way that GW1 did... |
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Banned
(08-16-2011, 05:49 AM)
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#411
Originally Posted by The Crimson Blur:
I think it is fair to say GW2 is more PVE focused while GW was PVP focused at the core. I would be happy if the expanded it back to 8v8 or 6v6. The larger you allow groups, the more room you allow for specialized roles and counters. |
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Member
(08-16-2011, 06:00 AM)
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#412
Originally Posted by Morkins:
Originally Posted by Morkins:
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Banned
(08-16-2011, 06:01 AM)
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#413
Originally Posted by etiolate:
And that isn't a knock on the visual flair that the game has, because I feel like it makes the game easier to follow, easier to enjoy as a spectator, and easier to play. The fact that skills are represented visually means that the on-screen effects tell you exactly what is happening in a battle. However, if you were to have 16 people casting spells constantly, with as "busy" as most of the spells are visually, it would be impossible to decipher what is going on. There is a balance there, between making a game use visual effects to demonstrate what spells are doing and making the game impossible to follow... And 5v5 is the limit. In this case, the LoL/HoN/DOTA comparison is fair because those games are hard enough to follow during 5v5 battles, imagine if you threw 2-6 additional people into the mix... 5v5 is the right size for the Structured PvP. |
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Banned
(08-16-2011, 06:13 AM)
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#414
Originally Posted by The Crimson Blur:
Quote:
Understand? My opinion of it is basically that what I played amounted to a game where Energy was trivial most of the time then an awful hindrance when you actually started to run out of it... It made tactical play difficult by adding a level of complexity that is honestly unnecessary. For GW1, it made sense because the battles had a back and forth and it was about who managed things better. But for GW2, I don't think that the game needs that.... It inherently has those elements and the mechanics flow in a way that doesn't require that long-term pressure from a "resource management" mechanic. Turning it on it's head and making dodging and movement related to energy is a better option IMO. It evolves tactical play and places pressure on your team to be able to adapt to changing circumstances(which is a key element of the gameplay). Rather than just making characters useless when they run out of energy, the change has instead forced players to change their playstyle. If you can't dodge or move as well when you are out of energy, then you have to change the way you approach combat. As I said, movement is key and by tying movement to energy, you place an emphasis on player mobility. And that works better with the mechanics of the game... I will amend my earlier statement though. Energy for spell casting isn't useless... It would add something to the game. However, the thing that it would add to the game doesn't make the game better. If anything, it makes the game worse. It may take seeing it in action to understand that, but believe me, Energy isn't something that is needed for GW2 to work properly.
Last edited by Morkins; 08-16-2011 at 06:30 AM.
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Member
(08-16-2011, 06:45 AM)
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#415
Originally Posted by Morkins:
Yeah, drama is a bitch. I know the feeling.
Originally Posted by Morkins:
What long-term pressure does GW2 have to replace energy management? What elements and mechanics does GW2 have that replace that? At this point I think its just a part of the dev team de-emphasizing shutdown mechanics. I don't know why they are doing this, because skills that hindered opponents (bulls strike, dshot, freezing gust, gale, shame, bflash, diversion, etc) were always the skills that were the coolest/required the most time to master. Sure, interrupts got out of hand with bots, and a metagame shouldnt revolve around them per se, but I think they definitely add a layer of skill. I mean, the "red bars go down" skills were highly inconsequential for the most part (i.e. weapon skills, damage spells, etc) in determining how well you play as long as you use them on the right target. It didn't really matter if eviscerate or dismember were the flavor of the month; they perform the same function. So I don't understand why those skills rather than the more impactful skills are being emphasized...
Originally Posted by Morkins:
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Member
(08-16-2011, 06:49 AM)
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#416
Originally Posted by The Crimson Blur:
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Member
(08-16-2011, 06:57 AM)
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#418
Originally Posted by Morkins:
White = Will have no effect Red = Harmful to the player Blue = Positive effect on the player Now look at all of these attack types for AoEs: Cone: Skills that hit all targets in a specific angle and direction in front of the caster, such as the spell Drake's Breath[2]. Ground target: Skills that require a selected point in the game world, like the spell Phoenix[3]. Point blank: Skills that cause an effect around the caster, like Cyclone Axe. Target point blank: Skills that cause an effect on those within a specific area around an enemy, like the elite Destruction, which causes all attacks to turn into target point blank area of effect. Trail: Skills that cause an effect on the path the caster or projectile moves along after activation, such as the spell Burning Retreat. Vertical: Skills that create a vertically-aligned effect to affect those above and below its position, such as the underwater skill Pillar of Light.[4] That's a TON of variations in possible spell effects going around at once, it's a ton to keep track of and is probably a lot more intensive to render too. |
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Banned
(08-16-2011, 07:01 AM)
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#419
I think I went about approaching this debate the wrong way... I have sort of gotten railroaded into something I didn't intend to be discussing simply because I worded things poorly initially...
Here is a post I made on GW2Guru
Originally Posted by Morkins:
Also, it isn't like previous versions of the game really had that much of a worry with Energy Management anyway either... It was a long-term resource and was practically impossible to use up just standard spell casting anyway. Spamming dodge was the only way to use up your energy to be quite honest... So, they have a system that now acknowledges that things were working that way, but doesn't make a player useless in the case that they do run out of energy... As for why there was a general lack of energy management on spell casting in the first place.... Honestly, it is just because the gameplay is more dynamic and active. The game doesn't need energy management. This may be a foreign concept to some people coming from GW1 PvP where energy management was half the game practically, but GW2 is genuinely doing different things and they aren't "worse" or "dumbed down," they are just different. As I said, Energy is still a long-term resource, it just is a different type of long-term resource. Rather than being something that places a cap on your ability to be effective as a player, it is something that just forces you to change the way you play if you run out of energy... It works better for the dynamic, adaptive gameplay style.
Last edited by Morkins; 08-16-2011 at 07:22 AM.
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Member
(08-16-2011, 07:01 AM)
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#420
Originally Posted by Orayn:
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Member
(08-16-2011, 07:04 AM)
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#421
Originally Posted by The Crimson Blur:
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Banned
(08-16-2011, 07:05 AM)
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#422
Originally Posted by Jira:
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Member
(08-16-2011, 10:22 AM)
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#424
Originally Posted by BrettWeir:
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Member
(08-16-2011, 10:23 AM)
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#425
Originally Posted by Complistic:
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Member
(08-16-2011, 10:31 AM)
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#426
Originally Posted by Jira:
Looking forward to videos out of Gamescom! |
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Junior Member
(08-16-2011, 11:32 AM)
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#429
Originally Posted by JonCha:
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Member
(08-16-2011, 11:47 AM)
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#430
Originally Posted by JonCha:
http://www.neogaf.com/forum/showpost...&postcount=293 There's the WvWvW stuff. |
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(08-16-2011, 01:02 PM)
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#432
Originally Posted by Jira:
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Matsuno's Goebbels
(08-16-2011, 02:21 PM)
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#434
Do some of you people know how energy used to work in earlier stages of GW2? It was there as a long-term resource and to give an idea to the player about the difficulty of an area.
It wasn't part of the tactics. It was almost insignificant as a resource. The energy potions were free and infinite, only with a cooldown between them. Mesmerish energy denial was confirmed to not exist. Energy was only needed for dodging, so those changes make sense. It's bac to be a short-term resource again, it has regeneration again, and is there for dodging. Seems far funnier than their initial idea. It was their intention all along to have recharges as the only cost of the skills. That's because GW2's tactics will now be much more visual: mobility and terrain are going to be more important factores than in the original, spells are going to have flashier effects to reflect this, and players are going to need to look more at the battlefield now and less at the skill bar. Two skills costs instead of one would only make such experience clunky and frustating. It worked on GW1 because the emphasis on the battlefield was much less, which allowed the player to focus more on the skill bar, and thus have more complexity and things to be careful about there. Recharge is going to be essential as a resource, because timing will be essential too. Regarding the spellcasters and melee, they'll all have their first weapon skill to be a weak, spammable skill, and everything else to have a recharge cost. Except the thief, which will trade recharge of their weapon skills for initiative. |
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Member
(08-16-2011, 03:23 PM)
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#435
Originally Posted by Morkins:
--- Fans of the change seem to be amped up for a new redone game. All of these changes are straying from tactics that were central to GW1. It's not even mechanics but events. No more e-denial mesmers, fall-backs when the healers run dry, e-management from secondary prof requiring multi-tasking, focus on casting frequency, maintaining casting order, etc... 5v5 is also not helping things by removing room for versatility to combat a bunch of the subtractions. We might as well stop dropping GW1 references. We are now bearing very little resemblance to the past. This is a new title that you will be a fan of or not. I'm seeing most of the game-play systems in GW1 PvP being dropped. Replaced with that seems to be a less strategic, melee heavy, chaotic system.
Originally Posted by Grivenger:
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Member
(08-16-2011, 05:35 PM)
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#437
Originally Posted by gunbo13:
Everything is different. Maybe it'll be awesome, maybe it won't. But it won't be a continuation of that innovative GW1 combat system that so many of us fell in love with. |
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Banned
(08-16-2011, 05:42 PM)
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#438
Originally Posted by The Crimson Blur:
Last edited by Dexa; 08-16-2011 at 05:55 PM.
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Banned
(08-16-2011, 05:54 PM)
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#439
Originally Posted by gunbo13:
Quote:
Simply put, the gameplay flow with the current system is dynamic and constantly evolving. Tactics are immensely varied and working as a team is vitally important because an entire team adapting instead of a single player is vastly more effective. Skills require active thought and planning if they are to be effective, and playing around the effects of particular skills is important. Stop trying to figure out how GW1 gameplay fits into GW2, because it doesn't. You are correct about that. Take the time to consider the tactical and mechanical implications of the new gameplay structure. For example, look at Weapon Swapping and how that changes the skill bar. Now think about what that means for gameplay. It means, a player can change roles in an instant. Entire teams can reconfigure themselves on the fly to adapt to changing circumstances. One of the teammates goes down? Switch to a more Control/Support oriented skillset so that you can hold the line despite the disadvantage. Kill an enemy? Switch to a more Damage oriented skillset to press your advantage. It makes tactical play and team-wide coordination key elements to success. To play at a high level you need to understand exactly how to react to every circumstance and you need to be able to adapt quickly to the dynamic combat structure. Even if that is just a simple as being able to follow what the other team is trying to do and then adapting to that. If they look like they are going for a more melee heavy composition, then adapt and be prepared for it with some additional control. If they are going for ranged composition, then adapt and be prepared with the plethora of ranged defenses... Rather than reacting after the fact(NOT saying this was all that happened and that proactive play was not present so do not fucking twist this statement, just that that was what the mechanics lent themselves towards), you instead need to act proactively and be able to predict what the other team is doing. That in itself creates a MASSIVE skill barrier that will separate the good players from the bad players... Or how about just looking at the skills themselves? One particular scenario would be the combinations of skills and the implications of them in the context of map position/design... The Guardian has a skill called Line of Warding for example, which sets down a line at the target location that enemy players cannot cross. Traits associated with it can either make it reflect projectiles or knockback enemies that run into it. Now, with this particular skill, you can do a lot of things for a LOT of purposes. You can just use it as a simple Control skill to redirect melee and aid kiting. You can use the skill as a projectile defense if you use that particular trait. You can also do some more complex tactics like funneling the opposing team into worse tactical positions by manufacturing chokepoints. You can even combine it with other skills to increase effectiveness with other skills, like combining it with Barrage, whereby your teammate throws up a Barrage on top of the other team, then you throw down a Line of Warding either in front of or behind the other team to force them to either advance(into your melee forces and other attackers) or retreat(away from the Barrage). You can also use it to split enemy forces by creating a barrier between them that require them to react.... And this is just me describing the sheer number of possible tactics with a SINGLE SKILL. I could do the same thing with a number of other skills, and just about every skill has at least 3-4 tactical uses. It may not be GW1 but saying that it is "a less strategic, melee heavy, chaotic system" isn't at all correct. I came from a GW1 PvP background as well, but rather than just trying to figure out how GW2 would play in the context of GW1, I sat down and looked at what was actually there and how those mechanics would function in high level play. It is different, but I genuinely believe that it is a better system. It sounds like more fun to play, and it will definitely be more fun to watch....
Quote:
Last edited by Morkins; 08-16-2011 at 06:22 PM.
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Member
(08-16-2011, 06:14 PM)
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#440
Originally Posted by Dexa:
Originally Posted by Morkins:
Originally Posted by Morkins:
Originally Posted by Morkins:
ITT I'm being called out and insulted for making "gut calls" on a game that isn't even in beta. I'll give you the win I guess since I don't care for these fiery armchair discussions.
Last edited by gunbo13; 08-16-2011 at 06:24 PM.
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Banned
(08-16-2011, 06:21 PM)
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#441
Originally Posted by gunbo13:
Again, sorry, but I feel like I have to repeat this exact post every few weeks... |
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Member
(08-16-2011, 06:30 PM)
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#442
Gotta agree with Morkins on this one. Guild Wars 2 is not going to be Guild Wars 1. We've known that for a long time. It seems to me that GW2 interprets the design philosophies of GW1 in different ways that the original did.
Anti-Grind philosophy: The original accomplished this with an emphasis on builds and a low level cap. The new one raises the level cap, but is attempting to push meaningful content throughout the whole game, rather than have an extended "tutorial" to the level cap. Skill-based combat: In keeping with the anti-grind philosophy, both games are attempting to put skill in combat ahead time spent developing your character. Again, the original accomplished this through it's strategic, build oriented combat system and giving lots of skills quickly. The sequel is using an action oriented combat system with a heavy emphasis on tactical skill usage. There'll be some similarities in that regard, but this is simply not going to play the same way as GW1, and we've known that for a while. |
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Member
(08-16-2011, 06:35 PM)
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#443
Originally Posted by Morkins:
Every interpretation can be countered with another take. Was "less strategic, melee heavy, chaotic system" out of line? No, it is an exaggeration based on preference. Less strategic has to do with removing strategies I feel are more complex then the replacement ideas. Melee heavy is a theory since all characters have the ability and factoring in the mana pool removal. And a chaotic system is a reference to the absolute reliance on cool-downs which brings worry about short recharges. There are further concerns I have including a big one, the removal of strategy with spikes or the death of. If there is no mana pool then the players can hit a skill directly on recharge causing constant mechanically timed spikes with no weight of consequence. However, like most theories I have, I am withholding them. I'm not digging the new mechanics as much as the former. Therefore, I won't be singing praises for a game that is removing what I like. And until we have more info or are in beta, I'm going to with-hold most judgement. However, that doesn't mean I am barred from posting reactionary statements in the thread. I like to theorize but we have to keep in within reason when the game is still being created.
Originally Posted by Spehornoob:
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Banned
(08-16-2011, 06:35 PM)
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#444
Originally Posted by Spehornoob:
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Banned
(08-16-2011, 06:39 PM)
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#445
Originally Posted by gunbo13:
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Banned
(08-16-2011, 06:41 PM)
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#446
Originally Posted by gunbo13:
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Member
(08-16-2011, 06:48 PM)
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#447
Morkin, knowing that you've played the game has given me two reactions.
1. I can trust that you know what you're talking about. 2. I hate you, Morkin. I wanna play it. You monster.
Originally Posted by gunbo13:
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Banned
(08-16-2011, 06:54 PM)
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#448
I just hope Boon Control does a good job. They have only had a couple of weeks to practice with the Structured PvP, and I just hope they actually take advantage of the full suite of tactical options available. It isn't something that is necessarily obvious about the game(which is part of the problem I guess), but it is there. Figuring out skill combinations and getting a feel for the flow of combat is going to take time, and I just hope that we see at a least a glimmer of it in the GamesCom PvP demos.
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Member
(08-16-2011, 06:57 PM)
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#449
I don't think its hard to understand that people who love the original Guild Wars are disappointed to hear that the sequel won't have any similarities to its predecessor.
Its particularly sad to me, because I see an industry thats obsessed with sequelitis, yet the developers of the franchises I enjoy the most (Smash Bros, Guild Wars, etc) seem to think its a great idea to go a completely new direction. It wouldn't hurt so much if there were other games like them to fill the void, but since they are unique its like killing a genre. :/ |
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Member
(08-16-2011, 06:57 PM)
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#450
Originally Posted by Morkins:
Originally Posted by Morkins:
It is still theory. Most of your bullet points are just simple inferences based on skills and mechanics. They aren't difficult to understand. What you aren't realizing, is that just because there is logic does not mean there is relevance. The majority of the skills might be thrown out. Tactics might be way different then your ideas. The game-play could devolve into all DPS pressure builds where the base idea is the kill clock. The game could also move more towards a terrain battle with a heavy emphasis on kiting. That would emphasis misdirection and map games over combat. If you want to prove your theories you'll have to wait until about 1 month after the retail game is out worldwide. That's the nature of this stuff. And even then, the PvP world can flip upside down based on the tiniest variances. Keep posting your impressions but you don't have to talk down to give your points validity.
Originally Posted by Spehornoob:
Hindsight is 20-20. All of these definitive claims are out of place considering they are making massive features changes like...right now, cite yesterday, etc... |