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2/08/12 4:17:37 PM#21
http://wiki.guildwars2.com/wiki/Counter_Blow http://wiki.guildwars2.com/wiki/Riposte |
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2/08/12 4:47:43 PM#22
exactly what I was thinking Athariel. :D and these ones aren't based on RNG. |
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2/08/12 6:55:00 PM#23
Originally posted by athariel Those aren't even reactive abilities, because you can use them whenever you want, even when out of combat. Reactives are abilities that only become available, once a certain condition is met. I already provided an example, here's another. The ability is called "Icicle", which is normally a powerful 2 second cast ability, but every 10 seconds, when you electrify a target, it becomes an Instant cast reactive ability. |
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2/08/12 7:02:17 PM#24
Originally posted by Master10K I feel like you guys are just harping on semantics. I mean yes, an ability that lights up after some kind of RNG event can be considered a reactive ability, but I don't think we should consider that the only definition.
Those 2 skills are skills used to react to a direct action the enemy is taking. I feel like that very much is the spirit of what a Reactive ability is, especially riposte.
Everything creates huge amounts of negativity on the internet, that's what the internet is for: Negativity, porn and lolcats. |
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2/08/12 7:16:34 PM#25
Originally posted by Majinash Yet when someone asks whether Guild Wars 2 has Reactive abilities, I will say it doesn't, because none of the abilities in the game adheres to what that person considers a reactive ability. It's all about perception, not semantics. |
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2/08/12 7:22:35 PM#26
Originally posted by Master10K That sounds exactly like semantics. All MMOs do things slightly differently. If I asked if there were guilds in Lineage2 would you answer "no" because they use the word "clan"? No. You'd answer "Yes, they have guilds in Lineage2, but they are called clans and unlike other games they have pretty strict limits to the number of players allowed". MMOs do things differently, and someone's perception doesn't mean we shouldn't point out that a new game has that same thing, but it might be slightly different.
So I'd say the best answer to this question is: "Yes, GW2 will have Reactive abilities, but they won't be based off of RNG rolls, they are tools given directly to the player to react to the actions of mobs or other players (insert example here)" Everything creates huge amounts of negativity on the internet, that's what the internet is for: Negativity, porn and lolcats. |
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2/08/12 7:33:24 PM#27
Those aren't reactive skills at all. Those are counterattacks. A reactive skill description might look something like this:
GW2 won't have anything like that for two reasons. First, there are no random blocks, parries, or dodges. Second, skills no longer have a sort of dependency on each other. Everything you slot is always useable if it's not on cooldown, even weapon skills. The closest things you'll get are counterattacks like Counter Blow and Riposte or perhaps a skill that has an extra effect if the enemy is knocked down or under a condition like bleeding. In the latter case you'd be creating the situation yourself, making it not much of a reaction. The only way I can see there being the equivalent of a reactive skill is if you have one skill that causes burning (for example) on crit and another that deals extra damage (or something) if the enemy is burning. "Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss |
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2/08/12 11:14:46 PM#28
In GW2, you are always acting and reacting based on the situation. You'll see what's going on on the battlefield and will have to decide which skill or action is best suited for that immediate situation. I think that's much better than having skills that require you to watch the UI for an indication that a "reactive" skill is now active for use. I think reactive skills have just been a cheat to try to make combat feel reactive, rather than allowing the player to actually dodge, block, side step or take advantage of an vulnerability creating attack with an appropriate counter attack. Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated |
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2/09/12 7:54:56 AM#29
Originally posted by Shroom_Mage What about mesmer shatter skills? They can only be used after illusions are up and active. Similar skills are necromancer marks or engineer tool belt skills etc. Just wondering. Eat me! |
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2/09/12 8:07:47 AM#30
Originally posted by CookieTime Those are just simple Chain Skills. Something doesn't happen to your character, which then allows you to use said ability. Your Mesmer summons Illusions, which logically allows the Mesmer to Shatter said Illusions.
You guys simply need to stop forcing the idea of reactive abilities into GW2, because the people asking whether the game has reactives simply won't find what they are looking for. Personally I don't see the issue, because it's not as if the combat is dull enough to need reactive abilities to break up the monotomy of combat. |
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2/09/12 9:07:29 AM#31
hate reactive abilities, don't like having to wait for a parry/dodge wtv to use an ability.
Take wow warrior for isntance, I had Overpower, which was an ability that can only be used after ur enemy dodges, hated it, but then it had a talents that lets u use it when something procs or something, then it was nice to have it "I am not a robot. I am a unicorn." |
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2/09/12 3:08:28 PM#32
From what I have seen so far GW2 doesn't have any reactive abilities like Aion / Rift does however it has a dodge/block mechanic which allows you to avoid damage instead , It also features preemptive skills such as rangers whirling defense or Warriors channeled block / guardians block buff / Engineers reflective buff... ect. |
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2/09/12 6:38:20 PM#33
Originally posted by fony wait where is it stated about this "not based on RNG" thing you speak of? just curious |
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2/09/12 9:34:13 PM#34
You never "roll dice" to see if you hit an enemy or avoid an attack. Crits are the only thing that are random, as far as I know. "Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss |
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2/09/12 10:52:04 PM#35
So, you guys are basically saying that you have to hit a button to: "dodge", "parry", "block", "evade", for respected class/abilities and skills equipped? (without having a RNG event prior to activating an otherwise unavailable assigned key)? Don't get me wrong, my cleric on Aion has a few of these "reactive skills" and usually awkwardly placed on thie UI, (which I usually miss most of the time and that is really annoying).... since I like having faster keystrokes for more frequently used actions on the action bar.
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2/14/12 3:27:41 AM#36
After playing SWTOR/Rift I can't think of any good reason to have reactives in a game: - if the reactive is "off the GCD" then you should simply spam the button. Optionally use a macro/programmable keyboard. - if the reactive is "on the GCD" then the damage/utility is usually boosted to a crazy degree and you'd be an idiot not to press it. So your combat becomes more about 'press the lit button' than 'work out which ability to press in order to beat this mob/player'. Rift allowed macros, which made this rather obvious. TOR doesn't allow macros which creates a game of whack-a-mole with the lit buttons. --- Having "parry/block" as an ability can be sensible if they want to do that (I guess it would be a player choice of whether to defend or attack?). |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
2/14/12 7:11:29 AM#37
Originally posted by Lord.Bachus I'm pretty sure all the classes have some form of reactive skill. In my mind, everything can be used reactively AND proactively, it just depends on the situation. This is not a game. |
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2/14/12 7:47:52 AM#38
There are some skills that you channel and then react on some impact. I've seen a guardian going into a defensive stance, waiting for the next attack, then knocking the next melee attacker a couple of feets back. |
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