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6/11/12 3:47:12 AM#21
Originally posted by Zylaxx ... if you realize that already, then I'm not sure why you said there should be traits that do that, when that's built into the weapons themselves. If you want plus passive damage on your longbow, get a longbow that has plus passive damage! Not sure what else to say about that. D: ... and it does make sense, it's a lot easier to balance and design around when they realize everybody has a certain amount of things they can do. If you're really attached to a weapon, I could see how it can be limiting, but I always think of myself as having 10 weapon skills, rather than 5, so it seems twice as flexible. Also, with a warrior, there's just a ridiculous amount of flexibility with weapons.... assuming you're not attached to the LOOK of a weapon over the functionality. D: Sorry that style doesn't work out for you. This isn't your first deal breaker though! They added compound keybinds just for you, I'm pretty sure. :P |
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Originally posted by aesperus Tried Guardian up to level 11. Really enjoyed it but the problem is the 2 weapons I liked the most Great Sword and Hammer had sort of wierd skills I wouldnt like and the skill set I REALLY liked Scepter and Focus looked stupid to me so I continued to play more aesthetically pleasing weapons with the skills I dont like. Again this is a problem with me. Next BWE I might try it some more and try and get the hang of a Hammer Guardian sinse it had 4 skills I liked. |
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6/11/12 3:52:53 AM#23
Originally posted by Meowhead Not only that, but look at the follwing traits:
Longbow and Harpoon damage increased by 5%. All arrows attacks pierce armor. Increase Longbow range. Shortbow skills recharge 15% faster.
Many of the trait lines have specific weapon effects to help additionally customize for specific weapons.
SWTOR is the greatest mmo ever! |
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6/11/12 3:54:28 AM#24
Originally posted by Zylaxx #1) Greatsword already has vulnerability. It's built into the default attack. #2) I'd argue that the #5 charge is more clunky than the #3. They also serve different purposes. The greatsword has more mobility than any of the other damage weapons, and that is a GOOD thing. Hell, the 'clunky charge' as you call it can be used not only to close a gap, but also to create one. This is paramount in both PvE and PvP fights, if you want to more than just run in, unload your hotbar, and then die. Furthermore, there are A LOT of snares that you can add to your arsenal, if you feel like you really need one. There's 'throw bolas', or you can use a sword as your 2nd weapon, or Bull's Charge, or a Hammer, or a Longbow. One combo I used a lot in pvp was to open w/ sword & board. Use charge to get in close, and hamstring to cripple, shield bash to stun, swap to greatsword, frenzy / hundred blades to finish them off. #3) You're assuming that Hundred Blades is going to get nerfed into the ground, because it's a high dmg skill on a weapon that is geared strictly towards damage? In that case why not nerf all the other skills that can do high damage? I really don't see why you're assuming that this one skill is automatically going to get nerfed, when it isn't even the hardest hitting skill in the game. Eviscerate outperforms it, rangers can outdamage it w/ the right build, as can elementalists and thieves. It's a strong skill, but I don't see them nerfing every useful skill in the game, just because they are good. |
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6/11/12 3:57:09 AM#25
I don't think Hundred Blades is getting nerfed either. It's too easy to see coming and you can just pop a knockback, stun on simply dodge one to avoid the damage completely since the warrior can't move. SWTOR is the greatest mmo ever! |
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6/11/12 3:57:49 AM#26
Originally posted by Zylaxx You didn't like sword / shield? That's very surprising. I played a guardian to 12, and that was still by far my favorite combo. It also looked very cool as well. Hammer is another good one. I'm not big on giant hammers or axes, but they are a lot of fun. Torch offhand was another good one on the Guardian. I wasn't too keen on the look for some of the other classes, but for some reason it didn't bother me that much on the Guardian. Plus being able to set yourself on fire and look like a badass was kinda cool. |
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Originally posted by Meowhead Yea I know I bitched enough over at Guru about keybinding.
I hope after the next BWE I can further experiment with classes and try to get my self used to the limiting factors. I will always prefer Look over Functionality however.
As for Sigils, theres not one as far as I know that reduces recharge on weapon skills and that was my main issue with Warrior. I loved the Rifle build becaue I had the ability to trait that 20% reduction in recharge time but I loved the look of the Longbow way more and it didnt have one. |
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6/11/12 4:15:33 AM#28
I understand but disagree with your view. You were respectful in posting it so its a good read still. Glad you shared with us. However, I agree with restricting certain weapons to certain classes. Always have enjoyed that. Just adds to the feel of each class IMO. As far as weapon ability selection. Given the idea that You only use two or three abilities in other games and the odd cc buster or panic button I don't have a problem with it. At this point I believe if you are not satisfied with GW2 you will not be satisfied with any MMO out there. Now, letme explain what I just said. I don't mean that all other opinions are not valid. I mean I can not logically understand any other way that you would prefer the game to be. I would prefer to have 15 abilities and use them all regularly and consistantly then to use 3. So if someone is complaining about lacking diversity it seems unlogical to me that you would choose to play anything then. As everything else has decidedly less diversity. Given that, I would say I'm leaning more towards the idea you are probably just bored with the genre as a whole.
Hybrid classes are an interesting Idea but they flopped miserably in GW1 and are very hard to balance. Almost all melee magic hybrids in every game are the most powerful class on the planet. Its very, very difficult to balance a warrior flinging destructive spells everywhere. Just in the class outline he already has massive damage because generally melee and magic are a games most damaging options of attack. Besides that they may yet add a hybrid class in the future but I wouldn't count on it. I didn't feel pigeon holed as a thief whatsoever. Although I must say, as some others above me said, your last description there does sound awfully a lot like a guardian. The guardian charge is anything but clunky from my experience. You simply target and he goes. Unless your trying to close distance with a fast character or something. Its a good leap attack. Nice damage too with buffs and debuffs. Someone else was saying some of the traits are useless? Haven't seen a useless trait line yet. All trait lines permenantly buff two stats GREATLY. Over half of my power is from buffing my traitline and I've only invested 10 points into it. I've found the traits themselves to be extremely useful, personally. Both as a guardian and a Thief. I've also found my playstyle shifting every few minutes. I tend to favor duel pistols but I tried a sword and pistol as a thief a while ago and it was very fun.
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6/11/12 4:20:06 AM#29
Originally posted by Zylaxx
But, and I have only been to level 19 so don't know if this is viable, perhaps if you favour certain weapons there is a way to trait and otherwise spec yourself to be able to do that? |
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6/11/12 4:24:43 AM#30
Originally posted by Vonatar This, alot of This... People Will probably aclimate Themselves to these ideas at release, those who passes now might come back later. its how games are .... Im Glad GuildWars 2 is taking some chances, even if calculated, in giving us a game that doesnt Alienate us TOO much , and yet gives enough of New , To make us interested in playing it in the foreseeable future. |
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6/11/12 5:09:45 AM#31
There are some wonky preconcieved notions here. For one dual sword warrior is more than viable. Every weapon set is extremely well done. This is coming from the point of someone who is going to be playing competitively for money and will be in Anets tournaments. I've paid close attention to most traits and every weapon combination I could either get my hands on or study in detail. All of them have strengths and weaknesses. Dual swords as a warrior is extremely hard to get away from. You've got impale which stacks bleeds and is ranged coupled with savage leap and hamstring. Plus repost. Hamstring and repost go together better than peanut butter n' jelly. Then flurry. Dual swords is a very trapper setup. High damage output and hard to get away from, especially if he gets up in your face. You've got a cripple, an immobalize, bleed stacks if they start running, distance closer, and the glorious repost which just rounds out the whole ordeal. With dual swords you've got to play a little more burst and backout though. It makes it harder to plain but a better potential weapon set. Basically, if your a warrior and your good with dual swords. Your unstopable. If your new with them and are just spamming abilities without coherence your going to fail hard. It takes some of its inspiration from the thief. You've got to get in there, immobalize them, burst out your damage with flurrys but use reposte to defend yourself and move around actively. The sword and axe are easier to use but overall of less daunting performance. The axe skills are very easy to dodge unless used by an expert. It also lacks any sort of throwing ability, meaning if you miss your savage leap your doomed to sprinting after your target. In PvE its somewhat of a non-issue. Even there though it has its serious drawbacks. Dual swords give you more options that sword axe. I'm surprised to not hear mention of the horn here. It is absolutely amazing. Its buffs are priceless. Actually if your looking for raw killing ability I'd probably say warhorn and mace. Using the warhorns weakening and the mace daze. Still though I believe dual swords hold the highest performance with warriors I've seen as of yet in the hands of those who know how to use it. The ability to allow a warrior to roll away and apply bleed then leap in, hamstring, repost, and flurry to immobalize while using his recovery and utilities makes prey very easy to corner and wail on. |
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6/11/12 5:31:10 AM#32
I unfortunately couldn't play much this weekend and the most of the time I played I spent exploring areas and taming additional pets (got 6 more of them :) ).
However, I wanted to try out the longsword with my ranger and I found it quite challenging to play with against mobs that are a few levels higher (even barely). What helped was hitting with the sword through the enemy, used the second skill that makes your character hit and jump back from the enemy (most of all when you run low on health), then lay traps (I learned flame, spike and mud but used mainly spike and flame as a combo). The enemy run to get you, walking into the traps getting status effects x2 while getting comboed through the traps with my bow or axes. It was a fun way to play the ranger for me showcasing how versatile it can be even in groups. When mobs tried to gang me and 2 others I layed down a spirit that gave us regeneration so we stood all in the circle and moved only within it while taking out the incoming mobs. Before they could enter our regenerative circle they got caught up by my traps again that I had layed down and got comboed by all 3 of us when I went melee, the other ranger shot with her bow and the engineer shot them down with his rifle. Then a necro came along and we all together layed the smackdown on the incoming mobs finishing a skill challenge on the top of a mountain that had mobs respawning in a very fast rate, making it very difficult to even reach the skill challenge at all. All in all I like the versatility of the classes I have played so far (ranger, necro, mesmer). Can't say much about the other ones though since I didn't got to test them yet. |
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6/11/12 6:00:48 AM#33
It sounds as though the skills and all other things combat related, were built around PVP combat, rather than PVE. But that makes sense, seeing as this game will more than likely be heavily focused on PVP. - You have to used ranged abilities and back out of range - You have to be actively moving at all times
Also, for all the fuss about the "freedom" of the skills and everything, after reading this post and all the breakdowns, it sounds like the passives and procs are pretty standard fair. It actually all seems standard fair. The only difference is ANet watched PVP tournaments to decide how they want combat to be done throughout the game. I'm sure it will work for alot of people, but I myself am an RPG fan and MMORPG fan....I'm also not a PVP'er, I don't want to have the PVE's combat to mirror that of PVP combat....
Is this sounding right, or am I way off base....just going off what Im reading really.
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6/11/12 8:10:57 AM#34
Originally posted by chaod1984 All the classes gives you various possibilities through the various weapons skills, passive skills, race skill, traits, elite and so on. That means every class is versatile and you can change its focus by mixing it up or changing it totally by applying/unlocking other skills/traits. The combat still differs between PVE and PVP alone due to the fact that real persons definately focus and act differently then the AI of the monsters/mobs. The only similarity is that you are not just standing on the spot pummeling someone the way you do in other mmos till the mob is dead while drinking potions 24/7 to survive or tanking it out cause in GW2 movement is essential and varies from enemy to enemy. So if you rather like to have a "default" setting, just put together the stuff that works for you best and stick with them by only switching weapons once in a while and you are good to go. :) Just make sure to use dodging when needed to increase your survivability. |
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6/11/12 8:18:14 AM#35
Originally posted by Zylaxx I'm playing just that in TSW atm. I was playing a mid range/melee pure hybrid. |
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6/11/12 8:45:04 AM#36
I did the beta weekend too and while I didn't progress enough to really give an opinion on how the classes flesh out, one thing that really disappointed me was how clunky the combat seemed. I'd say LOTRO has better responsiveness at this point. I can see how the game was made to be played by switching weapon sets constantly, but alot of the abilities aren't very good to where I would want to use the weapon for anything other than 1 ability. Also, it seems strange being stuck with the same weapon skill set from level 5 to the end, maybe I'm wrong about that, but from what I understand the short bow skills will always be the same short bow skills yea? It would be nice to have more options. The game looks beautiful and while some of the voice acting was lackluster, there is alot of it and they obviously put alot of effort into it. I found the game to actually be challenging at lower level, which is a good thing, but things take way too long to kill.. A group of us fought an elite shaman guy for over 10 minutes, during that time there were 3 respawns of normal mobs in this cave that attacked (small area everything in agro radius). That didn't feel right. I would expect that once a group has cleared an area of trash to an elite mob that there would not be monsters respawning, appearing out of thin air three times during the fight. That is all easily tweaked, the clunky combat on the other hand is not.
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6/11/12 8:54:06 AM#37
I have to kind of agree on this one. I'll probably be fine with a warrior but I can see tons of issues arise with this system. The weapon system does terrible things for one's self expression since it's so tied down. Tbh, it's to the level of illogical, the moves your weapons will end up having are unpredictable. Originally posted by Zylaxx This. The fact that the game barrs you from playing THE weapon you want to play because the skills on it do not work in the appropriate situations is a pretty bad thing aesthetically. |
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6/11/12 9:01:47 AM#38
Originally posted by colddog04 Yes, I want my dagger to stab, set things on fire, and shoot bullets at my enemies. Really? My Guild Wars 2 Blog can be found here: Divinity's Reach |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
6/11/12 9:07:13 AM#39
Originally posted by Vonatar
Good post |
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6/11/12 9:13:09 AM#40
The game has no lasting appeal, the only thing it has going for it is b2p. Being b2p people will actually come back to it every now and then to play and see whats changed. But as for a "main" MMO? wont happen. Waiting for:ArcheAge |
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