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12/04/12 11:07:19 PM#81
Originally posted by TalulaRose Actually post some reasons. Compare and contrast. No sense in reading the same non-reasons over and over again. [mod edit] |
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12/05/12 2:42:03 AM#82
Originally posted by TalulaRose Oh yeah, GW2 doesn't have food that heals on critical hits or anything. And if TSW passive skills count as skills so do GW2 traits (60 major and 15 minor per profession, 480+120 total). So yeah, in GW2 you can create a build that sacrifices defense for damage and critical change and then use food that heals on crit, or create a build that allows you to dodge more often or sacrifice damage so you can stay there blocking and have to move less. Currently playing: GW2 |
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12/05/12 2:49:48 AM#83
Originally posted by muffins89 What are you implying? That "themepark" MMOs don't have any depth in their combat? Please don't tell me that sandboxes have more depth! @OP, I like the combat in Guild Wars 2. But as someone who has spent 1-3k on GW1, I can definitely say that GW2 has less depth to it. This doesn't mean it is shallow. It just means that GW1 had incredible customisation. No other MMO has such customisation as GW1. It's beyond me why ArenaNet decided to reduce the number of skills and make the skills bound to a weapon. I find it so annoying that my first 5 skills are chosen for me and I can only choose utility skills. They even impose limitations on how you chose your second 5 skills. You always need to have 3 utilities, 1 heal and 1 elite. Did I say that you only have a handful of elite skills? GW1 had 1500+ skills among 10 classes which works out between 100-150 per class. It was incredible variety. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
12/05/12 2:50:40 AM#84
Originally posted by muffins89 That would be where you are 100% wrong.
If your good enough and smart enough you can tackle enemies much stronger then you are. |
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12/05/12 3:06:19 AM#85
Originally posted by Mardukk Sadly this is true. With max gear and all traits the game become way to easy, even dungeons, which are suppose to be hard... Hard Mode is needed!!! |
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12/05/12 3:09:02 AM#86
Originally posted by Gaia_Hunter
To be honest, when it comes to building a character for Combat, GW 2 and TSW are streets ahead of the competition in terms of meaningful choices and ability to create a concept you want to play... I love them both for this reason. Promoting thought a new Gaming video blog http://www.youtube.com/user/quinnthalas discussing games, gamers and the internet with gameplay footage as background. |
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12/05/12 3:09:32 AM#87
Originally posted by Rayshe Clearly you haven't played much GW2. Currently playing: GW2 |
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12/05/12 3:25:08 AM#88
Originally posted by fivoroth As someone that has spent close to 10K hours in GW1 I can tell you that from those 100-150 skills per profession only 10-20 per profession were actually any good outside some narrow farm build. The number of skills in GW1 that are simply outclassed or so situational that you are better bringing a skill that is generally more useful is mind numbing. The choice in GW1 was between having a good build or having bad builds. GW1 give a better illusion of freedom and variety than GW2, I'll give you that. Example: GW1 Warrior in PvE (one of the professions that have the highest amount of viable builds). Start by adding the sunspear warrior skill whirlwind attack. Add the kurzick/luxon warrior skill "Save Yourselves!". Get "For Great Justice!". Axe - Why the hell are you using axe in PvE? Hammer - Elite: Earth Shaker. No point using any other hammer elite. Then you either use Crushing Blow or Pulverizing Smash. Finish with Crude Swing. Sword: Dragon Slash and Hundred Blades are both usable. Add Sun and Moon Slash. Maybe add Body Blow (strength). Tactics: useless outside some narrow build/farm. Strength: Enraging Change and Flail are usable although the "Deldrimor rank skill" "Drunken Master" or pure consumables are better options. That is the PvE GW1 Warrior 150 skills reduced th a dozen skills.
Currently playing: GW2 |
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Originally posted by Gaia_Hunter
With this much customisation and more doesn't that infer depth? 'The trouble with quotes on the internet is that you never know if they are genuine' - Abraham Lincoln |
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12/05/12 4:10:11 AM#90
Originally posted by Gaia_Hunter You can go on and on, however it would be repetitive. No matter what spec you play it will be a dps spec, the cc effects are marginal and merely exist to accent DPS which is what GW2 pvp is all about, layers of dps. The boredom factor sets in when you realize that you cannot make a functional healer, CC, Support build that is not really just a DPS build with some perks. You quickly find out after a few weeks of never ending theory crafting and searching other builds online, that you are confined to play, conditions, bunker, roamer or some other Crit heavy build.
Its basically like saying there are countless ways to accept Jesus Christ as your savior, it doesn't really mean you have options. In GW2 if you have a build that even uses another RUNE this is different from the other guy who also plays ranger, you feel like you won a small victory. Slave 48 hours theorty crafting your necromancer only to find out some guy named Clerk already came up with the exact same thing down to the armor and weapon sigils. You of course tried vampirism early on to find out how terrible it was, or some other things that LOOKED really cool. But you ended up with this damn condition build you hate playing, you roll an alt, thinking things will be different with a Mesmer or thief, but no. Combat feels empty and dull to me, GW2 pvp is not something people give up as a l2p issue its something that you stop doing because you don't hate yourself. Just my opinion maybe, but I played a lot of mmorpgs, GW2 pvp combat is fine the first month or so until the lack of debth really sets in. |
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12/05/12 4:30:46 AM#91
Originally posted by Neo_LibertyOriginally posted by Eluldor If your talking about point and click or action combat then Tera has GW2 beat. For some reason GW2 combat feels diconnected, you don't feel like you are actually connecting with the mobs. Tera is way more connected, moving and blocking and not getting hit is far more rewarding in Tera ,GW2 feels slow in comparrison. When it comes to builds the The Secret World whoops GW2 all day long, it's laughable to even think that GW2 has more combat options than TSW. |
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12/05/12 4:33:00 AM#92
Originally posted by Faelsun Opposed to the awesome PvP MMORPGs where you are CC'ed until you die or CC them until they die or the most healers win. And fotm was a word specially coined for GW2, right? In other games all the possible builds are equaly viable and succesful and you are a snowflake! Healing, dealing damage, supporting and CCing in the same character is boring but spending an entire match/dungeon just healing, ccing, tanking or dealing damage is the pinnacle of diversity and variation.
Currently playing: GW2 |
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12/05/12 4:39:39 AM#93
Originally posted by muffins89 After you added all the extras you pretty much have combat that has more depth than most MMOs. Only one I can think of off the top of my head with more depth would be Vanguard. Pushing more buttons =/= depth. Not as in depth as GW1 though, but that wasn't a MMO. |
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12/05/12 4:47:47 AM#94
Originally posted by evilastroOriginally posted by muffins89 Yeah Vanguard is vast , 16 classes with all of them having two or more stances. The shammy is three classes in one, let's face it everything about Vanguard trumps GW2 except graphics and the cities. |
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12/05/12 4:59:08 AM#95
Originally posted by Faelsun As someone who is not a rabid fan of GW2 and am fairly reticent about the vertical gear progression issues, I would have to say that the thing that really attracts me to this game outside of exploring the awesome world the dev's built is the combat. The combat is deceptively simple, but in theory quite complex. PvP is one thing, but PvE is another and I find that the non-dps effects can be very important especially while soloing. In groups, it is a mixed bag because it seems that dps still reigns over other effects. Also, the game is yet young and I feel that ANet have nerfed the non-dps effects for some odd reason. If they ramped them up to the potency of GW1, I think we would be seeing that the game is actually not that shallow combat-wise. It is just that at the moment, dps is king and that is an issue that requires looking at quite closely in my opinion. Playing MUDs and MMOs since 1994. |
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12/05/12 5:02:29 AM#96
Originally posted by Rimmersman Is there any obscure or very small population MMORPG that doesn't trump GW2 in your opinion? :) Currently playing: GW2 |
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12/05/12 5:40:28 AM#97
You know you dont need to bash everyone who comes to the MMORPG forums and says they are enjoying a game. Sometimes you can simply be pleased that they are having fun, rather than trying to pull the rug out from under them and bash them for daring to appreciate the product they bought. This tends to be one of the reasons why people end up getting disheartened and leaving, and then those of you who bashed them can't work out why your server is now empty. OP - glad your enjoying it, and your right, the combat is fun :) "When people don't know much about something, they tend to fill in the blanks the way they want them to be filled in. They are almost always disappointed." - Will Wright |
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12/05/12 6:55:42 AM#98
Originally posted by Rimmersman
I play a mesmer. The point is to avoid having the mobs connect with me. Moving, dodging, sowing confusion amongst the enemy... quite rewarding in GW2. What's fun is being able to take on practically anyone in WvW (except thieves... still working on that...) and being able to walk away with a win, and if they reinforce I can use clones, invisibilities, etc. to escape while they stay behind attacking that which isn't there. I can't say about TSW and a comparison about the numbers of builds that are viable... but I remember in GW1 there were thousands, quite literally, of bulds you could use. The problem, though, was that of those many thousands relatively few were actually viable. It doesn't matter if you can have ten thousand potential builds if only twenty are actually viable. In GW2, by design, there are little to no non-viable builds. Every build can be used rather well so long as you match your playstyle to the build you create. Is that true in TSW? No idea. But quantity doesn't always equate to depth. Quality within the quantity is far more significant. |
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12/05/12 7:01:33 AM#99
Originally posted by muffins89 I agree. It's not as "in depth" as it first appears, but that doesn't make it worse than any other MMO. |
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12/05/12 8:36:53 AM#100
Originally posted by Volkon I've already reduced the GW1 Warrior hundred of skills to a dozen viable skills (viable as in not outclassed for general PvE).in this thread. I've only play TSW during the free month but I'vent seen anything to prove TSW doesn't suffer the same problem (easy to get non viable builds and reduced number of viable builds). And anyway you are also limited due to the fact you need a builder and a finisher, which leaves 3-4 open slos (most builders work for all the weapons, healing weapons generally require 1 builder for each). Then you have the passives. Passives are pretty much the equivalent to GW2 traits that you only max at level 60 once you reach the Grandmaster tier, but somehow for GW2 the character developement ends at level 30 or before, according to those that don't like the game. The moment you choose your 2 weapons (or a role) in TSW the number of skills you can choose from is extremely reduced. And what is currently the best build for group healing? I remember that when I was playing Fist was the way to go for healing. Again the biggest difference is that it is much easier to see what everyone should be doing and what failled with a tank-healer-dps game than it is to see in GW2. The transition from open world play -> dungeon-> optimized dungeon run is bigger than in games running the holy trinity. Going from open world to dungeon most GW2 players will notice they are dying much more often and they will start increasing their defenses (or rez zerging the dungeons and then raging in the forums that GW2 has no team work). Then players will start discovering stacking might with combo fields, or stacking protection or armor of chaos is really good. After that players will understand that dispite the fact there is no holy trinity a warrior is much better at dealing damage than a engineer and that guardians are much better at support than thieves. So warrior players will drop defense for damage once again and rely on the support of classes better at supporting to stay alive and clear of conditions.
Currently playing: GW2 |
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