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Guild Wars 2

Guild Wars 2 

Reviews & Impressions  » this game is a prime example of a game you should have fun but don't.

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164 posts found
  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2446

2/25/13 6:04:24 PM#21
Originally posted by sxvs
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

i didn't say the method wasn't creative i said the skills themselves weren't creative to where they stilumate me mentally and keep me involved and having fun, wanting to continue to play.

i'm ok with the weapon method of skills attached to the weapons and being and able to switch out and stuff, that's decent enough and i can work with that but what does that help if there's nothing interesting to attach to it?

the weapon skills are so generic/and not creative that's the problem, and the utility skills.

(except with engineer).

 

 

 

Yeah, skills that can be used for doing multiple things are soooooo booooooring.

Much better if it is build resource while dealing damage and then deal damage single target with side effect or another skill that deal damage aoe with side effect.

 

Oh wait while stating that TSW has an horrible combat system you play it instead of GW2 because GW2 has an horrible combat system.

Ah ok.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  sxvs

Novice Member

Joined: 2/14/13
Posts: 112

 
OP  2/25/13 6:05:37 PM#22
Originally posted by Voiidiin

 this game is a prime example of a game I should have fun but didn't.

 

This post is a prime example of a post I think is an opinion and still is.

 

no crap, doctor house.

of course it's my opinion. haha. how'd you solve that mystery through occam's razor?

  Aerowyn

Apprentice Member

Joined: 2/20/12
Posts: 7969

2/25/13 6:07:31 PM#23
Originally posted by sxvs
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

i didn't say the method wasn't creative i said the skills themselves weren't creative to where they stimulate me mentally and keep me involved and having fun, wanting to continue to play.

i'm ok with the weapon method of skills attached to the weapons and being and able to switch out and stuff, that's decent enough and i can work with that but what does that help if there's nothing interesting to attach to it?

the weapon skills are so generic/and not creative that's the problem, and the utility skills.

(except with engineer).

 

 

 

not sure what you are looking for.. but for example my mesmer on focus has an ground line cast spell that creates a combo field if I hit that button again it pulls any enemy within range through the field towards me.. the other skill on focus summons a phantasm that repels any projectiles on top of doing massive aoe damage to any mobs nearby.. the sword mainhand has a nice invulnerabilty attached to the main attack then the second attack causes you to distort(making yourself invincible) while causing massive amounts of damage to all those near me.. and the last skill for sword shoots a clone at the target and when I hit the button again I trade places with the clone and root the enemy for a short duration... just a couple examples but pretty creative imho and that doesn't even get into utility skills or elites

also you gotta look at combo fields and finishers and you can make lots more combos with your own skills using those

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  gimmesome

Novice Member

Joined: 8/12/11
Posts: 368

2/25/13 6:08:58 PM#24
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

http://wiki.ffxiclopedia.org/wiki/Category:Weapon_Skills

*just sayin.   It was done before.   Not original.   Not a bad idea either, however, FFXI did it better and it's 10+ years old...

More flavor.   More charm.  More aesthetic.  More Soul. 

 

  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2446

2/25/13 6:13:01 PM#25
Originally posted by sxvs
Originally posted by Voiidiin

 this game is a prime example of a game I should have fun but didn't.

 

This post is a prime example of a post I think is an opinion and still is.

 

no crap, doctor house.

of course it's my opinion. haha. how'd you solve that mystery through occam's razor?

It is like this.

Some players like 1 game. Others like another game.

Some even like both.

But one game sold 1/10th and is played by 1/10th of the other, maybe your view of fun isn't very general.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  sxvs

Novice Member

Joined: 2/14/13
Posts: 112

 
OP  2/25/13 6:14:34 PM#26
Originally posted by Aerowyn
Originally posted by sxvs
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

i didn't say the method wasn't creative i said the skills themselves weren't creative to where they stimulate me mentally and keep me involved and having fun, wanting to continue to play.

i'm ok with the weapon method of skills attached to the weapons and being and able to switch out and stuff, that's decent enough and i can work with that but what does that help if there's nothing interesting to attach to it?

the weapon skills are so generic/and not creative that's the problem, and the utility skills.

(except with engineer).

 

 

 

not sure what you are looking for.. but for example my mesmer on focus has an ground line cast spell that creates a combo field if I hit that button again it pulls any enemy within range through the field towards me.. the other skill on focus summons a phantasm that repels any projectiles on top of doing massive aoe damage to any mobs nearby.. the sword mainhand has a nice invulnerabilty attached to the main attack then the second attack causes you to distort while causing massive amounts of damage to all those near me.. and the last skill for sword shoots a clone at the target and when I hit the button again a trade places with the clone and root the enemy for a short duration... just a couple examples but pretty creative imho and that doesn't even get into utility skills or elites

 

i'm looking for mental stimulation through creativity.

like alan moore's run on the swamp thing the level that he took it, something deep/complex.. mentally stimulating.

not blocking an attack for 6 seconds and i i push the button again it sends out a shock force that knocks foes back that's called "force shock" for example, snooooooooooooze!

i need more depth, more creativity... more stimulation to keep me having fun/interested.

this game has the depth, complexity, creativity of something like the kardashions when i need the walking dead.

 

 

 

  sxvs

Novice Member

Joined: 2/14/13
Posts: 112

 
OP  2/25/13 6:17:25 PM#27
Originally posted by gimmesome
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

http://wiki.ffxiclopedia.org/wiki/Category:Weapon_Skills

*just sayin.   It was done before.   Not original.   Not a bad idea either, however, FFXI did it better and it's 10+ years old...

More flavor.   More charm.  More aesthetic.  More Soul. 

 

 

and did it much, much better.

  Aerowyn

Apprentice Member

Joined: 2/20/12
Posts: 7969

2/25/13 6:17:43 PM#28
Originally posted by sxvs
Originally posted by Aerowyn
Originally posted by sxvs
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

i didn't say the method wasn't creative i said the skills themselves weren't creative to where they stimulate me mentally and keep me involved and having fun, wanting to continue to play.

i'm ok with the weapon method of skills attached to the weapons and being and able to switch out and stuff, that's decent enough and i can work with that but what does that help if there's nothing interesting to attach to it?

the weapon skills are so generic/and not creative that's the problem, and the utility skills.

(except with engineer).

 

 

 

not sure what you are looking for.. but for example my mesmer on focus has an ground line cast spell that creates a combo field if I hit that button again it pulls any enemy within range through the field towards me.. the other skill on focus summons a phantasm that repels any projectiles on top of doing massive aoe damage to any mobs nearby.. the sword mainhand has a nice invulnerabilty attached to the main attack then the second attack causes you to distort while causing massive amounts of damage to all those near me.. and the last skill for sword shoots a clone at the target and when I hit the button again a trade places with the clone and root the enemy for a short duration... just a couple examples but pretty creative imho and that doesn't even get into utility skills or elites

 

i'm looking for mental stimulation through creativity.

like alan moore's run on the swamp thing the level that he took it, something deep/complex.. mentally stimulating.

not blocking an attack for 6 seconds and i i push the button again it sends out a shock force that knocks foes back that's called "force shock" for example, snooooooooooooze!

i need more depth, more creativity... more stimulation to keep me having fun/interested.

this game has the depth, complexity, creativity of something like the kardashions when i need the walking dead.

 

 

 

the skills are probably the most creative ones ive seen in an MMO as far as having multiple effects and multiple uses on a single skill like ones I described above not to mention having combo fields and finishers on skills and allowing you to create a field and put out a finisher for even more effects on your skills.. i can't really think of many games that offer more options and uses for each skill in a MMO

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Isawa

Advanced Member

Joined: 6/20/08
Posts: 1065

2/25/13 6:20:14 PM#29

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

  Cosmonaut79

Apprentice Member

Joined: 5/19/09
Posts: 166

Veni, vidi, fraggi.

2/25/13 6:22:58 PM#30

In one day I:

 

  • Follow the ghost of a pirate through a maze of traps and other dangers in order to discover his secret treasure.
  • Help at least 75 other people take down a god-priest in order to free up his temple to use as a base of operation.
  • Discover a jumping puzzle that leads to the tower of an evil necromancer.
  • And run dungeons with my guild who are people that are genuinely entertaining to hang with. (Lunar Wolves shoutout!)
Now, I can totally understand that these things may not bring you enjoyment and that is fine.  But you have to understand that there are plenty of people out there who do get enjoyment out of these activities.  Your entitled to your opinion, and I'm just responding with mine.  Neither of us are right or wrong.
 
Respect bossman!
  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 1266

2/25/13 6:24:15 PM#31

I think dreaded PvP balance is partially to blame for some of the samey/wildly underpowered (1 second fears) skills. Even swapping out two weapons it will get boring on most classes. Probably why I have too many alts. I also had to create my own fun to an extent. As I have become obsessed with combo fields and finishers. Combos arent really all that important but without a debuff or buffer type role it's all Ive got.

 

I think the skills are not the games weakest point though. I find the game to be less than thrilling overall. I really enjoy it but its not going to win any awards for most challenging or exciting open world solo pve content.

  Aerowyn

Apprentice Member

Joined: 2/20/12
Posts: 7969

2/25/13 6:25:33 PM#32
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

more weapons would be nice and I hope they add more in before the expansion but if not I'm sure they will add a bunch of new weapons for the expansion.. one system i think that would be fun is adding some sort of utility style system for the weapon skills.. how I see it you basically have everything like it is now but you could unlock new weapon skills by completeing certain challenges throughout the world and you could swap out those new weapon skills with the old anytime you wanted like how the utility system works.. think this would be a lot of fun but obviously make balancing a lot more difficult.

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Gaia_Hunter

Elite Member

Joined: 5/04/12
Posts: 2446

2/25/13 6:29:54 PM#33
Originally posted by gimmesome
Originally posted by Torgrim
Originally posted by sxvs

 the main issue i have is the lack of creativity in the skills, they are so boring.


 

 

All weapons have different skillsets is kinda creative for a MMO, but if you find that boring then sure its boring for you but dont say it's not creative.

The skills in itself is arguable at best due to personal opinions.

 

http://wiki.ffxiclopedia.org/wiki/Category:Weapon_Skills

*just sayin.   It was done before.   Not original.   Not a bad idea either, however, FFXI did it better and it's 10+ years old...

More flavor.   More charm.  More aesthetic.  More Soul. 

 

It is a special attack that you trigger when you reach the cap required and deal more damage and has some side effects.

The skill set in GW2 is a bit more encompassing than that and of course is also the evolution of a system that is also 7+ years old used by GW1.

Currently playing: GW2
Cooperative (semi cooperative)board games you should check: Pandemic, Sentinels of the Multiverse, Eldritch Horror, Descent 2.0,Level 7 Omega Protocol, Last Night on Earth

  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 1266

2/25/13 6:30:48 PM#34
Originally posted by Aerowyn
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

more weapons would be nice and I hope they add more in before the expansion but if not I'm sure they will add a bunch of new weapons for the expansion.. one system i think that would be fun is adding some sort of utility style system for the weapon skills.. how I see it you basically have everything like it is now but you could unlock new weapon skills by completeing certain challenges throughout the world and you could swap out those new weapon skills with the old anytime you wanted like how the utility system works.. think this would be a lot of fun but obviously make balancing a lot more difficult.

I think there will be more weapons.  I would also like to see some classes have access to more weapons.  My poor engineer (I don't find the engineer kits that thrilling unlike OP) and thief are too skill limited.  

 

I could have sworn they said at one point that they were going to separate PvP and PvE abilities or functions of those abilities.  It would have made their lives a bit easier and made both camps happier. 

  sxvs

Novice Member

Joined: 2/14/13
Posts: 112

 
OP  2/25/13 6:36:18 PM#35
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

 

do i really need more than that to understand how it works, i also said i looked up everything on a skill calculator, that includes traits/elite skills/racial bonus, etc.

 

but i think you need to be 7 to start purchasing skills, not sure... so i got to about 10 with each.. saw how they were implemented/used, tried most of the different weapons to see how they worked, etc.

if the base, the heart of these skills aren't interesting i highly doubt they're interesting at a later point but maybe i'm wrong, maybe it does all of a sudden get insanely interesting later on in levels... so be it.

again that would be another mistake not to get people interested early on to keep playing.

 

are you saying by seeing different skills in action, how they are implemented and seeing the skills/descriptions on a skill calculator that you can't get a good idea of how interesting it is? are you also saying that if i keep playing and level up to a very high level that it will become more interesting? because if i take your word for it and go back and level up a character and it doesn't i'm holding you personally responsible. :P

  Aerowyn

Apprentice Member

Joined: 2/20/12
Posts: 7969

2/25/13 6:37:26 PM#36
Originally posted by Mardukk
Originally posted by Aerowyn
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

more weapons would be nice and I hope they add more in before the expansion but if not I'm sure they will add a bunch of new weapons for the expansion.. one system i think that would be fun is adding some sort of utility style system for the weapon skills.. how I see it you basically have everything like it is now but you could unlock new weapon skills by completeing certain challenges throughout the world and you could swap out those new weapon skills with the old anytime you wanted like how the utility system works.. think this would be a lot of fun but obviously make balancing a lot more difficult.

I think there will be more weapons.  I would also like to see some classes have access to more weapons.  My poor engineer (I don't find the engineer kits that thrilling unlike OP) and thief are too skill limited.  

 

I could have sworn they said at one point that they were going to separate PvP and PvE abilities or functions of those abilities.  It would have made their lives a bit easier and made both camps happier. 

I have same issue with engineer I hate when all 5 skills are gtaoe skills so that knocks out two kits which really limits the engineer for me... also yea i would like a completely differn't set of skills for pve and pvp would make life much easier in the balance department

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Aerowyn

Apprentice Member

Joined: 2/20/12
Posts: 7969

2/25/13 6:40:39 PM#37
Originally posted by sxvs
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

 

do i really need more than that to understand how it works, i also said i looked up everything on a skill calculator, that includes traits/elite skills/racial bonus, etc.

 

but i think you need to be 7 to start purchasing skills, not sure... so i got to about 10 with each.. saw how they were implemented/used, tried most of the different weapons to see how they worked, etc.

if the base, the heart of these skills aren't interesting i highly doubt they're interesting at a later point but maybe i'm wrong, maybe it does all of a sudden get insanely interesting later on in levels... so be it.

again that would be another mistake not to get people interested early on to keep playing.

 

are you saying by seeing different skills in action, how they are implemented and seeing the skills/descriptions on a skill calculator that you can't get a good idea of how interesting it is? are you also saying that if i keep playing and level up to a very high level that it will become more interesting? because if i take your word for it and go back and level up a character and it doesn't i'm holding you personally responsible. :P

you are complaining because when you read the description it doesn't sound "exciting" to you? so you have actually not tried said skills and combinations or traits?  did you want every skill to say BIG BALL OF EPIC DOOM IS BROUGHT DOWN UPON YOUR ENEMIES as its description?

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  Isawa

Advanced Member

Joined: 6/20/08
Posts: 1065

2/25/13 6:40:47 PM#38
Originally posted by Mardukk
Originally posted by Aerowyn
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

more weapons would be nice and I hope they add more in before the expansion but if not I'm sure they will add a bunch of new weapons for the expansion.. one system i think that would be fun is adding some sort of utility style system for the weapon skills.. how I see it you basically have everything like it is now but you could unlock new weapon skills by completeing certain challenges throughout the world and you could swap out those new weapon skills with the old anytime you wanted like how the utility system works.. think this would be a lot of fun but obviously make balancing a lot more difficult.

I think there will be more weapons.  I would also like to see some classes have access to more weapons.  My poor engineer (I don't find the engineer kits that thrilling unlike OP) and thief are too skill limited.  

I could have sworn they said at one point that they were going to separate PvP and PvE abilities or functions of those abilities.  It would have made their lives a bit easier and made both camps happier. 

Yes, with more weapons I pretty much share the same utility idea with Aerowyn. Now this is somewhat observed in the Thief who has three attacks per single hand, but when you equip another item it replaces the 3rd attack, making the single hand 3rd attack obsolete - why can't we have a swap option there?

I pretty much see having 2-3 extra attacks per 2-Handed weapon, 2 extra attacks for single hand main, and then 1 extra for offhands. That seems largely doable. The player can then swap these out like utility.

One of my guildies who reads up on everything, said a 2 Handed Axe is in the works going to one class in each armor set - Warrior, Necro, and Ranger. Not sure if this would be expansion material or not - hopinh and expansion would add even more like where are the Spears for gound combat?

PvP and PvE abilites have been changed somewhat, normally reducing boon duration and making skills less effective/godlike ha.

  Isawa

Advanced Member

Joined: 6/20/08
Posts: 1065

2/25/13 6:50:06 PM#39
Originally posted by sxvs
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

do i really need more than that to understand how it works, i also said i looked up everything on a skill calculator, that includes traits/elite skills/racial bonus, etc.

but i think you need to be 7 to start purchasing skills, not sure... so i got to about 10 with each.. saw how they were implemented/used, tried most of the different weapons to see how they worked, etc.

if the base, the heart of these skills aren't interesting i highly doubt they're interesting at a later point but maybe i'm wrong, maybe it does all of a sudden get insanely interesting later on in levels... so be it.

again that would be another mistake not to get people interested early on to keep playing.

are you saying by seeing different skills in action, how they are implemented and seeing the skills/descriptions on a skill calculator that you can't get a good idea of how interesting it is? are you also saying that if i keep playing and level up to a very high level that it will become more interesting? because if i take your word for it and go back and level up a character and it doesn't i'm holding you personally responsible. :P

Haha, there are some builds that just don't exist without being max lvl (or at least 70) like a good D/D Ele and Boon Guardian. Runes and food make these builds so much more in PvE and WvW. I could probably say the interest amount may increase slightly, mainly because you would be introduced to runes/sigils, which would at least allow a little more thought :)

And Necro has several decent builds like Minions, D/D up front high hp/lifestealer, and and 2 variations on Conds/Well builds with Scepter / Staff. Some classes only have 2 or so decent builds IMO. Have to look at combo fields / finishers for most.

I don't think any build really begins until you hit lvl 30 and grab one elite skill, plus you'll have 20 in traits then - which isn't so much, but gets you thinking more :)

  sxvs

Novice Member

Joined: 2/14/13
Posts: 112

 
OP  2/25/13 6:50:38 PM#40
Originally posted by Aerowyn
Originally posted by sxvs
Originally posted by Eluldor

i tried almost every class to where i could start purchasing skills to see what they were like and i could've fell alseep at the lack of creativity among them. - So around lvl 5  tops :P

Heh, since skills were mentioned but traits were not, I'm just going to guess you played each class not beyond the starter zone (you can start purchasing skills a couple lvls in). Skills can have quite a large reliance on traits and at least make the game a bit more interesting.

Also Elite skills like Norn's racials are transformations and give you 5 new attacks each, same with Gaurdian's 2 tomes, and all of the Elementalist's magic weapons, and all sorts of other things seen utilized in the Engineer build.

With that said, I think the game needs more skills and weapon builds per class.

 

do i really need more than that to understand how it works, i also said i looked up everything on a skill calculator, that includes traits/elite skills/racial bonus, etc.

 

but i think you need to be 7 to start purchasing skills, not sure... so i got to about 10 with each.. saw how they were implemented/used, tried most of the different weapons to see how they worked, etc.

if the base, the heart of these skills aren't interesting i highly doubt they're interesting at a later point but maybe i'm wrong, maybe it does all of a sudden get insanely interesting later on in levels... so be it.

again that would be another mistake not to get people interested early on to keep playing.

 

are you saying by seeing different skills in action, how they are implemented and seeing the skills/descriptions on a skill calculator that you can't get a good idea of how interesting it is? are you also saying that if i keep playing and level up to a very high level that it will become more interesting? because if i take your word for it and go back and level up a character and it doesn't i'm holding you personally responsible. :P

you are complaining because when you read the description it doesn't sound "exciting" to you? so you have actually not tried said skills and combinations or traits?  did you want every skill to say BIG BALL OF EPIC DOOM IS BROUGHT DOWN UPON YOUR ENEMIES as its description?

 

i said over and over i want mental stimulation through creativity... i can look at the skills/description of the skills and know if i'm interested/stimulated or not.

healing signet:

grants regeneration/passive

heals yourself/active

 

mending:

heals self

 

etc, etc

 

are not interesting! that is about as interesting as paint by numbers.

 

how about creating a deep story behind a skill, maybe you have a quest to obtain a skill with a back story or something to where it has some depth/complexity behind it.. something creative! for the love of sterling archer.

 

kick, throw bolas, signet of might, banner... etc, etc

oh.... my..... krieger.

i'll play with those skills when i want to fall into a deep coma.

 

on a quest to liberate a village from bandits and succeeding in doing so and then obtaining a skill something like the savior of named village and that gives you a bonus to vitality or whatever.

just as a quick example, at least there i have some depth to work with.

at least with that in mind it develops some interest to progress on past level 10... and that's just a pathetic quick example and it's a hundred times more interesting to me than the first tier warrior talents.

 

it is meaningless what builds there are or what method they are used if there is nothing interesting to combine it with.

 

 

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