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All Posts by tddavis

All Posts by tddavis

8 Pages 1 2 3 4 5 6 7 » Last
159 posts found

if you want to play support go guardian, They mass blind the enemy, have the ability to dispel both debuffs and buffs on a mass scale, have ability to give your allies the ability to block an attack, lots of forcefields and area denial, small amounts of heal regen, ability to apply protective/offensive boons to allies, have abilities that make your team immune to knockback, etc. No profession currently has such a defensive/support role like the guardian, hell it is even in their name.

Healing may be gone but a successful support guardian will make it so their team takes barely any damage. In GW2 there is no ally target abilities, every support ability effects every player around you. Support in GW2 is about managing a group not individual players.

Originally posted by jinxxed0

I wonder why they went with a thief instead of a rouge. Thief seems to narrow/specific.

It has something to do with one of the profession defineing abilities. won't say it since it will just get this post deleted.

I actually downloaded the leaked vid, definately going to show everyone I know this.

Well Anet already said that shapeshifting was a racial elite skill, and you don't unlock elite skills until level 30 so I doubt it.

Don't expect to see a beta until close to release like they said. If we see a beta it means the game is really close. We won't be beta testing anything other than the stress test for the servers. Arena net knows that Most betas are just glorified Demos/Free trials, so that is how they are going to approach it.

Weapon swapping is a major mechinc in GW2 I was implaying that the Ranger has the option of weilding two different range weapons a more mobile short bow or a more stationary Long bow. Versus something like the warrior who only gets a long bow and a rifle, both of which will be very stationary. or even some professions like the guardian who are only known to have 1 range weapon like the staff. how many range weapons you have access to really determine how ranged or melee a profession can be.

Swords are most likely going to be the melee choice of the ranger. which have a lot of options for melee range in the form of hit and run which allow them to close really quick and strike than get out. They also have abilities like serpent strike which allow them to dodge behind the enemey with the skill. They also work good paired with the bow instead of using closer abilities with the sword you can gain distance and swap to a bow for some range damage. I think a lot of the weapons have abilties so as to have variety of working differently with other types of weapons. I also assume that the great sword will be the most melee of the weapons, I don't see the ranger throwing a great sword. I would agree that the Ranger does have access to more range centric weapons than melee centric, but the ranger still has access to a melee play style. the ranger just uses a more hit run, hit them when their down or vulnerabl; versus a warrior who just chargers in attack from the front simple brute force kind of attack.

With the assassin I wasn't implying that it would be a mirror of the ranger without a pet, the assassin will obviously have some more sneeky things like shadowstep or stealth. For all we know pistols and rifles will play completely different from bows, I imagine static field wont work for arrows and I imagine fire walls wont work for bullets. I was just pointing out that the petless agile range class will be some of the traits of the new assassin profession.

Originally posted by therez0

I don't see how artwork showing turrets has any bearing on the profession speculation. We've already seen turrets in game in the shtterer fight, so we know they exist without regard for profession.

Gonna have to find something more compelling to support speculation of an 'engineer' profession.


As for a name of a profession that uses environmental weapons specifically... look up the word 'sapper'--much more defined as an environmental specialist than an 'engineer'.

well what makes the artwork plausable is the scale of the turrets, which are only about waist height. also the three barrels on some turrets wich mimics the char silhouette. If there is an engineer he will definately be able to create his own environmental weapons, which would imply building his own turrets.

Ranger has nothing to do with range abilties, despite your assumptions about the profession a traditional ranger in the MMO world can do range and melee. Ranger is about his interaction with the landscape, it doesn't stand for his combat style. 

The Ranger has both ranged and melee, and just so you know the Warrior can throw axes to. The ability to throw weapons doesn't imply it is range only. Rangers melee is more agile and hit them from behind or the sides kind of deal, just look at serpent strike.your range and/or Melee is really determined by the weapons you hold, any of the professions can be melee or ranged by the weapons they hold. The only thing that can be said the ranger leaning towards range is the fact that he has both a primary and secondary range option with the long and short bow. The elementalist Earth form is almost guarateed to be a close up attunement. not to mention most of the casters have force feilds and sheilds to stop damage.

This game is about the weapones you hold determing your play style. A warrior can be ranged if they want if they choose those weapons. Your intire playstyle will be determined by what your holding. There will be no pure ranged or melee profession, unless you determine that by your weapons. Class stereotypes aren't going to hold very well in GW2.

When I also mentioned the Assassin being solo I was implying they would have no pet, compared to the ranger. See the ranger isn't about range, that isn't his special mechanic. his whole mechanic is his pet, you can't play a ranger without the pet. The ranger was designed from the ground up to be pet class. actually the ranger out of all of the other professions relies the most on his pet.

Which brings me to people who don't like pets but like an agile range class. Anet said their would be a profession for them, the most likely is the new assassin. Especially when Anet also said their are no pure melee professions in GW2. The engineer can't be it since if it is in would rely on turrets which are just like pets.

There were two kinds of rangers in guild wars, ones who used the pet  and ones who didn't. It is pretty much assumed that all the former physical range builds without the pet will be mixed in with the assassin profession.

That is because there is going to be no gunner profession in GW2. There is no professions that are built around certain weapons. Range and melee are also not tied to professions, Every profession is capable of being in melee and range. Everything people have been talking about the gunner is basically going to be the new assassin. He is going to be the solo version of the ranger with more of a twist to stealthiness, tactical, and agility. The completly new profession is most likely an engineer and concept art creats a very big hint it is going to be that way.

 

Well the original Assassin is not returning to GW2 Your ideas about guns are most likely going to be the new assassin, everything from musketeer to sabatour to dagger assassin. The assassin is probably going to be all those range builds in GW1 without the pet, plus all the melee builds of the assassin.

The last profession it is assumed it will be a turret profession who relies on the use of a lot of environmental weapons. People say it is going to resemble some of the ritualists abilities. Anet specifically hinted at the fact it would use environmental weapons as its main feature.

Except when I don't pay for content updates in GW2 I can still play the game as much as I like with all the content I bought without having to pay the devs a penny more. I cancelled from WoW, think about how much money I lost. Sub is basically a toll road for all the content you buy. You have to keep paying to keep playing all the content you bought. there is no such thing as replayability in a sub MMO, you have to pay the devs money to keep playing whether it is new or old content.

I also trust the Anet devs with the "You don't have to charge a sub", they wouldn't be doing this if  it wasn't possible from a Accounting perspective. You make it sound like it is such a whimsical thing to make an MMO. MMO's cost a crap ton of money to make, MMO's are the largest investment you can make in the game industry. If it wasn't financially possible the publishers would of never let this thing hit developement. I personally value the opinion of someone in the business actually trying to make a product with the concept than your opinion.

Consoles have been using the Buy to play model for years, and they have been racking it in. It has nothing to do with content either. some single player games have worlds just a large as most MMO's. Than they add in expansions as downloadable content, expanding the world. it hasn't hurt the rest of the industry.

ok first he wasn't knocking the pay to play model, he just said you have to defend your choice and make sure you have enough content, like additional content that is being added all the time for your players for them to justify the sub. When you pay for a sub you are paying for mostly content updates, but you have to pay it whether you like the content or not. Guild Wars 2 is taking a different apporach lots of expansions, which are basicly like content updates. Except you don't have to buy them if you don't like the content. GW2 basically gives you the option to decide what content you want to pay for. Everyone should love this idea, because it forces developers to not become lazy because people won't buy your content if it isn't good.

The bulk of the article was basically how the sub model is not required for open ended MMORPGs, it is pure myth spread by developers and fanboys. Anyone who thinks a great open world MMO can only come with a sub is a fool and living in a myth. Developers still need their money and you are still going to have to buy the content from anet, there is no such thing as free content.

Directly from jeffs mouth.

 

Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true – you know it, and they know it. Gamers may buy the argument that your MMO requires a subscription fee, if you can tell them what they are getting for their money. This is the legacy of games like Guild Wars, Maple Story, and Silkroad Online, all of which introduced new business models into the MMO genre and were quite successful. The subscription model is still perfectly viable, but the pain threshold is very low now. It's no secret that gamers don't want to pay a subscription fee. If you can convince them that your game offers enough value to justify it, more power to you! But be prepared to defend your decision, often and loudly, and back it up over the lifetime of your game.

Be very aware of the choice you are asking players to make, and the frequency of that choice. In a subscription model you are asking players to make a choice every month, and it is a fairly drastic choice: Stay married, or get divorced? It is certainly the case that if every player decides to stay married every month, you can make more money from each player in the subscription model. But that will rarely be the case, and not something that you should count on. Every month, some percentage of your player base will decide on divorce, and as with marriage in the real word, once you are divorced you rarely get married to the same person again. If you go the subscription route, you'll need to have the confidence that your marriage rate will exceed your divorce rate.

With Guild Wars we ask players to make a choice only one time, and that choice is whether to buy the game, or not to buy the game. While we don't enjoy a recurring revenue stream each month, we do benefit from the fact that most Guild Wars players come back to the game when we release new content, so we are less concerned about players putting the game down for a few months. Players don't have to decide whether to stay married or get divorced, they just have to decide whether they want to play today or not. Beyond the benefit of a lower pain threshold to get into the game, this is the core strength of the Guild Wars business model, and one of the reasons it continues to thrive when many other subscription-based MMOs are struggling.

- Jeff Strain

I wasn't refering to the assassin being pirate themed. We know there will be different themed armor sets. So for a hypothetical example leather armor could have armor that looks like priate clothes. so anyone that wears leather could make themselves look like a pirate. far as I know there could be no pirate themed armor.  the point is that armor will be used to help us difine our character background personally with what they wear. there is no reason to have any profession built around a certain theme of clothing. think of clothes being used in a more roleplaying like fashion.

The assassin like profession will be more broad, he won't just fit like a rogue or ninja kind of role. Think of making your profession feel personal. say for example you like the asassin/ ninja like role and look. I imagine you can put in melee weapons that make it play like that and then find some armor that is wrapped clothing, a helm that looks like a mask, and dye them both black.

take plate armor for example, you could make the warrior or guardian look like a barbarian, magic armored knight, roman like knight, european like night etc. If people would like to be a barbarian in this game pick the warrior profession and get some barbarian themed armor.

This is why they call them professions, because it provides the skills. the armor is what makes you feel like a certain class from any game by the way the look. Most classes are just lore flavor with similar kind of abilities and a completely different look.

Think of it like a city of heroes character creator with a fantasy/ middle ages twist. except you don't get all the customization at the beginning. you have to go around and find the gear you want like a scavenger hunt.

Originally posted by Loke666

I still think that the pistol class will be some kind of musketeer or swashbuckler. We seen some art that looks rather swashie and I think it is more likely than the sapper, they already have the ranger as a class for traps.

I will bet money that the swashbuckler is the assassin like profession with a pirate themed armor. We know from there interviews that all professions will have a viable ranged option. the new assassin profession will probably be a mixture of the old assassin ranger builds. we also know that anet will be designing lots of armor with different themes and flavors.

many of the professions have trap like mechanics too, the mechanics existing doesn't exclude the idea of an engineer like profession. With all the mechanics listed so far the battlefied will be a regular minefield which will have to be carefully navigated through.

Originally posted by romanator0

ArenaNet has confirmed that the chronomancer will not be in gw2. Also, the armor is not determined by class. All 3 scholar classes will wear light armor.

there is no profession specific armor but there is armor that has themes so you can make the perfect profession that give you the background you like want to be a pirate, wear pirate stuff, etc.

it is pretty obvious that the Dual wielding pistols is going to be part of the new assassin like profession, as well as the ability to use rifles. you have to remember there is no melee only professions in GW2.

I really think all their closed alpha and betas are going to be internal. Since anet talks about beta tests all the time in interviews. Only beta we are going to see is open when they need to do stress test. the fact they said they would be small I think proves this. since everyone at the office I think is required to play the game for a certain amount of hours a day. when they need a fresh perspective they just hire temp beta testers.

I would bet money they are doing beta tests right now, I would not expect the usual public closed betas.

it is anet's goal to make it so you can play with whoever you like in any part of the content. Picking groups based on professions is something anet is working real hard to eliminate. they want people to be able to play with who ever they like regardless of the profession those players are. there will be no forced profession combos. you can play wiht 5 of the same profession and still be as effective as any other profession combination.

that is why a group of guardians wouldn't all be speced for support, some would spec for damage, the point of GW2 is that realistically no particular profession is required. This is quite easy to do considering you can freely change your spec out of combat. This game will be built around specing on the fly to particular encounters. Specs are not permanent, it is Anet's goal to make it possible to do any encounter with any combination of professions. this is possible because ever profession can do every role. yes some will be better than othe, but not to the point of being required to be part of a group. Specing is not long term in this game.

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