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All Posts by Distaste

All Posts by Distaste

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362 posts found
Originally posted by M0rbid
Originally posted by Distopia
Originally posted by kwai
Originally posted by Distopia

It happened before WOW, people could max out a toon in SWG in days back in 03-04. A real Xp nerf could stop these people, yet no sane dev is gong to do that, if they made XP truly meaningless ( as many seemed to say just a week ago about ESO), there would be no one hitting cap in days without some form of exploit. They're not going to do that though, I certainly had a hard time believing it a week ago in ESO's case. 

 

You must be delusional or something , SWG was a Sandbox game, there was no cap level, you could be whatever you wanted to be whenever you wanted, i maxed out alot of professions just for the sake of it and to have the badges etc.

 

You can in no way compare any of those games to SWG

You only had 250 skill points once you spent them you were capped. Still think I'm delusional?

 

QFT...

 

You were skill capped at 250 in Pre CU as there were no "visible" character levels. Well there were but....blah I'm getting side tracked :)

 

Point being you were skill capped @ 250 in Pre CU and level capped at 80 in the CU, later increased to 90 in the NGE.

250pts was a full build but it is vastly different than what is being talked about here. In themepark MMO's there is a very clear end goal for every character/class and that is max level. In SWG that was not the case, most times you didn't need a master profession at all, you didn't need 250pts spent to participate in any of the content and still be useful. Everyone had different end goals that they wanted to accomplish and those could take a long time. If we are saying 250 was the end goal then which professions? I mean some took considerably longer to level than others. Bounty hunter+Politician? I will also say that no one had a maxed out character in SWG days after launch. bad armor, bad weapons, little resources, no vehicles, no buffs, and it took groups of people to take out a famba. The only way to level a build that fast would be on a server that has been running for awhile. It's easy when you can get good armor, buffs, etc; at launch that was not the case.

If we really want to equate 250pts as the SWG leveling experience though, then we should use the absolute hardest class to level. Jedi took months to level, heck after the village patch it would take no less than 4 months to even hit jedi padawan and probably another 1-2 months of grinding to hit full build. Even if we want to go with the hologrind system that's still 33 professions(iirc) you would need to grind out. Ignoring the insane number of resources and credits you would need to grind out to do the professions, even at 1 day each that's anywhere from 6- 33 days, call it 19.5 days average.

 

So Distopia is most definitely making a very bad comparison by trying to bring SWG into the argument.

Originally posted by Iselin
Originally posted by Otakun
Anyone who believes that ESO wasn't going to sell well and do well in the first couple months is kidding themselves. The game will sell and bring in subs on name alone. Most people I know plan to play the game even though they have problems with it since there is nothing out right now to distract them from it. Most likely most people will play ESO till Wildstar then there will be sub drops for people interested in that game and the others will just sit on ESO till something else pops up to take their interest away. 

You're describing the general behavior of the vast majority of MMO players... that's why I get such a kick out those who don't get it (not referring to you) and think they're being brilliant when they predict a sub drop after 3 months,

Correction, this has more to do with MMO developers than it does MMO players. Most of the new games try to pull off the WoW style MMO and simply lack the gameplay, content, and community to hold people more than 3 months. Copying what WoW did is no longer enough to hold people for a sustained period of time. There hasn't been an MMO for a long time that has come out with either retention mechanics or more than 3 months worth of casual content. The entire reason that SWTOR failed is because all they had was the main storyline and once you did that there wasn't much else to keep you there. So yes the subs will drop after 3 months, but only because the game itself lacks anything to retain players.

Originally posted by xerri

Ran across this :

 

Http://www.oxm.co.uk/68869/what-youll-get-for-becoming-emperor-in-the-elder-scrolls-online/

And was pretty excited to see "hey something exclusive toRvRvR players"  Now with the little that's mentioned it would must likely be a pvp only skill but really how much will it aide?

Anyone else seen/heard of these skills? will Large PVP kills rapidly swap emperors to bust there ranks? what abuse can be had with them?

Seems nice but can it make or break the 3 faction fighting if 1 side gets these??  dunno throwing it out there

 

This is an incredibly bad mechanic and will certainly break RvR but not because the skills are OP themselves. The hardcore players that really want the emperor title and skills will join the winning side. Since these individuals will most likely play more than your average player you now have a side with greatly increased coverage, population, and possibly skill. This means that the opposing factions will get crushed and ultimately stop playing or switch sides causing further imbalance.

 

This is seriously amateur hour in terms of game mechanics and design. This makes the population imbalances that would have already been a problem that much worse. Unless Zenimax starts spitting out population/timezone control mechanics to actually keep things at least semi balanced this games PvP will not last very long. How do Devs keep coming up with these mechanics that simply aren't thought out? Do they just go with whatever sounds good without thinking about the ramifications? The idea of an emperor and an alpha skill line sounds neat until you actually think about it, but clearly no one at zenimax is doing that.

ESO just looks like the same old same old. They been showing nothing new or exciting and what they do reveal are bad mechanics(faction locked races). On top of all of that they tried to distance themselves from calling it a MMO, which just reeks of a game that will try to combine single player and MMO, of course we all know that this does not work out well for the overall state of the game. Single player stuff runs out and they leave, the MMO fans leave because the MMO framework is underdeveloped in order to shoehorn in the single player stuff. The result is a game that no one really wants.

 

EQN is still just a big question mark and just too far away to be riding the hype train. What we know looks really good, but the main mechanics will ultimately determine what the game turns into. Voxels and breaking stuff is cool but whether its fully sandbox or more themepark, weapons break or remain forever, how things get crafted, PvP, etc will determine the final hype. EQNL is what's close but with it being a minecraft-like game it isn't really going to hype the MMO crowd. SOE didn't do themselves any favors with the paid/kickstarter beta thing they just announced, why on earth would you charge for beta when the game will be f2p?

 

The MMO genre is just in a major lull since nothing "revolutionary" has been released in over a decade. Developers seem to realize that rehashing the same themepark design again and again isn't the best idea. GW2 started the push towards change, but ultimately fell due to poor game direction and development. EQN is the first massive technological change for MMO's, we just need to see what SOE will do with it.

Originally posted by evilastro
Originally posted by Distaste

Class balance is an utter mess. TR and CW dominate and clerics are there only to drop astral shields. DC's actually have a passive "buff" that makes them heal themselves for 40% less just to give you an idea of how horribly put together the classes are(the reason given is because they wanted clerics to use potions...). Many skills do not work how the tooltip says, some are broken, and others are so broken they do the opposite of the tooltips.

PvP is not even worth doing unless you're a TR or CW due to the horrid class balance. There is no real matching so you can be at GS 5k and be vs a premade 5 man with GS 10k. If you PUG queue you have an equal chance of getting an AFKer or having the group leader(given to a random player) kick you because he can. Honestly 3/4 my PvP gear(which isn't even that great) was bought with glory from losses due to either AFKers, going against premades, or bad class comp(not enough TR or CW).

Picking up on these two points.

1) Clerics got the self heal debuff because they were stupidly OP without it. As it stands you barely need potions as a DC. Before the debuff they were simply unkillable.

2) GWF and GFs are actually the king of PvP at the moment. But only if you are good. Both have crazy burst DPS and the best CC in the game (obliterates the short duration CW stuff). They can literally stunlock you to death. If either get in melee range of a CW / TR its game over.

1. "Regarding Cleric self heals, they will likely remain fairly minor for the Cleric. This is to help balance the fact that Clerics don't need to use as many health potions as other classes. Before the self heal reduction, Clerics would pretty much always have more gold than all other classes.

It was also creating situations where Clerics would just self heal tank through encounters.

So as unfortunate as the reduction is, it does make you a more concerned with taking damage in combat, which hopefully leads to a more satisfying experience at the end of the day."

 

That's from the IAMA on Reddit and shows just how inept the devs are. At 30+ this is anything but true. A TR with cleric companion will use far less potions than a DC because the TR can kill mobs about 100x faster(exageration but not that far off) where the cleric is left tanking the mobs and slowly killing them while popping pots alongside all of his heals.There really isn't a relief until 50 when we get AS and even then some mobs have some serious dps. We certainly aren't tanking in dungeons either because unless there are 2 clerics for AS stacking the adds alone will drop a cleric. I know this happened around BW2 so perhaps other classes got buffed after? Feats were put in? Either what matters is that clerics healing can safely be brought back to 100% and it won't be OP in the least.

2. CW short stuns are more than long enough to kill pretty much any class so it doesn't matter if they are shorter. The GF do hit hard but they are incredibly easy to get away from and kite. Plus their shield is now pretty buggy with one of the recent patches. I also imagine the TR daze circle from stealth means a dead GF but perhaps I'm wrong. The GWF I have never seen one dominate either on my team or on the opposing side. Sure they do decent damage but they don't drop people nearly as fast as a TR or CW can, plus they are vulnerable. I've done a few 1v1's vs GF and GWF and at least I have a chance at winning. A TR or CW there is ZERO chance. I've outplayed rogues numerous times but it still ends up with me dead because of poor class balance. I've never outplayed a CW though, well because choke->dead, or the more complicated combo of push me out of AS->Choke->dead.

 

My take on PvP balance is TR and CW damage needs brought down, GF and GWF stay right where they are for now, and DC need some damage buffed and righteousness removed. Then implement DR on CC, as well as make AS stacking not give near invulnerability.Once that happens and the TTK is no longer 2 seconds we can get a better feel for where balance is.

Neverwinter is probably a 5 at best currently.

Class balance is an utter mess. TR and CW dominate and clerics are there only to drop astral shields. DC's actually have a passive "buff" that makes them heal themselves for 40% less just to give you an idea of how horribly put together the classes are(the reason given is because they wanted clerics to use potions...). Many skills do not work how the tooltip says, some are broken, and others are so broken they do the opposite of the tooltips.

Dungeons are boring because every single boss/trash pack are exactly the same; red circles and tons of adds. As a cleric it's the worse experience ever because not only are you the healer but now you're tanking because aggro is broken. Don't assume you'll be getting loot either if you're in a PUG because everyone needs on everything because they want Astral diamonds.

Leveling becomes monotonous because every single zone is setup the same Intro quests->followups->Instanced dungeon->next questhub->repeat. Again there is little mob variety and if you're a cleric(low dps) past 40 becomes dreadfully slow since everything heals, summons more adds, or has a ton of health compared to your dps.

PvP is not even worth doing unless you're a TR or CW due to the horrid class balance. There is no real matching so you can be at GS 5k and be vs a premade 5 man with GS 10k. If you PUG queue you have an equal chance of getting an AFKer or having the group leader(given to a random player) kick you because he can. Honestly 3/4 my PvP gear(which isn't even that great) was bought with glory from losses due to either AFKers, going against premades, or bad class comp(not enough TR or CW).

The economy is essentially fixed to AD's but getting them is a pain. You can do your dailies(which at 60 are incredibly tedious especially since you're forced into doing things you don't really want to do). I just hate when they add a 2nd gated currency that cannot be earned through normal play. GW2 did the same thing with laurels and it makes playing the game tedious.

What's wrong with the game is easily shown in the profession(crafting) missions. Do I send out my crafters out on a 2 hour mission and I get 200 astral diamonds, 1s, and 40xp or an 8 hour mission and I get 300 astral diamonds 2s and 40xp. The game isn't balanced, lacks polish, lacks variety, and lacks depth. If 10 is the best MMO and 1 is the worse, Neverwinter is a 5.

Originally posted by Delavega86

at first i was very surprised that a TES game has race restrictions.

but i really dont mind, as long as they dont result in imbalanced populations, which would hurt RvR.

i would much rather they had 3 different factions that any race could join though.

i mean, why cant an orc and an argonian explore a dungeon together? they wont even see each other lol.

There is a 100% chance that factions will be imbalanced and it will ruin RvR. I think the devs believe that by having 3 factions it will solve the population imbalance issues and that's simply not true. Having a 3rd faction helps but  doesn't solve the issues. In fact it can end up making things worse if the system is setup incorrectly. Take GW2 for example, the #1 server beats on the #2 server to widen the points gap and the # 3 server attacks the #2 server because they are an easier target. It needs to be setup that the #2 and #3 server/faction lose equally so they have motivation to stop the #1.  The other major problem is what they plan to do with night capping/non-prime time. People from different countries tend to group up with players from their region. This ends up leaving 1 server/faction grossly imbalanced at certain parts of the day. if one faction can steamroll with zero resistance during the day the RvR will not last long.

Faction locking races/classes is a rookie mistake when you're trying to add RvR. It just adds one more thing to try and balance and no MMO has EVER balanced it. At least GW2 had the right idea with each side having the same races/classes, just messed up on the gameplay mechanics. ESO is going to end up with faction imbalances that ruin RvR, I also imagine that a lot of players will also be resentful towards the game when they want to play an Argonian but their guild picks DF. The game is basically setting up hurdles in front of itself, I hope they have plans to clear those hurdles.

Refund
General Discussion « Guild Wars 2
9/23/12 10:56:27 AM
Originally posted by Timzilla

 


Originally posted by AwDiddums
Morally this is wrong, you've played the product, you like the product but you want your money back because you really couldn't afford the product in the first place.

 

However when someone has a genuine problem then yes they should get their money back, it's their consumer right, but using an excuse just isn't right, do ppl think these companies survive on goodwill alone?

 


 

If you want to inject morality into a simple marketplace transaction, let's put it on the venders shoulders. If they can't deliver a product that engages a consumer for 30 days, then how in good conscious could they expect to keep his money. Return for full refund for any reason should be stamped proudly on any upstanding venders packaging.

Ummm where did you see that GW2 was supposed to entertain you for 30 days? Did ArenaNet ever make that claim? They are under no moral obligation to provide 30 days of entertainment. Do you expect 30 days of non-stop entertainment from a single player game? No.

Take a look at the actual value of  GW2's entertainment though. Say a movie is 2 hours long and $8 a ticket. My fastest level 80 was 70 hours. That means the actual value of GW2 is $280. Even at half that you cannot find a better entertainment value.

 

So yeah, screw ArenaNet for providing $280 worth of entertainment for only $60....RIGHT? How do they sleep at night?!

Originally posted by wrightstuf

Please dont tell me GW2 is another one of those games..."It gets better later on"

I've heard that about other MMOs, and in every case, if it sucked to start, it sucked. Why on earth would devs not strive to make their game very compelling in the beginning? They want to retain players, not drive them away.

From my own experience, i cant say one way or the other. My highest character is 20. The above statement can only realistically be made by high level characters who have played thru it. I find myself playing TSW most of the time, as GW2 just hasnt done it for me that much so far. I guess eventually i'll get a higher level, but certainly not any time soon. Then i can see for myself.

Dunno, I guess i'm just a "what you see is what you get" kinda person.

Depends on what isn't compelling to you. Story? Like most game stories it starts small and quickly becomes epic. Combat? If you find combat too easy then I can tell you it definitely gets harder as you level. Around level 50 or so all the mobs have more abilities, almost all of which have a poison or bleed(sometimes both). The mob density also increases to the point where you'll almost always fight 2-3 mobs at a time. Learning when to dodge, condition management, and other counters is vital to staying alive.

Originally posted by FrodoFragins

My favorite leveling experience in an MMO, for the first character, was SWTOR.  If they had incorporated the questing system of GW2 it would have been even better.

 

I really enjoyed leveling in classic WOW.  At this point it's terribly dated but at the time I loved it.

 

GW2 is great to explore in, but it's just not nearly as addicting at the moment.  It definitely feel more grindy to me than the first two.

I disagree. I feel absolutely no grind in GW2 leveling. I mean heck I logged in quick last night just to get to the next waypoint and ended up finishing the zone some 4-5 hearts, 6 poi's, 3 vista's, and a handful of events later. If all you want is your xp bar to go up then you might be missing the point of the game. GW2 has so much variety that it never feels grindy to me. From throwing bottles of rum at pirates, smashing rats, killing bosses, repelling invasions, picking up ettin refuse, etc. They have done a nice job of breaking things up so you don't feel like you're always doing the same thing.

 

SWTOR was incredibly grindy leveling. The only thing that made it even passable was the personal story, but with only 3-4 of those quests a planet it was a long hard slog through each world. Not the mention the quest variety in SWTOR was non-existent.

 

Vanilla WoW was a better leveling experience than other games at the time, but by today's standards, it was grindy. Do you remember leveling prior to the zone/xp revamps? Leveling past 40 was grindtacular, on my mage I skipped the quests and did the maraudon slimes because I couldn't take quests anymore. BC had a few interesting quests but mostly just more of the same.

If I had to rate MMO level experiences, I would say: #1 GW2, #2 The Chronicles of Spellborn #3 Warhammer(oddly enough).

Originally posted by DKLond
Originally posted by Indrome
Originally posted by DKLond

In WoW - as crappy as the story is - you never need to go looking for something to do. In GW2 - not only do you have to actively search for something to do, you also need a REASON in terms of storytelling. I could probably do without a reason if, at least, they had a better way of showing where the events happen - because I don't enjoy wandering aimlessly until I find one - even if it's just 5 minutes. 5 minutes without an apparent purpose might as well be an hour.

[ ... ]

I think this is going to be a discussion about the differences in themepark mechanics between WoW and GW2.

For the record. In WoW you have no visual cues on the map telling you where you HAVE TO go for that next quest hub. In GW2 you have visual cues and can ask scouts for where you CAN go. To me that makes all the difference.

The fact that you can't know where the next DE is is a deliberate decision by ANet. These events have to be found by playing the game. That includes listening to NPCs, walking from Heart to Heart and constantly looking left and right in the process.

Can it be that you found WoWs "storytelling" ... tighter in such a way that you were being "leashed along" from quest to quest? The world seeming more densely packed and rich as an effect of that?

To me, an NPC TELLING you where to go and you HAVING TO go there is not got storytelling. It feels forced and more like a singleplayer RPG than having the OPTION to go wherever you want and find something worthwhile that you didn't even know about. In that way GW2 creates the feeling of an open world inside the bounds of a themepark MMO.

The art of "stumbling upon stories" in GW2 might simply not appeal to you. But it is needed for the game manifesto to work out.

I'm not the one trying to turn it into a competition between WoW and GW2. WoW is an old game, and I have no interest in going back to it. But, yes, WoW is VERY clear about where you need to go in any given area. There are paths that lead directly from quest hub to quest hub. While levelling, I never had to wonder where or what I should be doing. Doesn't mean the story was good - but there was more direction.

Very basically, I simply want more direction. If the manifesto says there shouldn't be direction - then obviously, the game just isn't for me. Which was my main point in my original post.

 

I just don't get what more you'd want in direction. I mean just going from heart to heart doing all dynamic events you come acrossed will level you through the zone. Do you REALLY need a quest saying "Go do heart 1!" "Go do heart 2", etc? You want a more indepth story but going heart to heart is too complicated? The game gives you a completion listing for each zone, need even more direction? Get 100% completion. Do that and you will be overleveled for everything.

 

You just want everything spoonfed to you while your hand is being held. Too much direction is tedious(WoW and every clone since), but too little direction is overwhelming and confusing(sandbox games); GW2 strikes it just right with providing some handholding elements, you know those hearts I mentioned were put in just for people like you, wtihout forcing it on people but keeps some of the openness of a sandbox.

I do better while drunk, my group of friends has won more ranked matches while drunk than when sober. There is a tipping point though when you go from drunk to fading to black, that's when I start to suck.

There is nothing wrong with raiding per say but it only caters to a certain set of gamers and having the entire endgame dedicated to that subset of gamers kills it for others. When all there is to do is raiding, it gets boring. WoW overplayed raiding/instances and now they are pretty boring in any MMO unless they are drastically different.

 

When raids finally get back to being a special occurance they will become epic again. GW2 is taking a step towards that by making them linked to a large chain of events so they aren't always available. All I can say is that I definitely won't be missing raid nights or being forced to join a large guild while playing GW2,

Originally posted by ariboersma
Originally posted by Zylaxx
Originally posted by doragon86
Originally posted by sk8chalif
This is shit for me, where do i put my thump. seriously, i hold so hard my mouse sometime with my thumps that i would press all button at once. so this is mouse is not good for me , i will keep my 2 thumps 1 lol

You'd probably like the G700. Nice little groove for your thumb when you're not using the side buttons. 

Yup I just ordered it.  Same size as my previous logitech so it will still feel natural.

ugg I cant deal with wireless mice.. I hope they upgrade the old Mx518

The G700 is both corded and wireless. The cord allows you to use the mouse like a regular corded mouse and charges the battery. So if you like corded it works just like a corded mouse, however I think you'll quickly find that wireless mode does have it's usees.

I used the Mx518 for like 5 years. The one broke, optics died, within warranty so they sent me a new one. Used that one for a year or so and the cord got a break in it. I used the cord from the previous mouse and used it for probably another 6 months. I ended up picking the G700 as my mx518 replacement because I got a 50% off code from logitech, at $50 there was no better mouse. Not to mention that Logitech's warranty service is great. I actually just had my G700 replaced because the left mouse button switch was messed up. It would multi-click and unclick even when held.

SWTOR is down for the count, it would require far too much time/money to change the game into something people would play for years.

 

Most of SWTOR's problems were discussed years/months before it released. There were those of us that knew full vo/story would cause patches to come out slower or with less content. We were told though "it's Bioware! They know what they are doing!". We also stated how the game would fall flat once the story ended, but again "It's Bioware!". The major problems with the game were all discussed and dissmissed vehemitly, by Bioware fans, years/months prior to launch. Bioware didn't listen then and now the game is built upon flawed design decisions, it isn't going to change.

 

It took them 5 years to produce the game in it's current form, in order to turn that game around they would need another few years of pure development. We are talking engine overhaul, PvP overhaul, faction overhaul, class system overhaul, world overhaul, etc. You would be basically making a new game with the same assets. It simply isn't feasible and EA certainly isn't going to fund it. EA is going to do the bare minimum to make some more money off the game and that's it. They are going to use as little money as possible to get the most out of SWTOR. Just look at WAR, they reused the same assets for WOH.

Originally posted by jusomdude

You're still doing pretty much the same activities as every other MMO with quests. Cannot agree with that being considered chaning half the MMORPG.

You accquire the quests differently but it's all gather x, kill x, etc.

I wouldn't say it is 1/2 but it most certainly changes a large portion of the MMORPG.

In previous games you need to pick up quests, do what the quests say, and return to turn those quests in. The quests force you to go place and pretty much drag you through the game. If your friend logs in he needs to have the same quest your on to be rewarded for helping and if he already did it he gets nothing. If your friend is higher level then he is basically doing all the work.

 

In GW2 you just run around and do things as they pop up, there can be multiple ways to complete an event, you don't need to return to an NPC to complete it(unless it's a gather one!), and you don't even need to stay until the event finishes. The events don't force you to go places or drag you through the game, you can explore, craft, and do other events to level. If your friend gets on all you need to do is meet up in the world. The only thing required for you to play together is that you do events in the lower level players range. The higher level friend still gets rewarded so he is happy to help. The higher level is also down-leveled she he isn't doing all the work and making things trivial.

 

Do you see the difference? One is very linear and restrictive, the other is non-linear and offers a lot of freedom. GW2 isn't changing what you do, it's changing how you do it. How you do it is almost always more important than what you do. Killing 20 stationary boars is boring(pun intended), killing 20 boars that are all charging at a settlement is a lot funner.

Originally posted by BigRock411
Originally posted by terrant
Originally posted by BigRock411

Oops

 

We all know criticism of this game isnt wanted nor is it tolerated.  

Criticism with some backup is fine. Dissenting opinions are fine. OP had some of those, and some things that were blatantly trolling.

 

Seriously though...everyone thinks the classes are 100% balanced?

Of course not. No game is ever 100% balanced, no matter how hard the devs try, unless everything is 100% the same for every player. I don't think it's as broke as the OP indicates, however.

 

 This is the one game where people want heavy instancing?

There's heavy instancing? The only instances are PS quests and dungeons. Yes, zones splinter into shareds when they are over pop. Keep in mind though not to judge the game by BWE3. They intenitonally reduced the zone caps to stress test.

 

No one would want mounts?

Looking at the numerous polls that have been on this site...it's about 50-50. I personally don't see a need for the,. You can get to any given waypoint near your current location on foot quickly enough, and once you have it tagged you can just port.

 

 Combat isnt 5 button swap 5 button? 

Nope. Not even close. I mean if you are playing like an idiot maybe, but you'll be dead in short order. Now, if you are floolowing behind a large group, you can spam all you want and it won't matter. You won't do any real contributing, But you'll get away with it.

 

Nothing the OP stated was a bunch of crazy fabrications...he just wants the game to be better...why such hostility? 

Actually, easily 2-3 or more of the things he stated were fabrications, or just plain misunderstandings about the game. And there's nothing wronf with wanting it to be better. But he more or less stated the game was unplayable because it didn't have idiotic wow features like a DPS meter.

 

 

 

This is what im talking about, im not even criticizing the game and your on the defensive.

 

Seriously you guys need help....

You were criticising it though through your "questions". You even further back your criticisms by saying that nothing the OP said was fabricated. All Terrant did was point out exactly where your criticisms were wrong in his eyes.

 

Criticising the game is fine, but doing so on false information will end up with you being corrected like Terrant did. The whole "5 button swap button mashing" is something that has a small nugget of truth(you can certainly spam 5 abilities, swap, and do it again) but it is used in a false statement, IE All combat in GW2 is spamming 5 buttons, swapping weapon, and doing it again. If you try to do that in SPVP you will die...a lot, and not be useful. If you try that in harder PvE content, you will die a lot and probably never beat it. It's like saying all you had to do in WoW vanilla was autoattack. Could you kill some mobs with auto-attack? Certainly, but were you going to beat all of the raid bosses doing that? Not a chance.  In any MMO you can use a bad playstyle and get through most leveling content, that does not mean that is all there is to combat.

At the very least GW2 combat is 18 abilities: 10 for weapons, 1 for swap, 1 for heal, 3 for utility, 1 for elite, 1 for dodge, 1 for class ability. At most it is well over 40+ abilitiess(elementalist+summoned weapons).

Originally posted by jazz.be
Originally posted by Kyelthis
Originally posted by jazz.be

Man I'm going to have serious problems deciding my profession on the 22nd of August.

I have so little knowledge about the professions. But they look very different from each other with the various weapon abilities.

I know that every profession has some heal abilities etc. But which one is best at healing and which one is best at tanking?

I wonder if I'd make the right choice from start....kinda exciting.

Best at healing? Elementalist or Guardian.

Tanking? Necro, Ele, Guardian, Warrior.

That doesn't sound right for some reason :-)

I have more faith in Eir_S's comment. However I've read somewhere that the whole healer/tank/dps structure is still present in GW2, that it's just a little less important.


No, that statement is correct.

Elementalist and guardian just have more skills that heal making them better healers. I can only be specific from the elementalist side but they usually have 2 healing skills in the water attunement(the frost beam and tidal wave for example) as well as several other things like traits that make swapping into water attunement heal people around them.

Elementalists also have some very nice traits/skills for reducing damage they take, but I wouldn't say they are as good at it as the other 3.

Necro's have their class skill that basically gives them 2 health bars on top of their abilities that return health on damage. So they can certainly be pretty tanky. Guardians have the extra armor, aegis(blocks an attack), healing, and a ton of abilities that block or reduce damage. Warriors have the extra health/armor, shield block, counter attack, defensive banner, and a bunch of skills to stop their opponent from attacking(stun/knockdown).

That doesn't mean the tank classes can just sit infront of an enemy and "tank" or that the better healing classes can keep people healed indefinitely. It just means those classes do it better than others.

Originally posted by jedensuscg

I agree with you OP, even if the arenanet fanboys do not.  The skill rotation is to basic, the auto attack feature alone hurts PvP.  It is just a paper rock scissor game.  There needs to be more reactive combat, and less proactive.  There is a lot of pre-fight setup where you get your skill set and weapon selection.  But once in combat, its just a matter of hitting those buttons.  There is no synergy between the skills you do have either.  There is no setup, no building of momentum.  There is no reaction to what the other player is doing aside from roll a few times, you can counter a potential attack with a timed parry or block or counter spell.

The skills are interesting for some classes, yes, and they do make PvP a little different from other games, but in the end there is not enough heat of the moment strategy and intuition to make this a true skill based PvP game that is worthy of MLG.

 

But time will tell, cause it is still too early.

This is anything but a paper/rock/scissors game. A guardian doesn't always beat a necro, a warrior doesn't always beat an elementalist, etc. It all comes down to how you built your class and how well you play it. A build with no condition removal is going to die to an enemy with a condition build.

As for reacting, have you met a warrior in GW2? Dodge the bulls rush or die. No setup? Try playing an elementalist and say that with a straight face, they are all about setups and combos. If you get stunned use a stun break(which is all most other MMO's had). No reaction to the other player except rolling? There is plenty to react to and position yourself for like stuns, stealth, conditions, boons, traps, high damaging abilities(hundred blades!). Just because you can't see the things to react to doesn't mean they aren't there.

As for synergy, what are you talking about? There is a ton of synergy in not only your own skills but your team skills. Again go play an elementalist. You have 16 skills and there are plenty that work very well together. Just off the top of my head static field + Lava font or ride the lightning+stun aura+Dragons breath+ring of fire+burning feet. Even the simple classes like warrior have combos like the overly popular bullsrush hundred blades.

 

The one thing I will say about GW2's PvP is that the super high burst numbers need a bit of toning down. That's the entire reason the warrior is popular right now, they bring really high numbers to the table. I like the longer fights though, so maybe it's just me.

Originally posted by Lobotomist

This is not critic to Arenanet , which i give all kudos too - for going and trying something really new in MMO genre.

The game I feel will be huge hit and everyone will play it.

Alas nothing is perfect - and here are few things - i think  came over quite poorly.

 

1. Dense packed mobs on maps.

This is best known as LOTRO(Evendim) syndrom. Namely in LOTRO they tried to slow player movement trough area By putting a boar (lol , or any other mob) every few feet. Your move was a crawl , because you had to fight constantly. It

turned to be tedious. And after a while Turbine made mobs less dense.

Unfortunatley , i feel GW2 has done the same. Maps feel crazily packed by mobs, which soon turns into tedium.

Especially when you count next step ...

2. No safe spot.

This is known as Tabula Rasa syndrom. Namely TR was very dynamic game , and mobs could invade any place anytime. This lead to fact that there was no place to AFK , rest , take a breath , even to type message. Without being attacked.

Unfortunately same goes for GW2. I died 2 times while trying to type answer in chat. And every time i had to go to take a leak. No mather how well hidden was a resting spot i chose (i am talking outside of towns...although even those are not perfectly safe)

New dynamic games suffer from this (Rift included). But like in TR i feel its to much pressure. And its unfun. You need moments of calm.

3. Camera FOV.

Field of view. Something is just wrong with it. Camera is placed to low. Making your character stand almost in middle of screen. And not in low middle part. You need to zoom out in order to have good view around you.

Also camera rotation is wierd....

I am sure its something you get used to fast. But i dont know why they had to change the usual point of view...

4. Themepark Feel omega.

With such pack filled maps. I am afraid that GW2 feels more theme park than king of themeparks.

Certanly not their fault for giving us tons of content. But thats the feel... ;)

 

1. What area are you in?  Most of the places I've been(Charr, Sylvani, Norn) are fairly open and mob density is perfect. Not so many that you're overwhelmed but not so few that you're spending a ton of time hunting them down. There are places where mob density increases but usually they are area's that should be dense. In an enemy stronghold there should be lots of enemies. Unless of course you're underlevel at which point you'll be aggroing things from a mile away. So I disagree completely here.

 

2. What? How could you not find "safe" spots. I've AFKed while making dinner and didn't die. I've taken numberous bathroom breaks and didn't suffer a single hit. It seriously is not hard to find spots where mobs don't spawn and won't attack. Heck an almost foolproof way is to just take a waypoint and afk there. Even AFKing at the small towns you're good for at least 30mins unless it is already under attack. My conclusion, you must be just walking into hostile territory and afking.

 

3. Yeah, it's wonky.

 

4. That is a good thing, the problem with other themepark games is they force you to ride the rides. GW2 is a hassle free themepark where you have lots of freedom.

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