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10/12/12 3:32:25 PM#81
Originally posted by Slampig No worries, happy to explain. First off lets address the hearts. They are for new players and help guide them in the begining parts of the game. Later zones have no hearts. This is simply something in game to help those use to the quest hubs wheen themselves off. Honest mistake from someone that hasn't played, or at least hasn't played long. No worries though, it happens.
As far as how are DE's different from PQ's thats a bit trickier. It's best explained with a video I think. http://www.youtube.com/watch?v=HTF9T4oQ480&feature=plcp http://www.youtube.com/watch?v=IwmtVFoZAKA&feature=plcp Simply put, the differences are HUGE. |
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10/12/12 3:38:24 PM#82
Originally posted by Randayn You could also argue that an MMO with turn based combat has more "skill" than TSW because you have time to set up specific skills before each combat turn. But I don't think so. Setting up strategy before a fight doesn't necessarily equal deeper strategy.
Playing the thief with their ability to stealth themselves, stealth teammates, dodge, apply poisons and bleeds, to slow or root the enemy, and teleport around the area often is a lot of strategy for an mmo. Maybe real time strategy requires more creativity and skill than pre-configured strategy?
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10/12/12 3:40:12 PM#83
Originally posted by GrayGhost79 Again, when i say strategy I'm not talking about twitch. YOu are talking about FPS type strategy, which I call twitch...it's where you must react on the fly. A great example of TSW's strategy implementation is what I've said before. You must use the skill wheel carefully and understand all the skills you use....you have to create a synergy with them so that they help each other. When you do that, the combat becomes easy. If you don't do that, the combat is anything but easy...can become impossible with a bad enough build. This is a way of punishing the player for not thinking, rather that, in your explanation, punishing an MMORPG player for not being able to use FPS strat/twitch. |
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10/12/12 3:43:35 PM#84
Originally posted by Normike I would say that real time strat involves more reaction and instinct, pre-configured strategy requires careful though and an awareness for unintended consequences that could crop up. It's the difference between Chess and Lazer Tag |
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KingJiggly
Novice Member
Joined: 8/03/11
Definition for innovation is below. Your welcome. |
10/12/12 3:44:31 PM#85
Originally posted by Randayn Here is Tsw skill wheel: go with is OP at that moment and insta win. If I can go on the internet, look up a build, it does not require skill. Games like Starcraft 2, Guild Wars 2, Lol (to an extent), and even Legend of Zelda require skill. http://www.merriam-webster.com/dictionary/innovation |
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10/12/12 3:46:30 PM#86
Originally posted by Randayn GW2 borrows the skill bar from GW1 with modifications. It is not twitch based but more like turn based strategy. The reason I say this is the builds can have alot of synergy, such as Flame wall from an ele so Rangers can then shoot through to have flaming arrows. The same can be done with skills from the Guardians and Mesmers also for different affects.
In GW2, you have to understand your skills also AND you also can load in different weapons for their skills also.
I found TSW's implementation more of Mash button 1 and 2 then finish with 3 - not much strategy there but I didn't like the game enough to get the the more difficult areas. |
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10/12/12 3:49:41 PM#87
Originally posted by KingJiggly You can do that if ya want, but the I like that the game allows me to experiment. Before any strat came out (in closed beta) I built my own build and still use it to this day....come to find out it's the preferred build for tanks in nightmare dungeons...there is a sense of accomplishment there, in a mad scientist kinda way. There is a different sense of accomplishment when using twitch skill based combat. The difference though is huge. With the skill wheel you can mess around all day with it and make as many builds as you like. With GW2, you are already confined with weapon skills and then the traits and such are pretty basic things as well from what Ive seen while playing. There is no real wiggle room...the only time there is wiggle room is in combat itself and with the designated skills you've been given from the start. |
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10/12/12 3:50:51 PM#88
Originally posted by Randayn Sorry, you misunderstood using abilities in conjunction with others to create combo's and completely changing your style of play and strategy by utilizing weapon sets and ultility skills as FPS twitch combat. No that is strategy. You have to create synergy to be overly effective. With what I stated above the player is rewarded by thinking of how his abilities synergise with each other. The poison grenade and the fire field give bonuses to projectiles fired through them. Not only can you utilize these but so can allies around you. Now I broke down in detail a tiny little part of the strategy involved in GW2's combat. Poison fields imbue projectiles with poison, fire fields imbue projectiles with fire, I just took a single projectile that has bleeding on it and gave it poison and burning damage by using strategy and knowing my skills and how they synergize with each other lol.
I asked for a similar example from TSW, you have not provided one. You say that syngergy is important there as well, explain how and is it truly comparable to the synergies I described. |
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10/12/12 3:52:57 PM#89
Originally posted by botrytis I don't disagree with the combo's in GW2...they are pretty awesome when they are done. Liked them alot. Again though, that's "on the fly" reactionary skill. Has nothing to do with well thought out strategy As for Mash button 1 and 2 then finish with 3...nah...you can do that in kingsmouth, but won't get away with it later. I use all 7 of my actives and rely on those 7 to come together well with my 7 inactives.... |
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10/12/12 3:56:21 PM#90
Originally posted by GrayGhost79 lol...Im glad you read my entire post. Again, what you are describing is reactionary skill based combat. not thought based strategy. There is a huge difference. The example I gave you for TSW is pre-fight strategy...preperation. When you go to battle after thinking it all, everything moves with you having to twitch about and time things perfectly (although some timing is needed). To me, the preperation is much more fascinating....which is why I love RPG's and older MMORPGS...now it's all reactionary...it's very much like the way FPS's have been from the start. act on the fly, no pre-battle planning needed. |
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10/12/12 3:58:48 PM#91
Originally posted by Randayn Here you go....I'll give you a small example of what happens in combat because of my prep before. I crit, now the enemy is weakened, a weakened target hits me, now I can evade more, when I evade, my hit rises, when I get off 2 hits in a row I do extra damage to a mob. All that because I put together a build that would chain everything together. But I thought this out before combat...not during. |
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10/12/12 4:00:36 PM#92
Originally posted by Randayn Yes, we go through the pre fight prep as well though ours is much more involved and actually happens a lot more frequently. I change setups between encounters in dungeons constantly because one fight isn't like another.
Equipping the flame thrower kit for the combo field that you and others can use is a pre fight strategic choice. You get off easy, I have to make sure my 10 combat skills, Major and Minor traits, 3 utility skills, 3 profession skills, elite and healing skill all work well together. One heal gives a passive regen and a small heal when activated. One blocks damage while healing and gives a little more healing. Another is purely a nice heal while yet another is a healing skill that heals me and my party members.
Sorry lol, the level of strategy involved in GW2 is leaps beyond TSW in both pre-fight setup and while in combat. |
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10/12/12 4:01:35 PM#93
That's a straw man question and I think you know it. There is NO game "exactly" like WoW, yet enough of the pieces are there to make the comparison. Constantly. Continuously. If a game was "exactly" like another game, there would be copyright infringement lawsuits all over the place, and I think you know this. - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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10/12/12 4:08:16 PM#94
Originally posted by Torgrim GW2 cured my cancer and this guys as well :) |
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10/12/12 4:11:54 PM#95
Originally posted by Randayn lol... please don't tell me thats all you have. If I equip a sigil on my weapon that gives 30% chance to heal allies when I hit it will be completely different than when I equip a sigil that grants 10% haste when I crit. Same goes for the runes on armor. Thats not even talking about the trait lines that do the exact same that you just posted but a great deal more. Yeah, lol... TSW doesn't come close if thats the entirety of your pre-fight strategy. As I explained we have the same but a version thats a great deal more involved lol.
http://wiki.guildwars2.com/wiki/List_of_guardian_traits Heres simply the Guardians traits. The major traits can be switched out of combat so that you can tailor yourself better in between encounters. |
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10/12/12 7:57:03 PM#96
Originally posted by GrayGhost79 wow....you seem to have it really tough...do I use the heal with more heal, or the one with less, the one that blocks or the one the heals party members....again these are all abilities that work solo....they dont depend on other skills for their capabilities...TSW, EVERY skill counts on another to work more efficiently....thanks, but I think I know who the true red herring is... |
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10/12/12 8:00:10 PM#97
Originally posted by GrayGhost79 ummm....you are talking about a sigil, which does the same as gear. Im talking about skill combinations that allow others to flourish....please name me at least 5 skills that can be used in GW2 for one toon that will work together to make each skill more potent? Didn't think so....thanks...goodbye traits are nothing more than buffs, damage and healing...I played the damn game...why do you act as if I didnt? they are additional buffs...they don't work together though to make each other stronger, in TSW you must have your skills do this or you can put a tag on your toe. |
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10/12/12 8:04:55 PM#98
On a side note, can you please explain to me when you'd need to do all this "switching" of skills when in the open world (not a dungeon)? I know in TSW you need to pay attention to your synergies at all times...not just dungeons....when you get into a dungeon, you need to choose your skills that pertain to your specific role and choose skills that synergize with the rest of the group as well (for maximum performance). Please enlighten me....because it sounds as if you need less strategy for dungeons in GW2 than you need for the open world in TSW?
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10/12/12 8:07:28 PM#99
Glad you like it and I hope you stay so i dont have to hear your belly aching when the next hardcore sandbox pvp mmo comes out and someone takes your gears and you cry.
Now: Skyrim |
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10/12/12 8:20:10 PM#100
FFS the "Quoting" in this trhead is getting kilometric..... ¬¬
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