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A New Way of Looking at Healing & Death

Posted by Suzie Ford on Jul 08, 2010  | Comments

A New Way of Looking at Healing & Death - Guild Wars 2 -

Guild Wars 2 game designer Jon Peters has penned the latest blog post on the official GW 2 site. This time, Peters takes a look at the healing and death systems for Guild Wars 2. With a title like "A New Way of Looking at Healing & Death", it's a surefire hit.

The goal of the development team was to change the fundamental death system from a punative one to...erm...a more enjoyable event in a player's life. Upon loss of health, players enter something called a "downed state" with a limited number of less powerful skills to use that give them the chance to survive. Of course, downed players can still be attacked and, if defeated again, they are well and truly dead and forced to wait for resurrection or to respawn. In addition, a few of the professions have something akin to an instant resurrection for nearby fallen allies. For instance, Peters outlines the Warrior's "I Will Avenge You" skill that, on defeat of a nearby enemy, will rally their fallen allies.

GW 2 will also have a kinder, gentler death penalty. Players who have been downed more than once will take longer to revive and, at worst, have to spend gold to revive at a nearby discovered waypoint. Devs simply felt that the alternative harsher death penalties simply weren't worth it. "Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason." Peters writes.

Tackling the 'Holy Trinity' factor, Peters talks about making Guild Wars 2 players more self-sufficient yet offers them cool ways and reasons to want to group together rather than having to group:

Instead of the traditional trinity, every Guild Wars 2 profession is self reliant--not only can they all help each other by reviving in combat, but all professions have ways to build their characters differently to make them more versatile for group play.

Ultimately, DPS/heal/tank just didn't cut it in our, game. Our players demand more from Guild Wars 2 and we intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun.

Peters offers a lot more insight into these roles and it's worth the time to head to the Guild Wars 2 blog and read the rest. Then come back and tell us what you think!

Suzie Ford / Suzie is the Associate Editor and News Manager at Follow her on Twitter @MMORPGMom
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