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Lead Designer Eric Flannum Answers Follow Up Questions

Posted by Michael Bitton on May 07, 2010  | Comments

Lead Designer Eric Flannum Answers Follow Up Questions -

After a good deal of silence, ArenaNet essentially blew the doors open on Guild Wars 2 last week, providing tons of details on the game's overall design goals, combat system, and even revealed the game's first class: the Elementalist. While the information provided eager fans with tons of answers, they also generated many more questions. Eric Flannum recently took some time to answer nine of these questions on the official ArenaNet blog.

Q: We’ve read some concerns about limitations of a 10-slot skill bar. Some players feel that it’s inflexible and doesn’t allow for enough creativity in making a build. What say you? Eric:

Think of it this way: You’ve got 5 slots that you can slot freely, with the caveat that you have to bring one heal and one elite skill. Your other 5 skills are determined by the weapon set you bring. Most professions can equip two weapon sets and switch freely between them in combat, even stringing together combinations of attacks between them. That means you have access to 15 skills at any given time and you make a minimum of 7 choices (9 at most) to determine what those skills are. Yes, we do restrict some of your choices to particular categories, but there is still a lot of choice there.

If you use the CCG paradigm to explain our skill system, we went from a system with almost no deck building restrictions in Guild Wars to one that has some necessary and sane deck building restrictions in Guild Wars 2. The new system is much friendlier to new players and to those players who either aren’t interested in the deck building aspect (or are just not that good at it), but it still allows advanced players to come up with literally hundreds of combinations to trash their opponents with. One of our designers did the math and the possible number of combinations is in the millions. This system also allows us to more easily balance the game and maintain that balance.

Read the full Q&A  here.

Michael Bitton / Michael Bitton / Michael began his career at the WarCry Network in 2005 as the site manager for several different WarCry fansite portals. In 2008, Michael worked for the startup magazine Massive Gamer as a columnist and online news editor. In June of 2009, Michael joined as the site's Community Manager. Follow him on Twitter @eMikeB
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