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The Guild Wars 2 Thread

Mangoose

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I'm of the mind that they're simply experimenting with the energy-less abilities. Or maybe I'm being too optimistic. Hope is the first step to disappointment. I'm so used to raging at shitty devs whose design goals are shaped by marketing tools that I don't know what to expect with a somewhat reasonable developer.
 
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SerratedBiz said:
The tard is strong within me. I basically failed to count the skill slots and assumed there were eight of them, and somehow managed to overlook the fact that you only had a health orb and not an energy one.

What's this no energy nonsense? Management of it was a huge part of mastering GW / playing with its professions.
Yeah, up until a few months ago, skills (and rolling around like a moran a-la Geralt) consumed energy, but for Gamescom they tested a new system were only dodging costs energy and skills are only limited by cooldowns.

Resource management is of great importance in any MMO, I'll be seriously disappointed if they keep this new system.
 

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dunno...
if you remove ene costs from skills it somewhat shifts the focus from resource management to proper skill response as well as increasing overall speed of combat, which is good.
ene in gw1 pve is at worst just slowing down gameplay and at best completely irrelevant. it only ever matters in pvp spam builds or ones susceptible to ene burn...
 

Mangoose

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Keep in mind also that the energy system that was in-game for GW2 is not really like the energy system from GW1. The GW2 energy pre-cooldown-only is (was?) more similar to a "traditional" MMO, where your mana pool is supposed to last you several battles, and regens slowly. I think they wanted you to engage in resource management throughout PVE quests or dungeons I guess. But unfortunately they came up with the very very polarizing idea of energy potions! Taking away energy as a whole might be a kneejerk reaction to that, actually.

I wouldn't mind if they simply went back to the GW1 model of small energy pool/quick regeneration but vulnerable to debuffs and denial. I guess the fact that they basically removed energy means that they don't really care about the aforementioned long-term resource management at all anymore.
 

Angthoron

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I suspect they might be making adrenaline as substitute for energy, if it comes down to that.

To be honest though, if they'd have adrenaline, energy and energy for dodges, that would go way beyond fucked up resource management-wise, especially with the fairly realtime combat system, so I kinda see why they'd go towards minimizing that stuff. Can't say whether I like it or not, got to actually get on it first-hand.
 

Tycn

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Given that they've already set a healthy precedent for scuttling every feature that made GW good, getting rid of their (evidently already gimped beyond recognition) energy system seems like the logical next step.

I've long given up hope for a team game with deep tactical and strategic elements but it'll be interesting to see if their crucible of popamole can facilitate action-based gameplay that isn't completely irredeemable.

SerratedBiz said:
Maybe it'll finally break the stupid tradition of every MMO of having a dedicated healer class.

How is this a good thing? The emphasis on indirect defense and disruption to mimimise damage taken rather than plain healing was one of the main strengths of the game, as was the specialisation and diversity of builds that having dedicated characters allows.
 

SerratedBiz

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Tycn said:
How is this a good thing? The emphasis on indirect defense and disruption to mimimise damage taken rather than plain healing was one of the main strengths of the game, as was the specialisation and diversity of builds that having dedicated characters allows.

Except that teams are forever bound to making use of the dedicated healer, as opposed to a dedicated whateverelse, because it's impossible to play the game(s) without one.

GW made it possible to have teams where no dedicated healers (ie, Mo/X) were necessary. It was possible to play HA around specialized builds which relied on damage protection or shielding, evasion or life steal. These builds require a fair amount of teamwork when compared to the regular healing Monk duties, in which teamwork essentially boils down to run away when you need to heal and keep the W/A away from the Monk.

In GvG, however, Monk play still rules the day. Even Rits and their forever buffed rest spirits can't outdo the classic Mo/Me combination. It means that, as always, teams need to waste a good two spots on a character which brings very little in terms of contact when you propose that players might be able to heal themselves in some way. Maybe then you can allow for teams to build around reduction, shielding, etc, instead of heal/prot.
 

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SerratedBiz said:
Except that teams are forever bound to making use of the dedicated healer, as opposed to a dedicated whateverelse, because it's impossible to play the game(s) without one.
On the contrary, it is the existence of dedicated healers that allow teams to use dedicated whateverelses, as oppose to the homogenised jack of all tradeses that we will see in GW2.

Rewarding specialisation means that disrupting and killing things has a much more profound impact on the game since they contribute to the team in unique ways. The importance of specialisation also makes the strategic element of build selection that much more interesting.

In addition, the existence of healers allowed something of an equilibrium where defense was fairly well matched with offense and it took proper coordination to penetrate the enemy's defensive web and gain an advantage. The absence of such is going to have a pretty bad effect on the more organised PvP formats that they have yet to showcase, and I can't see how any individual healing skills, however buffed, can stop the whole thing from devolving into the equivalent of a HA/GvG bring your own build, kill them before they kill you clusterfuck.

It means that, as always, teams need to waste a good two spots on a character which brings very little in terms of contact when you propose that players might be able to heal themselves in some way. Maybe then you can allow for teams to build around reduction, shielding, etc, instead of heal/prot.
It would have been nice to have more viable options outside of gimmicky builds but I don't consider monks as "bringing very little in terms of contact". Sure their presence is obligatory, but the fairly unique skills required for playing them and the tactical depth that their presence brings makes them a useful component of the game.

Since monks operate in tandem with the off-monk defenses such as blinds, snares and interrupts rather than being the only line of defense, teams still have plenty of defensive flexibility. It still hinges on the not explicitly defensive characters to prevent the burden being placed on their dedicated healers from being too great, a burden fundamentally linked to the management of the energy system that quite possibly has been removed as well.

The "solution" of removing healers entirely seems to hail from the Bethesda school of game design.
 

SerratedBiz

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Tycn said:
On the contrary, it is the existence of dedicated healers that allow teams to use dedicated whateverelses, as oppose to the homogenised jack of all tradeses that we will see in GW2.

You -can- have dedicated whateverelses without having healers - if everyone can heal themselves, you're effectively eliminating the need for someone who -only- heals. That doesn't mean that your self-healing builds won't have specialized roles within them, but that they can take other roles. Every profession has had alternative ways to aid the team: wards, wells, whatevers, so let's make more use of these in damage mitigation, instead of direct healing.

Rewarding specialisation means that disrupting and killing things has a much more profound impact on the game since they contribute to the team in unique ways. The importance of specialisation also makes the strategic element of build selection that much more interesting.

The benefit of such is arguable. Yes, killing a team's only Monk will likely have a profound, even devastating impact on their performance. Is that a good thing? Wouldn't skilled players benefit from having to fight a while, analyze the enemy's strategy before deciding the best approach?

In addition...

I get your point, but I would argue (and hope) that every profession will keep the alternatives that made playing with builds great. Teams have never consisted -solely- of damage dealers. Even spike teams consisting of only one profession require everyone to play a secondary role: so enforcing such on both teams provides the possibility of complexity again.

And again: I -hope- it doesn't devolve into crap FFAs where everyone tries to do the most damage by themselves. This isn't yet WoW.

It would have been nice to have more viable options outside of gimmicky builds but I don't consider monks as "bringing very little in terms of contact". Sure their presence is obligatory, but the fairly unique skills required for playing them and the tactical depth that their presence brings makes them a useful component of the game.

I can see your point. Maybe I'm just butthurt that a Monk is such a pillar of just about every team in GW as opposed to, say, Mesmers - which I find much, much more interesting to play. It's this that leads me to hope that the game can be balanced around a different philosophy of play, different from the one that's been prevalent through MMO history. Let's try one where Heal, Heal+ and Heal Party aren't the focus of defensive / support teamplay.

Since monks operate in tandem with the off-monk defenses such as blinds, snares and interrupts rather than being the only line of defense, teams still have plenty of defensive flexibility. It still hinges on the not explicitly defensive characters to prevent the burden being placed on their dedicated healers from being too great, a burden fundamentally linked to the management of the energy system that quite possibly has been removed as well.

This ties in with what I've been aiming at. We can still have other means of defending our characters through means other than direct healing.

The "solution" of removing healers entirely seems to hail from the Bethesda school of game design.

Maybe. If it's a case of "it doesn't work the way we want it to so let's get rid of it" then it's certainly bad for the game. If it works by furthering creative design in the classes that do remain, then I find myself excited to think how it'll work.
 

Angthoron

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I'm also very interested in the removal of the "holy trinity" pillar of the MMOs, but from a PvE perspective.

Thing with the current "school" of MMO is that the encounter design goes more or less uniformly "Tank gets aggro, healer heals, people avoid shit, DPS nukes boss/adds". Yay? Exciting? Take a look at WoW, it's already worked itself into a corner with this line of design - now they're trying to "spice up the fights" by having pure healer fights, pure tank fights, pure DPS fight (and not in the NUUUUKE) sense and of course the fail-mechanic gimmick encounters. All because at a certain point you've just about done it all with a trinity design school.

Now, for a dynamic game like what GW2 looks to be, having a tank is a complete nonsense because it could be outmaneuvered in moments, technically, and the healer is then an overpowered and over-sought position, imagine if ONE player becomes a make or break factor in group formation and the enormous dramawhore capabilities of such a person.

In addition to removing the "omg must have" requirements, there's a completely different approach to PvE encounters with groups that don't have a dedicated tank or a healer. It's bound to be more chaotic, I suppose, but also more fun. If anything, it might be more like WoW Vanilla, where an Enh shammy could actually tank an instance, or a 4-rogue, 1 healer was a viable group setup as long as rogues knew what they were doing.

PvP... I don't know, it used to look somewhat unbalanced, but with that TB videos it's looking much better already, seems like each class has something to bring to the fight.
 

made

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Well, the guardian might end up as the token support/healer class. One of the TB vids with dev commentary suggested as much.

LFM Pit of Doom, need guardian and 4x random? :/
 
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I don't know. Necros can very well fit that role of support, with wells, marks, etc. while also filling the enemies with debuffs.
 

Mangoose

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From what I understood about Anet's design philosophy for GW2, they don't want to make everyone a jack of trades - they want to let people specialize in a role no matter what class. Your weapon and other skill choices, I guess, determines what role you should play at the current moment. I've never read Anet say that they will allow you to play all roles at the same time, nor did they say that they want everybody to DPS at the same time.

Of course, design philosophy != actual implementation, so yes I also do share the worry that the classes will end up homogenized.
 

SerratedBiz

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I'm not sure if this has been addressed before, but another factor to consider on this matter is the alternate five skills you get per weapon switch. Does this mean you'll be able to switch to a debuff/buff/DPS/spike set on the spot, within PvP games or without returning to the outposts in PvE, by playing around with the builds you bring along with your weapon?
 

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weapon sets are possibly limited to two or something similar, so you still won't be able to cover all bases, plus switching sets prolly doesn't swap perks, and perks will play a role in effectiveness.

other than that, you can swap skills and perks freely outside of combat in pve, outpost or not. not sure whether it's the same for pvp instances.
 
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Yeah, you have two weapon sets you can switch anytime.

Traits are on all the time, the two weapon combinations you have equipped get their own trait slots. but you can only change what traits are slotted when out of combat.
 

Angthoron

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Also, as seen from some of the videos, you can arm yourself with any usable weapon at all at any time as long as you open the inventory screen. So it's more than just two sets, but the said sets are bound to a shortcut for convenient swapping.
 

Angthoron

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I'd imagine that only a handful of the player population would ever start swapping through their arsenal in a PvP match rather than stick to two weapons. To be honest it's not extremely productive, unless you really know what you're doing.

Which makes me wonder, will they permit UI customization like Blizzard has done with WoW? That's actually one of the reasons WoW is more successful than its clones, you can change the UI to look like freaking unicorns and have a hundred buttons and a bunch of waltzing moles if you so desired, rather than have just one stock UI/skin.
 
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Maybe they'll let you move shit around or resize, but full UI modification like in wow, I doubt...otherwise they would have talked about it already.

I'd love to see something like Quartz, though. That's one addon I couldn't live without when I played wow.
 

Angthoron

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Never needed Quartz myself, but yeah, I'd imagine it would be very good to have in GW2, looking at how combat would likely be very affected by lag.
 

Tycn

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SerratedBiz said:
You -can- have dedicated whateverelses without having healers - if everyone can heal themselves, you're effectively eliminating the need for someone who -only- heals. That doesn't mean that your self-healing builds won't have specialized roles within them, but that they can take other roles.
True, but it's still a restriction of the extent to which you can specialise. It's viable to use a slot on a defensive skill to allow splitting in GvG but it comes with the hefty tradeoff of less power at the stand. It'll be nice if we get to face similar quandaries in GW2.

The benefit of such is arguable. Yes, killing a team's only Monk will likely have a profound, even devastating impact on their performance. Is that a good thing? Wouldn't skilled players benefit from having to fight a while, analyze the enemy's strategy before deciding the best approach?
I wasn't referring to monks exclusively. There's plenty of reason to focus on the warrior or mesmer if your team is taking too much pressure and this is going to have a much greater effect if the roles aren’t obligatorily diluted.

I get your point, but I would argue (and hope) that every profession will keep the alternatives that made playing with builds great.
Perhaps I need to jog your memory ;)

Tycn said:
Eric: This is an issue that we’re looking at, but it isn’t as simple as it might seem. We don’t want to encourage people to feel that the way they need to play is to constantly switch their builds. That’s a pretty advanced sort of mentality and we can’t balance our game around it.
A character will have a total of 10 skill slots, five of which are weapon and profession dependent and can only be changed by switching to a different type of weapon. The other five are dependent on profession and race and can be changed by the player whenever out of combat, with one skill being reserved for healing, and one for an elite. The goal of this change is to give more options for truly viable builds than Guild Wars allowed while at the same time decreasing the potential for less useful skill combinations (like bringing Gash without a skill that causes Bleeding).

Cherry picked year old quotes aside, I don't believe that any of the major changes that have been implemented (removal of secondary professions, bigger, partitioned skillbar, skills swapping with weapons, possible streamlining of the energy system) will be conducive to the awesome playing with builds that is anathema to the accessibility everybody else desires.

...as opposed to, say, Mesmers - which I find much, much more interesting to play.

Me too, and it's a substantial part of why this one found his thirdworldian ping so irritating.

I suspect however that a large part of this is because of monks. A defenseless, almost damageless character that exists only to neuter key elements of the enemy team would not be viable without them, both for lack of protection and lack of guaranteed targets.

I'm sure mesmers will still fuck people around in a general sort of way, but I don't think you'll be able to pull your weight by merely learning enemies' skill patterns and firing off well timed Diversions with the occasional spike assist.


I can see your point though. The changes that they've made could allow for interesting and deep gameplay, although the history of video games has set something of an unfortunate precedent.
 

made

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Angthoron said:
Never needed Quartz myself
So you didn't maximize your dps with stopcasting-macros in TBC? :O

But yeah, WoW had the best UI of any game ever thanks to Lua and its huge community churning out ever new and improved mods. At times I had more fun fiddling with the UI than playing the game itself.
 

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