Thanks, I'm chomping at the bit for more content to consume before next Friday.
I'm curious as to how you're actually dying while defending a keep before a door/wall is down. If you're inside a keep, you can easily be resurrected at all times, you can even be resurrected after being "finished."
This might have been answered somewhere in this thread, but do I have to do a server transfer this BWE or will I be able to pick my server fresh at launch? In other words, will my account still be linked to the Hengve server at launch even though they are going to delete all my beta characters?
Some of us Guardians have to defend the keep from the outsidePlus I'm sure that if you played WvW enough you encountered instances where you were defending the door in big groups near your keep, not necessarily from inside at all times.
I simply don't see how WvW is fun in its current state. The fundamental designs screams out "not fun!" We'll see after they fix the server balancing issue.
Easy on the PR regurgitation.
Personally, I'd rather have my expectations tempered then surpassed, than hyped and let down.
It's not design "just for Planetside". It's good game design in general.
The Attacker's benefit is that the killed defender is temporarily removed from combat. The arbitrary design is that the duration it takes to return to combat. It's too long. Since it takes a long time to counter attack, it takes a long time for the gates to come down. It's unnecessarily increasing the time for attackers and defenders.
Cut the gate health, create a spawnpoint closer to keeps, increase the time it takes to build siege or decrease the resources. These are just suggestions that could be done to make the game faster and give every player quicker entry into gameplay. No one enjoys downtime when they want to play.
No you don't. If you don't have a ranged weapon, you sit your ass on the wall and twiddle your thumbs and resurrect useful people/man siege.
Meh. A front line is useful in many situations.
"Meh. A front line is useful in many situations."
When you're pushed all the way back to a keep door is not one of those situations. Sitting outside your door while a mob of people AOE everything in the door's general vicinity is not a useful place to be. It's even less than useful because you can't be easily resurrected due to your poor position, which is one less person that could be building supply, resurrecting people who die on the wall, or even just being an extra warm body to help fight back if they happen to break down the door/wall.
Careful broGotcha. I was still fuzzy on the unspoken rules you've established for us, I guess. I understand now that in a Guild Wars 2 thread we shouldn't talk about the features in Guild Wars 2, because doing so in any light that isn't apathetic (or better yet, outright cynical) is obviously just spewing a big mouthful of PR washed down with a gulp of hype Kool-Aid.
In my mind, "Hype" can only exist in the vacuum of pre-release, before you get your hands on the game and can develop impressions of your own. Having personally played in both BWEs and all of the stress tests, everything checks out. It's all there, in playable form. We're past 'expectation' and deep into reality.
Everything we just listed at the end of the last page is in the game, with the exception of Guild/Player housing (which I said was something they want to do) and Polymock (which, based on the way minipets are sorted into types, seems pretty much guaranteed). The rest of that stuff is there and playable. And surpasses expectations, I might add.
"Meh. A front line is useful in many situations."
When you're pushed all the way back to a keep door is not one of those situations. Sitting outside your door while a mob of people AOE everything in the door's general vicinity is not a useful place to be. It's even less than useful because you can't be easily resurrected due to your poor position, which is one less person that could be building supply, resurrecting people who die on the wall, or even just being an extra warm body to help fight back if they happen to break down the door/wall.
I'm not talking about suiciding to a mob of people outside the gate obviously, I'm talking about a risk/reward scenario in which it is useful to be outside the gate, and not sitting on the inside (especially when the battle runs long, and supply gets scarce).
All of this in the context of "downtime" and how long it takes you to get back into the action. I saw a lot of people sitting inside the wall, just waiting for it to be taken down and fight inside just because they didn't want to walk back to the keep. It hurts strategy in a sense.
No need. Everyone knows Tekno has questionable taste and opinions!Careful bro
No need. Everyone knows Tekno has questionable taste and opinions!
The larger keeps do allow for ways to get behind your enemy and surround them so there's that.
Anyone else pre-order from Amazon, cancel, but still have access or am I alone?
They treated my preorder, even after cancelled, as a pre-purchase. Confirmed it with a chat support agent today, two days after canceling.
Did I just get GW2 for free? Anyone else experience this?
Ah, cool cool. I have an actual code so I'll just enter it after five days.Your access code will probably expire 5 days after release, just like those who prepurchased at Gamestop and got a beta code still have to go back to Gamestop within 5 days of release to get the final release code.
Oh, well, that's still cool. But I did enjoy skill chains. These are more like skill handshakes.
Yea, Skill Chains were about the only good thing in FFXI.
It be thrilled if they implemented it in the game, or just expanded combinations
Say, have more powerful combinations by 2 to 3 special attacks creating 1 field, and then someone using that field for the burst (or whatever). Id imagine balancing that would be a bit tricky, but keeping insta field abilities while making 2 to 3 abilities chained together = more powerful field, sounds like a cool idea and wont break/limit the any job can do anything spiel that they are going for
Agreed x 1000. Was the only thing that kept me playing FFXI for so long. I'm glad that there are combos in GW2, but having a system like FFXI makes combat so much more involved due to coordination and timing. Made combat an absolute blast.
I would be careful about this. I also preordered from Amazon so that I could try BWE2 before prepurchasing. Everything went well, so I decided to order from GMG. However, I couldn't actually apply the code to my account because I kept getting errors. Eventually I had to go through GW2 support and have them delete my (preorder) Amazon code so that I could apply my (retail / prepurchase) GMG code.Ah, cool cool. I have an actual code so I'll just enter it after five days.
I've been pondering a bit about the seemingly irreconcilable "GW2 is awesomesauce" / "GW2 is hyped to all hell" camps; I think I understand both of them. The anti-hype faction just wants to get expectations under control; after being burned when trusting many past MMOs, they're understandably wary of "falling in love" again. They also think, and this is a good point, that getting your expectations irrationally high will lead you to be disappointed with the end result, no matter what it is, even if it IS actually the best MMO to come since WoW.
The hyped camp, which I'm already a part of, simply can't control their excitement, after feeling it is validated by the BWEs. This camp is mostly formed by people that were following the game ever since a few years back, and have had time to understand how each of the game's incredibly thought out, interlocking, synergic systems works, and see it in its totality. I personally didn't think anything special of GW2 for the first year or so. This is a game that lives by synergy and dies by deconstruction; none of its systems is anything revolutionary when taken in a vaccuum, which is why we all fumble when asked "what is it that it makes the game so special?". Any answer we can provide sounds hollow, because the only answer that is true is a cliche that provides no info to the uninitiated: "the sum of all its parts". I understand completely how this makes us look like fanboys; we're overflowing with faith and when asked, we can't provide a coherent answer as to why. In fact, I realize we could get really annoying; we give the impression that, to us, the game is beyond reproach, when it's not (and should NEVER be). It's just that whenever some perceived flaw is brought up, we often have an understanding of why that decision was made, why it makes sense in this context, or even why it could not be done any other way. Not to say this already high level of excitement doesn't generate genuine, unexcusable fanboyism from time to time (I'm sure I'm guilty of it too), sadly.
The difficulty to convey the entire web of interlocking systems, among others, is what causes the existence of the third camp. I've already tried to explain how the game works to several friends, WoW players, without success; sooner or later their minds will fall back to the WoW mindset where, simply, none of GW2's systems make any sense. Many of these people simply want WoW2 and don't see a problem with WoW's systems; often they haven't played any other MMO than WoW and WoW clones and simply can't conceive of any MMO that doesn't follow that pattern. Signs pointing to that: people asking what to do at endgame if there's no raids, etc. This is worsened by the fact that currently there is no game to show them; I have hope that when it's released, this is mitigated.
And well, there is a fourth camp, which are the ones that have played the BWE, have been unimpressed, but are still following the game with the hope that it will turn into another thing entirely. Many of these think that the ones in the hype train are expecting something as of yet undelivered from the game, because they can't understand anyone could enjoy the game as it is. The simple truth is that the BWE and the starting zones are the most fun I've had with an MMO in the last five years, and I would have gladly paid full price just to have access to those zones. You can call me a fanboy, or you can realize we have different tastes. One thing is for certain; you probably won't enjoy the game at retail; unless, somehow and hopefully, it magically "clicks" for you as well at some point. Still, the game itself isn't going to change radically now; what you see is what you get.
Yeah cause you had all the time in the world since you used a skill once every 2 min or longer while you waited for your TP to fill. I played a Paladin and god, it pissed me off that I had to heal myself in order to keep hate while everyone else could just afk. I quit playing at uhh 60 something in ToA where you just chain pulled those flamingo birds over and over. NOPE. Though I will say I loved the locations and music in FFXI and the memorable darksteel farming with a friend in gusgen mines for 8 hours straight. See, now FFXI was a grind.
I would be careful about this. I also preordered from Amazon so that I could try BWE2 before prepurchasing. Everything went well, so I decided to order from GMG. However, I couldn't actually apply the code to my account because I kept getting errors. Eventually I had to go through GW2 support and have them delete my (preorder) Amazon code so that I could apply my (retail / prepurchase) GMG code.
I'm not saying it WON'T work, I'm just saying this: if you know you want to play after the preorder code goes away, I would try to get the code applied BEFORE release. If anything goes wrong and you can't apply your retail code, there will probably be a delay before they can help you. Their support will probably be hammered on the weeks following release.
Just my two cents. I'd rather be safe than sorry.
Yeah cause you had all the time in the world since you used a skill once every 2 min or longer while you waited for your TP to fill. I played a Paladin and god, it pissed me off that I had to heal myself in order to keep hate while everyone else could just afk. I quit playing at uhh 60 something in ToA where you just chain pulled those flamingo birds over and over. NOPE. Though I will say I loved the locations and music in FFXI and the memorable darksteel farming with a friend in gusgen mines for 8 hours straight. See, now FFXI was a grind.
Oh, there's no doubt that it was an absolute grind, and in no way was it fast paced combat, but I'm mainly referring to the mechanic of timing in chaining class skills. Not FFXI as a whole. It can go diaf with that grind, HNM farmers, and fishing bots.
I've been pondering a bit about the seemingly irreconcilable "GW2 is awesomesauce" / "GW2 is hyped to all hell" camps; I think I understand both of them. The anti-hype faction just wants to get expectations under control; after being burned when trusting many past MMOs, they're understandably wary of "falling in love" again. They also think, and this is a good point, that getting your expectations irrationally high will lead you to be disappointed with the end result, no matter what it is, even if it IS actually the best MMO to come since WoW.
The hyped camp, which I'm already a part of, simply can't control their excitement, after feeling it is validated by the BWEs. This camp is mostly formed by people that were following the game ever since a few years back, and have had time to understand how each of the game's incredibly thought out, interlocking, synergic systems works, and see it in its totality. I personally didn't think anything special of GW2 for the first year or so. This is a game that lives by synergy and dies by deconstruction; none of its systems is anything revolutionary when taken in a vaccuum, which is why we all fumble when asked "what is it that it makes the game so special?". Any answer we can provide sounds hollow, because the only answer that is true is a cliche that provides no info to the uninitiated: "the sum of all its parts". I understand completely how this makes us look like fanboys; we're overflowing with faith and when asked, we can't provide a coherent answer as to why. In fact, I realize we could get really annoying; we give the impression that, to us, the game is beyond reproach, when it's not (and should NEVER be). It's just that whenever some perceived flaw is brought up, we often have an understanding of why that decision was made, why it makes sense in this context, or even why it could not be done any other way. Not to say this already high level of excitement doesn't generate genuine, unexcusable fanboyism from time to time (I'm sure I'm guilty of it too), sadly.
The difficulty to convey the entire web of interlocking systems, among others, is what causes the existence of the third camp. I've already tried to explain how the game works to several friends, WoW players, without success; sooner or later their minds will fall back to the WoW mindset where, simply, none of GW2's systems make any sense. Many of these people simply want WoW2 and don't see a problem with WoW's systems; often they haven't played any other MMO than WoW and WoW clones and simply can't conceive of any MMO that doesn't follow that pattern. Signs pointing to that: people asking what to do at endgame if there's no raids, etc. This is worsened by the fact that currently there is no game to show them; I have hope that when it's released, this is mitigated.
And well, there is a fourth camp, which are the ones that have played the BWE, have been unimpressed, but are still following the game with the hope that it will turn into another thing entirely. Many of these think that the ones in the hype train are expecting something as of yet undelivered from the game, because they can't understand anyone could enjoy the game as it is. The simple truth is that the BWE and the starting zones are the most fun I've had with an MMO in the last five years, and I would have gladly paid full price just to have access to those zones. You can call me a fanboy, or you can realize we have different tastes. One thing is for certain; you probably won't enjoy the game at retail; unless, somehow and hopefully, it magically "clicks" for you as well at some point. Still, the game itself isn't going to change radically now; what you see is what you get.
Man, all this FFXI hate is making me sad.
I mean it was an incredibly flawed game. And it did everything wrong that GW2 is doing right. But I refuse to believe that the only thing it did right was skillchains (though skillchains were amazing, and definitely the highlight of the battle system).
Don't be sad. FF XI actually did two things very right: Skillchains and the job system.
"I haven't really played WvW much, and when I did I played with my warrior, but I was wondering how does the guardian play with melee in WvW? I figured the skills that give retaliation might allow for some decent survivability; assuming their duration last longer then they do in PvE."
Retaliation was completely and utterly unnoticeable and insignificant in the BWEs. No one is going to think twice about hitting you for 1-2k just because you'll reflect 150~ or whatever damage back to them.
Guardian does have relatively more survivability with its various self-heals and regeneration boons, that's about it, though. Damage subpar, CC subpar, and you're "out supported" by Warhorn/Banner Warriors and Spirit Rangers. They definitely need some love before launch.
"I haven't really played WvW much, and when I did I played with my warrior, but I was wondering how does the guardian play with melee in WvW? I figured the skills that give retaliation might allow for some decent survivability; assuming their duration last longer then they do in PvE."
Retaliation was completely and utterly unnoticeable and insignificant in the BWEs. No one is going to think twice about hitting you for 1-2k just because you'll reflect 150~ or whatever damage back to them.
Guardian does have relatively more survivability with its various self-heals and regeneration boons, that's about it, though. Damage subpar, CC subpar, and you're "out supported" by Warhorn/Banner Warriors and Spirit Rangers. They definitely need some love before launch.
The profession armors shown in character creation are not any specific set, nor are they strictly sylvari armors. The point of the profession examples are to show off cool combinations the player can coordinate. They are not necessarily cultural designs, just demonstrating possibilities for customization. :}
Secondly, this is a work in progress for sylvari customization presentation. It is not final for release, and things may and will change. For example, characters aren't aligned in their zoom, the glow lighting should only appear at night and is currently overblown. We're still tweaking the palettes and lighting. :}