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Guild Wars 2 Launch Date announced: August 28th, 2012

If you're able to adjust the sensitivity of the motion sensors, then you could conceivably map Dodge to a quick, sharp tilt of the controller to the side - bypassing any sort of strange combination controls associated with it while providing an intuitive option for its use.

It's just a theory. Frankly, after holding a PS3 controller in my hands and toying with the idea, I think it would be a very good method.

Forgive me if I sound rude to you and everyone else considering playing with a controller... what, other than comfort, is the upside? I see quite a few posts regarding efficiency of timing using a controller with dodge... are there not other buttons which require just as much attention to timing? Or how about turn speed... sometimes a dodge isn't all you will need in a sticky situation and a 180 can put you in an even stickier situation.

With all of the concern with timing and the ability to perform maneuvers "right now" - why not just stick with kb/m? Quick turning, easy targeting, non-modifier dodge and other abilities, etc? It would seem just from the concern that many will be short-changing themselves for serious competitive gameplay using a controller. I know many can play it "fine" but it seems that "fine" isnt good enough if people are raising concern.

I'm honestly just curious as I've read tests about kb/m vs controller games where the best of the best controller gamers were put up against average kb/m players in an fps and the controller users got stomped around every turn. Or is my memory not serving me right?

Again, I'm just curious and don't want to offend anyone who is using a controller for this game due to dexterity issues - which is the main reason I can't use a standard keyboard for pc games.
 
I'm still at 27/50. My plan is to acquire gold and buy two armor sets that will bump me to 30. I've been busy playing games from the steam sale. Yes, people actually play what they buy on steam.
 
Forgive me if I sound rude to you and everyone else considering playing with a controller... what, other than comfort, is the upside?

Well.... I haven't actually played it with a controller yet, so I've no idea. My questions are more out of curiosity than anything else. I'd like to try it just to see what else it offers, if anything. But yeah, I think mostly it's about ease and comfort more than anything else. Might also be a good option for people who are traditionally more of console gamers than PC gamers.

I just want to try it out before making any definite statements one way or another.

EDIT:

REMOVED the pull (5) of flamethrower

What the fuck???? WHY?
 
Forgive me if I sound rude to you and everyone else considering playing with a controller... what, other than comfort, is the upside? I see quite a few posts regarding efficiency of timing using a controller with dodge... are there not other buttons which require just as much attention to timing? Or how about turn speed... sometimes a dodge isn't all you will need in a sticky situation and a 180 can put you in an even stickier situation.

With all of the concern with timing and the ability to perform maneuvers "right now" - why not just stick with kb/m? Quick turning, easy targeting, non-modifier dodge and other abilities, etc? It would seem just from the concern that many will be short-changing themselves for serious competitive gameplay using a controller. I know many can play it "fine" but it seems that "fine" isnt good enough if people are raising concern.

I'm honestly just curious as I've read tests about kb/m vs controller games where the best of the best controller gamers were put up against average kb/m players in an fps and the controller users got stomped around every turn. Or is my memory not serving me right?

Again, I'm just curious and don't want to offend anyone who is using a controller for this game due to dexterity issues - which is the main reason I can't use a standard keyboard for pc games.

Basically, I vastly prefer a controller to a KB/M because I find it more comfortable, and thus, more enjoyable. I would rather be comfortable than have my performance be optimal. And frankly, I think i would get better performance out of a controller since I lack a gaming mouse.

As for the discussion on controller keybinds, its quite simple. While I prefer a controller over a mouse for comfort, that doesnt mean that i dont care about performance. I want my controller set up to be the best it can be.

What the fuck???? WHY?

Seems that the FT got a damage buff. Guess they decided to take out some utility because of that :(

Well, I guess we do still technically have a pull since we can always chuck a mine beyond the person and make them blow up towards us.


Might still needs to be more than 35 power. 35 power is a drop in the bucket at level 80.

Yea, im confused on why it isnt scaled to level

Well, anyways. HGH definitely seems more useful to a condition/elixir build now. And FT seems to be more condition based now as well. All good things for me since that is the build that interests me
 
Seems that the FT got a damage buff. Guess they decided to take out some utility because of that :(

Well, I guess we do still technically have a pull since we can always chuck a mine beyond the person and make them blow up towards us.

It's just such a useful ability in sPVP. I mean, I'm happy with the other changes listed there, but... that one just seems so bad.
 
I have no idea, though Id imagine if it is recognized as a keyboard like it should, all the keybinds you bind to your keyboard should work on that.

I actually dont have one, but I am mighty tempted to get it.

My other worry is about circle strafing. It doesn't seem possible to strafe while using abilities.
 
using a controller you mean? Strafing is left/right on the left joystick. If you wanna turn, you gotta move the camera

Right, but to move the camera, you need to use your right thumb. And you need that thumb to hit AXBY. So you cannot circle strafe while using abilities. I don't know if this is a legitimate option for melee classes at least.
 
Right, but to move the camera, you need to use your right thumb. And you need that thumb to hit AXBY. So you cannot circle strafe while using abilities. I don't know if this is a legitimate option for melee classes at least.

I think its fine, but I know others will disagree since they get more enjoyment out of playing the best they can, while ill get more enjoyment out of being comfortable and sitting in a chair/coach/bed playing the game. Im not much of a pvper, and definitely not much of an sPvPer, so that is probably why optimal performance is not the most important thing
 
.375*80 is 30, 35 would be one stack of might (+5).

I have no idea how much might a typical class has at level 80, but this does seem pretty negligible.

All professions have 916 Power, Precision, Vitality, and Toughness at level 80 and zero in all the secondary stats. And that's without gear or traits. So I think we can safely assume one stack of might may increase your damage by about 3% once all is said and done.

Might needs a huge buff. I think the effects should be at least doubled, if not tripled.
 
http://www.guildwars2hub.com/featur...ev-journal-colin-johanson#.UAOce8UnHfM.reddit

One final note I’d add is that in playing over the beta weekends, I’m constantly amazed at how few people stick around after a dynamic event to see what happens. We’ve seen this for a long time, and I know a lot of it comes from being trained in a traditional MMO, or even other games that have some sort of event system, that once the event is over, things are done and you should leave. Most events in the game have something that occurs after the event is over, and many people just run off, never to see what occurs.

After events, there can be a dialogue between NPCs that leads into new events and event chains, they can turn into merchants selling rare loot, or alter the world geometry and props based on the outcome of the event. NPCs will dig up treasure chests you can loot, or find environmental weapons you can use. The creatures that spawn in an area can drastically change due to the outcome of events, or sometimes they’ll just do silly fun things, like train a moa dance team that performs for you.

This is an overriding theme of Guild Wars 2: Stick around, smell the flowers, and enjoy the ride; there are tiny little details around every corner of the game. Don’t run to the next thing on your checklist after an event; hang out and see what happens—if you save an NPC, follow them and see where they go, you can find all sorts of fun surprises. Most of the events truly do have some sort of outcome or effect on the world.
 
http://www.guildwars2hub.com/featur...ev-journal-colin-johanson#.UAOce8UnHfM.reddit

One final note I’d add is that in playing over the beta weekends, I’m constantly amazed at how few people stick around after a dynamic event to see what happens. We’ve seen this for a long time, and I know a lot of it comes from being trained in a traditional MMO, or even other games that have some sort of event system, that once the event is over, things are done and you should leave. Most events in the game have something that occurs after the event is over, and many people just run off, never to see what occurs.

After events, there can be a dialogue between NPCs that leads into new events and event chains, they can turn into merchants selling rare loot, or alter the world geometry and props based on the outcome of the event. NPCs will dig up treasure chests you can loot, or find environmental weapons you can use. The creatures that spawn in an area can drastically change due to the outcome of events, or sometimes they’ll just do silly fun things, like train a moa dance team that performs for you.

This is an overriding theme of Guild Wars 2: Stick around, smell the flowers, and enjoy the ride; there are tiny little details around every corner of the game. Don’t run to the next thing on your checklist after an event; hang out and see what happens—if you save an NPC, follow them and see where they go, you can find all sorts of fun surprises. Most of the events truly do have some sort of outcome or effect on the world.

I think a lot of the "Event over? MOVE ON" mentality is due to the fact that the Beta weekends are very short by nature, and hungry players want to gobble as much of the content buffet as possible before the servers switch off.
 

This is one of the more important dialogues they've had recently. The actual changes of their system aren't readily apparent to everyone, and even as well explained as it is here, there's more differences that it creates.

One thing I find is oft overlooked is that the DE system changes mob behavior into something people aren't used to in MMOs. It removes the need for listless wandering mobs. Instead, enemies finally have a purpose they act upon.
 
Not sure if they already do this, but a helpful hint loading screen message should take care of it. It seems about the most effective and least obtrusive way to get a message accross

"stick around after a DE for cool stuff and shit to happen"

Yeah, I'm wondering what kind of tutorial stuff they'll have in for BWE3. It's almost as if they need a primer in-game that explains to people the many design decisions that aren't like the MMOs they've been playing.
 
I have a honeycomb if you need it.

The only other difficult item, iirc, is the skree wings. I have seen them being sold for 300g each, or you can just farm them. Its not too bad, there is a place near Kobash Bazaar iirc which spawns a ton of the skrees.


The moa eggs are easy, you just need to work your way back to Ascalon.

I dont remember the other items, but it shouldnt be a problem. If you need steel for the incubator, I can help you.

Thanks. Could use the Honeycomb is you dont want it. Just need it and the Juneberries now. After the Bog Scale and Skree Wing farming, I dont ever wanna farm again but know that I will most likely need to.

Speaking of Sorrows Furnace, does it take long? Is it hard to do with heroes? I finally after a couple of hours of trekking around the whole world got something close to that 7 Hero Skill build (missing a Mesmer and Ritualist hero) and wonder if it will be enough or if I am gonna be in there forever.
 
Speaking of Sorrows Furnace, does it take long? Is it hard to do with heroes? I finally after a couple of hours of trekking around the whole world got something close to that 7 Hero Skill build (missing a Mesmer and Ritualist hero) and wonder if it will be enough or if I am gonna be in there forever.

Doing all of it probably takes like one evening. I did it with heroes only when I didn't even mess around with fancy builds, so it's nothing too bad. There's a couple of tricky missions when you only have 1 human player, but you can do them by being creative with waypoints.

Remember, doing it fully grants you one Honor statue as well.

Also, it starts out kind of silly. You have to find four npcs outside the dungeon and then escort them inside the dungeon, AND then do their quest inside the dungeon. Just remember to take one NPC at a time, don't do it like me and try to escort all of them at once. You can only take one NPC inside the dungeon at a time, then you have to go out and bring another one in.

That being said, if you find yourself stuck send me a pm or something, I have the final quest unlocked and could take you there to hatch the moa chick.
 
I've been thinking maybe I should give Necromancer another chance, because I might not have given it a fair shot or haven't bothered to learn it well enough to write it off completely.

Any necromancer players here who fiddled with Spectral Walk enough to give me some details, or is there any footage of it out there? I can't seem to find out some of the specifics of how it works.

How long does it last? I'd like to know, so I have an idea of how useful the trait to extend Spectral durations and shorten their cooldown is. What effects does it provide? The Wiki mentions a 30s(!) Swiftness boon and the wording makes it sound like there might be stealth involved. Can you attack while it's active or does this break it? From what I understand, it also gives the option of cutting the effect off and staying where you are, instead of porting back to the starting point, at the cost of putting three stacks of vulnerability on yourself.

If any of that's true, that could make it a fantastic tool for either getting around (30s Swiftness? Heyo!), positioning in PvP (is he gonna cut it short or pop back to where he started?) or for stacking up another condition for Corruption builds.
 
One issue with how people view events right now is that you can get "100%" of a map done without doing dynamic events. Perhaps they should be worked into that calculation.
 
DAT MIGHT CHANGE
Uhh, of course it might - we're still in beta after all. The point is that's what's in a build in beta now, so we have somewhat of an idea of where they are going with the class. Guess we'll find out in earnest this coming weekend.

Might want to keep an eye on this, guy says he was in all of the betas including closed betas and he has recent patch notes:

http://www.reddit.com/r/Guildwars2/...o_discuss_with_my_fellows_about_guild_wars_2/

Guy breaks his NDA by saying he's been in the closed betas and then says he can't post the patch notes because it's prohibited. DUUUUURRRRRRRRR you kinda already broke your NDA bro.
He sounds like a troll to me.
 
Not sure if they already do this, but a helpful hint loading screen message should take care of it. It seems about the most effective and least obtrusive way to get a message accross

"stick around after a DE for cool stuff and shit to happen"

They should have an NPC named Cara Emm hang out around the Scout in each starting area, voiced by CaraEmm, that says something about how he waited around after saving a small village and was given 'something special' for doing so. "I wasn't the only one who saved the village - just the only one who waited. People are so impatient these days."
 
Friggin' awesome!

Love to see that the development is still on and there might be some features that are coming.

yesyesyes :D One of my most-wanted features! Now bring Midi music play pretty please.
 
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