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Guild Wars 2 Press Beta [Prepurchase Is Live]

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Hey guys, quick question. I have guild wars: prophecies, factions, nightfall and the expansion eye of the north.

But I never really got into any of the other parts with the exception of prophecies which I played a lot.

My only question is again, the party system. In Guild Wars, I pretty much did everything myself and there was never a sense of party / community.

So if I wanted a group / party to do a mission / raid? Will it be easier in gw2? Did they change anything regarding that aspect?

Is dye also returning?
 
The only problem with this is they have already said they are changing one of the spells while down to heal yourself so you dont just get left there to die if there is nothing around you. So the second player can keep going after you and to keep the other guy from healing you have to use aoe or attack him every great once in a while. So instead of the guy being down and you focusing on the one person left or possibly running away, you now have to either run and let him revive or still worry about both players.

I just think they were thinking too much about pve when they implemented this and not enough about pvp. Hopefully something is done with it, cause this is my only real problem with what I have seen so far.

That's why I talked about pelting from afar. I also didn't mention the third option, if you're a guardian or some other class with an equivalent skill. You can just block the other guy with a bubble shield and then perform the finisher. I know you can also do it while stealthed, so the thief (and to a lesser degree, the mesmer) can do that.

It also takes time for that recharge health skill to recover. Chances are that you only get one or two chances to pull it off, and if it's interrupted, you're dead if no one comes. Plopping a healing spell over a downed body doesn't seem to help either.

And anyway, if you read the article, the being able to recover from downed state ability was put in because of PvP. It was becoming too powerful a strategy to winning a 1v1, leaving the guy to bleed out for 5-10 seconds, and then leaving him having to wait to respawn for another 5-15 seconds. During that time, the other team is now facing a 4v5 situation, and if they send someone to help, it becomes a 3v5 situation for everyone else.

Of course the obvious counter-argument is to just have the downed state disabled for PvP only, but I hope you can also see why they wouldn't want to do that.
 
My only question is again, the party system. In Guild Wars, I pretty much did everything myself and there was never a sense of party / community.

So if I wanted a group / party to do a mission / raid? Will it be easier in gw2? Did they change anything regarding that aspect?

GW1 was heavily instanced, so unless you grouped with people, you pretty much had the entire world outside the cities to yourself. GW2 will be a persistent world where you will constantly be running into other players.

Additionally, GW2 will not use a traditional questing system (Click an NPC, accept, go do his task, turn in) but uses "Dynamic Events". These happen whether you are there or not and everyone takes part in them (whether they're grouped or not).

For example, if you come across a town under attack, then it's going to say "Save the town!" and give you a bunch of things you can do like killing the bandits, putting out fires, saving the villagers, etc. The whole event has a progress bar rather than a counter, so instead of "Save 10 villagers", you just do stuff to save the town until the town is saved or the bad guys win (most events appear to be timed). Everyone taking part in the event contributes, so there's no kill-stealing or item snatching like there is in WoW; you're not fighting the people around you to complete quests, you're working together.

These events don't reset quickly either, if you save the town, it stays saved until the bandits attack again (and that's an event you can take part in too, making sure they don't get strong enough by thinning their numbers, stealing their supplies, etc.).

There is also a personal storyline that's unique to each race and changes based on how you act towards people. This is more like traditional questing and is heavily instanced so all sorts of cool things can happen that don't affect other players. There was one video out of Beta Weekend where the player was escorting a caravan and a TON of minotaurs attacked; if it were in the open world it would scare the hell out of everybody, but since it's instanced they can throw all sorts of crazy stuff at you. Not to worry though; you can invite your friends to help.

Is dye also returning?

In spades. First, the item-based dyes of GW2 are gone; once you acquire a dye color, it stays in your collection permanently and you can use it whenever you want. All players start with a selection of dyes automatically based on race, and enemies drop "Dye Seeds" randomly. Once these are processed, you can choose to add them to your collection, sell them or send them to friends.

Each armor piece has multiple channels of dye and different materials treat colors differently (so Gold on cloth or Metal will look different). They've also said that in the interest of having cool-looking armor, some pieces will replace others for a uniform look. For example, a chest piece made to look like a jacket might overwrite your shoulder pads in the interest of visual appearance.

You can see a sample of the dye system during character creation (Human, Charr, Norn videos)

Here's a full Blog Article about it; http://www.arena.net/blog/live-and-let-dye-kristen-perry-on-the-gw2-dye-system
 
The only problem with this is they have already said they are changing one of the spells while down to heal yourself so you dont just get left there to die if there is nothing around you. So the second player can keep going after you and to keep the other guy from healing you have to use aoe or attack him every great once in a while. So instead of the guy being down and you focusing on the one person left or possibly running away, you now have to either run and let him revive or still worry about both players.

I just think they were thinking too much about pve when they implemented this and not enough about pvp. Hopefully something is done with it, cause this is my only real problem with what I have seen so far.

I'm not aware of anything where they've said that they intend to change the system, but I may have missed it. There are Downed skills that restore your health, but the generic one that all classes get is on a 20 second cooldown (according to the wiki). When you're in the downed state, you have a Consciousness meter that drains over time, and if you aren't back on your feet by the time it runs out, you move into the Defeated state, which is essentially Dead. I kind of doubt that they'd give you enough healing that you could bring yourself back to life without assistance before your Consciousness drains - otherwise, what would be the point of it?

And anyway, as I said before, the game doesn't need to be balanced so that it's fair in a 2v1 toe-to-toe fight, with nobody around to help out either side. The only conditions under which that could happen in the first place are rare, specific instances, in the PvP mode that is explicitly not designed to be 100% balanced in the first place, in which it really doesn't matter who wins and who loses in that particular encounter. It's not impossible to win while you're fighting two-on-one, but it's going to come down to luck, and/or your opponents making some pretty grievous mistakes. And that's absolutely fine. The 'balance problems' of the downed state in PvP disappear pretty rapidly once you start adding even one more player on each side of the conflict, and even if you're dealing with one side outnumbering the other, once you get to the point of fighting 4v3 or 5v4, the Downed player really might as well be dead.
 
Your problem comes from joining a game late into its life cycle when most people are already at end game. Due to the classless nature of player characters (you can pretty much switch your secondary to whatever you want), and the ability to fast travel between mission zones, there is a noticeable lack of players throughout all the campaigns.

Since GW2 will be new off the bat, and players will actually level alts, I think the isolated feel of the current GW1 games will be stalled for quite a while, but it happens in every MMO eventually.
 
Hey guys, quick question. I have guild wars: prophecies, factions, nightfall and the expansion eye of the north.

But I really got into any of the other parst with the exception of prophecies which I played a lot.

My only question is again, the party system. In Guild Wars, I pretty much did everything myself and there was never a sense of party / community.

So if I wanted a group / party to do a mission / raid? Will it be easier in gw2? Did they change anything regarding that aspect?

Is dye also returning?

Yes and yes.

Since Retro already answered your first question, here's a bit more about dyes here. Note that this info is kind of old so it may have changed a bit.
 
Guardian Talk
Shield is +50 toughness with defender's shield trait and has KD/team support. Honorable shield trait also has 15% CD reduction. Shield is way good. I'm going to say scepter/focus for mix-up. Chains of light is sweet for run-away. And you can use the focus for defense/blind while you layer scepter skills. Great ranged build. Just don't want to get caught that squishy when you swap and need to pick another weapon set with low CD.

Then mace/shield. Secondaries should go with retaliation. That is a nasty boon and there are three variations. Two sounds good with the one giving team retaliation which is totally nuts. Then some mediation, a spirit weapon, and a shout. Elite has to be tome of wrath. Turns you into a stationary pandora weapon out of DMC4. Burning, 10 projectile targeting, ally boosts, and 5 second KD...

Guardians are mean.

---

Downed state talk: I'm still settled on quicker timer to defeated and only rez from teammates. I just don't see any issues or downgrades with that.

EDIT:
And no throwing rocks. Guh.
 
Your problem comes from joining a game late into its life cycle when most people are already at end game. Due to the classless nature of player characters (you can pretty much switch your secondary to whatever you want), and the ability to fast travel between mission zones, there is a noticeable lack of players throughout all the campaigns.

Since GW2 will be new off the bat, and players will actually level alts, I think the isolated feel of the current GW1 games will be stalled for quite a while, but it happens in every MMO eventually.

Because of WvW, I'm hoping that actual guilds will be able to change this. Before, it didn't matter how many people were in your guild, just as long as you had enough people to do GvG tournaments. But with WvW being something that can win a guild actual prestige among the other people on the server, and confer bonuses to every player low level or high, you'll actually want to have people throughout all the zones getting recruits. Plus, there's the karma mechanic, meaning that you'll still want to go back and help with events in order to buy guild upgrades.

To foster this, I hope that some guild upgrades aren't permanent, meaning that you always will want to have people out and doing karma building. And considering that you can be downleveled in the earlier areas, it won't be quite the mindless grind experience.
 
I like the idea of the downed state in PVP. Let me kill some bastard off, then slink off to a rooftop or cover and wait for someone to come and try and help his comrade.

ZbD4k.gif

Yes, I know, JP3 had the raptors using victims as bait....

Too bad it won't work like that.
 
Thank you retro and gunbo for the replies.

Actually, I got a couple more questions about gw2. I'm already sold on gw2, gw1 was a lot of fun!

Actually, to be completely honest, I have a lot of catching up to do when it comes to gw2 news.

So can someone link me a good site to read up on gw2? Mind you, I'm at work. So streaming sites like youtube won't work.

Things I'd like to know, if mana is returning for casting spells, skills bar (is it still capped at 8?), Secondary class?

Thank you peeps!
 
I like the idea of the downed state in PVP. Let me kill some bastard off, then slink off to a rooftop or cover and wait for someone to come and try and help his comrade.
Heard on vent:
"Dude put me down and is on the rooftop. Get him!"
"Eeeekkkk" (runs)
 
Because of WvW, I'm hoping that actual guilds will be able to change this. Before, it didn't matter how many people were in your guild, just as long as you had enough people to do GvG tournaments. But with WvW being something that can win a guild actual prestige among the other people on the server, and confer bonuses to every player low level or high, you'll actually want to have people throughout all the zones getting recruits. Plus, there's the karma mechanic, meaning that you'll still want to go back and help with events in order to buy guild upgrades.

To foster this, I hope that some guild upgrades aren't permanent, meaning that you always will want to have people out and doing karma building. And considering that you can be downleveled in the earlier areas, it won't be quite the mindless grind experience.
Yes, I think an EVE-like approach would be good here with actual destructible upgrades and such. Destructible do two things:

- Gives people something to do in low level areas such as gathering resources to making new buildings (more wood is required!)
- Provides a money sink and staves off inflation, which every long-time MMO player should be familiar with.
 
So can someone link me a good site to read up on gw2? Mind you, I'm at work. So streaming sites like youtube won't work.

Jira does an awesome job of maintaining a wealth of information in both this thread and the last (and his OT is going to be epic, mark my words). He keeps the version at MMO champion up to date though, so here's that;

http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME

If you can't read it at work, most of that info is also in the last thread's OP: http://www.neogaf.com/forum/showthread.php?t=440171

Things I'd like to know, if mana is returning for casting spells, skills bar (is it still capped at 8?), Secondary class?

- No mana or energy at all; everything is cooldown-based. Each profession has some mechanic however and some of them closely mirror energy (the Thief is the closest, using "initiative").

- Skill bars are capped at 10 slots. The first five are pre-determined by your weaponry and cannot be changed (so all maces will have the same skills). Each class has different skills for each weapon though (so a mace in the hands of a Warrior has different skills than it would in the hands of a Guardian). The 6th slot is for healing skills only (every class has them, usually 3 to choose from), 7-9 are utility skills (about 20-30 per class) and the 0 slot is for elite skills (long cooldown/big effect skill, determined by race, class, etc.)

- No secondary classes either.

God, when you sum it up like that, it really does sound like GW2 has nothing to do with GW1 at all beyond the setting.

Heard on vent:
"Dude put me down and is on the rooftop. Get him!"
"Eeeekkkk" (runs)

While I like the idea of people squeaking in terror at the prospect of facing me, I have to say that I'd at least try to hide a little better than the scenario you present.
JUWnj.gif


http://www.youtube.com/watch?v=lxFOVtr9fbk
 
That's why I talked about pelting from afar. I also didn't mention the third option, if you're a guardian or some other class with an equivalent skill. You can just block the other guy with a bubble shield and then perform the finisher. I know you can also do it while stealthed, so the thief (and to a lesser degree, the mesmer) can do that.

Didn't really think about this at all. That's a very good point. I also can see why they wouldn't want to take it out entirely, I just think it needs to be a little different in pvp. It either needs to be quicker in pvp like gunbo suggested or anything that doesn't just leave you completely open to finish a kill you realistically should already have in the first place.

And anyway, as I said before, the game doesn't need to be balanced so that it's fair in a 2v1 toe-to-toe fight, with nobody around to help out either side. The only conditions under which that could happen in the first place are rare, specific instances, in the PvP mode that is explicitly not designed to be 100% balanced in the first place, in which it really doesn't matter who wins and who loses in that particular encounter. It's not impossible to win while you're fighting two-on-one, but it's going to come down to luck, and/or your opponents making some pretty grievous mistakes. And that's absolutely fine. The 'balance problems' of the downed state in PvP disappear pretty rapidly once you start adding even one more player on each side of the conflict, and even if you're dealing with one side outnumbering the other, once you get to the point of fighting 4v3 or 5v4, the Downed player really might as well be dead.

It's not so much that it makes the game unbalanced or that it has to be balanced for a 2v1 scenario, it's that you shouldn't really be punished for finishing a kill you should already have. If you are solo against two aponents and you happen to get one down it should be enough, but essentiallly what the downed state is doing is making you work even harder for something you already had to get lucky or work hard to get.
 
Thank you retro and gunbo for the replies.

Actually, I got a couple more questions about gw2. I'm already sold on gw2, gw1 was a lot of fun!

Actually, to be completely honest, I have a lot of catching up to do when it comes to gw2 news.

So can someone link me a good site to read up on gw2? Mind you, I'm at work. So streaming sites like youtube won't work.

Things I'd like to know, if mana is returning for casting spells, skills bar (is it still capped at 8?), Secondary class?

Thank you peeps!

For general info go to www.guildwars2.com. It has the answers to most of your questions as well as developer explanations for why each system is the way it is.

For specific stuff like known skills, traits, and all the other goodies we've gotten from the press beta and demos, go to the Guild Wars 2 wiki.
 
Jira does an awesome job of maintaining a wealth of information in both this thread and the last (and his OT is going to be epic, mark my words. He keeps the version at MMO champion up to date though, so here's that;

http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME

If you can't read it at work, most of that info is also in the last thread's OP: http://www.neogaf.com/forum/showthread.php?t=440171

Thanks.

No mana or energy at all; everything is cooldown-based. Each profession has some mechanic however and some of them closely mirror energy (the Thief is the closest, using "initiative").

I think that's going to suck. How is that even going to work? I knew we had cooldowns in gw1 but that's so you don't spam that specific set of skill. But without mana, say if the cooldown period is one sec, couldn't he repeatedly use it without any consequences? That would be devastating in pvp no?

Sorry, I'm just getting things clarified.

Skill bars are capped at 10 slots. The first five are pre-determined by your weaponry and cannot be changed (so all maces will have the same skills). Each class has different skills for each weapon though (so a mace in the hands of a Warrior has different skills than it would in the hands of a Guardian).

So in other words, you are capped more than you were in gw1? Less freedom? So you get a pre-set of skills determined by your weapon and you can't change those pre-set skills? Do they have a wide range of weaponry though?

No secondary classes either.

That's fine. That's awesome.

God, when you sum it up like that, it really does sound like GW2 has nothing to do with GW1 at all beyond the setting.

I can't come to that conclusions yet, but once I know. I will let you know. :) But so far, yes.
 
I think that's going to suck. How is that even going to work? I knew we had cooldowns in gw1 but that's so you don't spam that specefic set of skill. But without mana, say if the cooldown period is one sec, couldn't he repeatedly use it without any consequences? That would be devastating in pvp no?

Your first attack can be spammed (in fact, it can be set to a mouse-button unless that's changed), but the other abilities are on different cooldowns, some longer than others. For example, the Warrior's Greatsword Abilities are "Hundred Blades" (6 second cd), "Whirlwind Attack" (12 sec), "Bladetrail" (20 sec) and "Rush" (20 sec). So the only really spammable one is the first attack (which is actually a chain attack).

Utility skills tend to have longer Cooldowns too.

So in other words, you are capped more than you were in gw1? Less freedom? So you get a pre-set of skills determined by your weapon and you can't change those pre-set skills? Do they a wide range of weaponry though?

There are 19 Weapon types:
One Handed: Sword, Axe, Dagger, Mace, Pistol, Scepter. (Some of these can be wielded in the off-hand, so Warriors can dual-wield swords, axes, etc.)
Off-Hand Only: Focus, Shield, Torch, Warhorn.
Two Handed: Greatsword, Hammer, Longbow, Shortbow, Rifle, Staff.
Aquatic Only: Harpoon, Trident, Harpoon Gun.

I didn't mention it earlier to avoid confusion, but the first three skill slots (1-3) are determined by your main hand weapon, while the last two (4 and 5) are determined by the off-hand. (If you're using a two-handed weapon, that dictates all 5 slots; thanks Gunbo) So you can have a Sword, Axe, Dagger, Mace, Pistol or Scepter and then a Shield, Focus, Torch or Warhorn (though obviously your choices are restricted by class. You also have two weapon sets available and you can quickly switch between them at any time (including battle). So if you have a Sword and Shield in set one and a Longbow in set two, you can swap back and forth as the situation demands (there's a 5 sec. cooldown on swapping though). Some classes have different approaches to equipment (the Elementalist, Engineer and Thief mostly) but I won't muddy the water further in the interest of keeping your sanity.
JUWnj.gif


The level of customization has been a topic of discussion here for the last couple of days, so let me say that your equipment options are also further customized by Traits and weapon bonuses or modifications. But yes, it's definitely a step back from the volume of skill choices in GW1.

I can't come to that conclusions yet, but once I know. I will let you know. :) But so far, yes.

Well, I didn't mean it to sound like a bad thing, It's just that when you look at the major cuts from GW1, you kind of realize just how much has changed. The people who are okay with the major changes from GW1 justify it by saying that there's just a lot more going on in GW2 that players need to be aware of. The biggest thing to remember is that GW2 is a different beast entirely with more emphasis on stuff like real-time dodging, positioning/controlling enemies, environmental weapons/traps and cross-profession combination attacks.
 
While I like the idea of people squeaking in terror at the prospect of facing me, I have to say that I'd at least try to hide a little better than the scenario you present.
You were the one screaming in terror in that little fictitious play. ;)

If you are going to do that, just make sure to play a thief. Or at the very least try hiding as another class and get caught by an enemy thief. /esports
It's not so much that it makes the game unbalanced or that it has to be balanced for a 2v1 scenario, it's that you shouldn't really be punished for finishing a kill you should already have.
That reminds me of the main issue that my brain decided not to remember. Spacing and positioning. You have to get right up next to a downed state enemy to take them down. Melee attackers do well here conceptually since they are in there. It is like a meter fatality of an enemy plunging a sword into your thorax. But man does that not fit for ranged or casters. A ele has to run into harms way to what, choke them out? *staff to the throat* While an entertaining and humerous visual, it is in turn silly. So, you can then regulate the more tank classes to do the finishers right? Like have a set guardian on your team who shield/bubbles up and gets in there for the stab? Whelp, 5v5 and cap points. So there goes that idea being consistent. Ranger and ele at a cap point takes someone down from outside the building? Looks like that enemy just got a second life cause they aren't going to go in there unless they are absolutely alone (doubtful) or stupid (maybe).

Downed state just makes SO much sense for PvE/WvW. Especially in WvW, it really fits that epic battle feel. Like a solider bleeding out on the battle field. Now, for it to be really well done there would be multiple tiers of downed-state based on the last set of attacks that took you down. Like if you got a little fireball, you have a lengthy downed state with more options. Kind of like you just got knocked out a bit. But if a warrior does a burst and chops the crap out of you, you would go into a quick downed state, less options. Front-line melee characters going in there to do finishers is that stab chest fatality stuff. Good stuff I mean. With resurrections, I would also prefer some scaling. Have tiering based on the composition of your character for more efficient restoration. Like a heavy boon guardian would be medic equiv. Goon warrior would give you a back rub until you hemorrhage.

Oops, went on a tangent. In PvP, none of that adds up. You are playing a kids game with cap points, you won't always have front-lines to do finishers in a sensible manner, it kills combat flow, ranged attackers become voyeurs, etc...
I didn't mention it earlier to avoid confusion, but the first three skill slots (1-3) are determined by your main hand weapon, while the last two (4 and 5) are determined by the off-hand.
Two handed are all 5 just as a footnote.
 
Retro its been a whole day. Where are my puns?!

Don't harp oon me, I've been focused on explaining the equipment system. In my defense, I've been sick since Sunday (Staff infection), but I promise I'll have something amacing when I'm better and you'll bow before my rapier wit. Axe me then.

You were the one screaming in terror in that little fictitious play. ;)

If you are going to do that, just make sure to play a thief. Or at the very least try hiding as another class and get caught by an enemy thief. /esports

Nonsense, why would I flee a target when I have the drop on them? This entire plot you've imagined is very different from the one I've developed, mine is much more realistic in that I can easily take down a target with enough health left that I can get to cover and attack another victim in the 10 seconds or so that the bait is "downed". I know I'm that good, and you... you don't know me at all! Therefore I win, Retro 1: Gunbo: 0.

Seriously though, I haven't decided what I'm playing yet, but Rangers have camo too, ya know.
 
It's not so much that it makes the game unbalanced or that it has to be balanced for a 2v1 scenario, it's that you shouldn't really be punished for finishing a kill you should already have. If you are solo against two aponents and you happen to get one down it should be enough, but essentiallly what the downed state is doing is making you work even harder for something you already had to get lucky or work hard to get.

It's a matter of perspective, I think. You already get points from downing someone, your name goes up on the kill feed, the person no longer can move around and isn't much of a threat. Downing someone is the main objective. And in the double teamed situation, like someone said, instead of going from 1v2->1v1 it's more like going 1v2->1v1.2. All finishing someone off does is grant an extra five points on top of what you already got, and essentally extending their respawn time. The downed heal yourself skill is also a channel ability, meaning that it will take a good amount of time for someone to get back on their feet. And if you finish someone off instead, they can still be revived anyway by a teammate running over, instead of being forced to respawn; it just takes a little bit longer than if they were still bleeding out. It doesn't even show up in the kill feed, which is why you'll see in PvP videos the bonus message of "Player Killed, 5 points", as that's the only way people would know where those extra five points came from. At least, without cluttering up the kill feed.
 
Don't harp oon me, I've been focused on explaining the equipment system. In my defense, I've been sick since Sunday (Staff infection), but I promise I'll have something amacing when I'm better and you'll bow before my rapier wit. Axe me then.

Ahhhh my day is complete :D carry on
 
You were the one screaming in terror in that little fictitious play. ;)

If you are going to do that, just make sure to play a thief. Or at the very least try hiding as another class and get caught by an enemy thief. /esports

That reminds me of the main issue that my brain decided not to remember. Spacing and positioning. You have to get right up next to a downed state enemy to take them down. Melee attackers do well here conceptually since they are in there. It is like a meter fatality of an enemy plunging a sword into your thorax. But man does that not fit for ranged or casters. A ele has to run into harms way to what, choke them out? *staff to the throat* While an entertaining and humerous visual, it is in turn silly. So, you can then regulate the more tank classes to do the finishers right? Like have a set guardian on your team who shield/bubbles up and gets in there for the stab? Whelp, 5v5 and cap points. So there goes that idea being consistent. Ranger and ele at a cap point takes someone down from outside the building? Looks like that enemy just got a second life cause they aren't going to go in there unless they are absolutely alone (doubtful) or stupid (maybe).

Dude, don't forget that the long range classes have higher DPS from afar. They can keep that other guy from being rezzed or at least make it extremely painful for you to try. The way I see it, Warrior, Thief, Guardian, and to a lesser degree Mesmer (stealth), Necro (Fear), and Engineer (Thumper) all have ways to sneak or force a finisher. Elementalist and Ranger will just straight up punish you from afar with their superior long range DPS and AoE, and the other classes have decent to extremely powerful long range weaponry as well, including the Warrior's rifle, the Mesmer's greatsword, etc.

And when someone rallies, they start with like 25% health (need to find an exact number on this) as well as their skills still recharging from when they were first downed.
 
We need more info on runes, sigils, and jewels. Also transmutation, the stones, and materials.
Nonsense, why would I flee a target when I have the drop on them? This entire plot you've imagined is very different from the one I've developed, mine is much more realistic in that I can easily take down a target with enough health left that I can get to cover and attack another victim in the 10 seconds or so that the bait is "downed". I know I'm that good, and you... you don't know me at all! Therefore I win, Retro 1: Gunbo: 0..
Meh. You'll set your little trap, climb and fall from the roof. The papers will rule it a suicide.
Dude, don't forget that the long range classes have higher DPS from afar. They can keep that other guy from being rezzed or at least make it extremely painful for you to try. The way I see it, Warrior, Thief, Guardian, and to a lesser degree Mesmer (stealth), Necro (Fear), and Engineer (Thumper) all have ways to sneak or force a finisher.
No sale. Using a downed state as some sort of trap? Maybe against PUGs and/or idiots. They'll just not rez him when they see ranged attackers. A coordinated team will just inform a teammates to stay away. Or they will leak position and you'll get ganked. These are really low-level strats. And there is no sneaking when it takes that damn long to fatality someone. Might as well run at them with your pants down regardless.
 
Two handed are all 5 just as a footnote.

Ah yeah. I'm trying to keep it simple because without visuals, that's a lot of information to try and take in. Thanks for the addendum, I added it to my post above.

Ahhhh my day is complete :D carry on

Happy to be of service. Some of those were a stretch, but my grandmother always said "it's better to tri den to let an opportunity slip by." She was always full of good advice, the ol' battleaxe... 'cept her puns left much to be desired.

Meh. You'll set your little trap, climb and fall from the roof. The papers will rule it a suicide.

So then I'll just roll a Warrior or Guardian and my heavy armor will crush them in the fall.
JUWnj.gif
 
No sale. Using a downed state as some sort of trap? Maybe against PUGs and/or idiots. They'll just not rez him when they see ranged attackers. A coordinated team will just inform a teammates to stay away. Or they will leak position and you'll get ganked. These are really low-level strats. And there is no sneaking when it takes that damn long to fatality someone. Might as well run at them with your pants down regardless.

I'm not saying that you leave them as a trap. I'm saying that with your presence, they can't just be brought back no questions asked. You're focusing too much on finishing people off. All you have to do is down them and keep them downed; you're already getting a majority of your points from capping points.
 
The weapon system in this game is the shit! I've never actually thought that I wanted to switch weapons around, but it's so damn USEFUL that I really think about weapon combos and what they do.

Actually imagining in my head about how a warrior switches from melee to ranged based on the fight and STILL IS GOOD at DPS makes my head spin.
 
Dude, don't forget that the long range classes have higher DPS from afar. They can keep that other guy from being rezzed or at least make it extremely painful for you to try. The way I see it, Warrior, Thief, Guardian, and to a lesser degree Mesmer (stealth), Necro (Fear), and Engineer (Thumper) all have ways to sneak or force a finisher. Elementalist and Ranger will just straight up punish you from afar with their superior long range DPS and AoE, and the other classes have decent to extremely powerful long range weaponry as well, including the Warrior's rifle, the Mesmer's greatsword, etc.

And when someone rallies, they start with like 25% health (need to find an exact number on this) as well as their skills still recharging from when they were first downed.

Either way it still messes up the flow of pvp. Instead of having one person down for the res time you now are down for the time it takes you to finish the kill or the other team is only down one for the time it takes to revive the person.

I grant you that it is probably less of a deal than we are making it out to be and there is probably scenarios where it can work, I just think overall in the long run it will have a negative effect on pvp. Whether it be at a disadvantage when facing multiple apponents or when trying to gain the advantage on the other team they all take away from the penalty of an actual death. It just messes with pvp in some way or another. Though this is all through speculation and beta videos and we will probably learn more once the open beta happens and the eventual release.

We just need this damn game already.
 
The weapon system in this game is the shit! I've never actually thought that I wanted to switch weapons around, but it's so damn USEFUL that I really think about weapon combos and what they do.

Actually imagining in my head about how a warrior switches from melee to ranged based on the fight and STILL IS GOOD at DPS makes my head spin.

An MMO that's finally breaking away from the "traditional" mud we have been spinning our wheels in. Only took the industry what, 7 years, to change? Personally I cannot wait for GW2 to come, I think I broke my f5 key when the beta invite page went up.
 
The weapon system in this game is the shit! I've never actually thought that I wanted to switch weapons around, but it's so damn USEFUL that I really think about weapon combos and what they do.

Actually imagining in my head about how a warrior switches from melee to ranged based on the fight and STILL IS GOOD at DPS makes my head spin.

Not only that, but when you use one of your Banner utility skills, you can then pick the banner up and use it as a third weapon with 4 new skills.

For example, with the Banner of Courage (they might all be the same, that's the only one I've seen), you can Stab (attack), Sprint (charge), Inspire (grants everyone Swiftness) or plant the flag again. You can see it in this video here.

An MMO that's finally breaking away from the "traditional" mud we have been spinning our wheels in. Only took the industry what, 7 years, to change? Personally I cannot wait for GW2 to come, I think I broke my f5 key when the beta invite page went up.

Heh, interesting choice of terms there, but it's been much longer than that. EQ was basically a graphics-based version of DikuMUD (so literally, spinning our wheels in the MUD), and that was out in 1999. More than a decade, folks.
 
Ok so it sounds like GAF is gonna be making a guild for this. Anyone decide on what class/race they'll be playing first?

I'm torn between Necro and Elementalist right now. Though that Yogcast vid going through necro skills started to sway me toward necro... (Minion master build is back :D) still remember rune farming back in vanilla GW as a MM
 
While I have plans for all of the races, and will probably end up buying slots to have one of each class, to start with I'm either going to be a Human Mesmer or a Human Warrior. With the Warrior I want to see how well you can spec as a Rifle/Short bow fighter with banner support.
 
Ok so it sounds like GAF is gonna be making a guild for this. Anyone decide on what class/race they'll be playing first?

I'm torn between Necro and Elementalist right now. Though that Yogcast vid going through necro skills started to sway me toward necro... (Minion master build is back :D) still remember rune farming back in vanilla GW as a MM

It seems like a lot are going for Ele from what I have seen. I'm torn between Ele, Ranger and Engineer, but Elementalist is in the lead.
 
Ok so it sounds like GAF is gonna be making a guild for this. Anyone decide on what class/race they'll be playing first?

Since you can be in more than one guild at once, a GAF guild is definitely gonna happen, if only as a chatroom to goof off in with fellow GAFers.

As to your second question, I will probably be playing a female Human or Norn Guardian or Warrior. But I want to try all of the classes before I make a commitment. If history is any indication, It'll probably be a Guardian and buy her lots of pretty dresses for roaming around town when she's not decked out in godly armor.

"I often play female characters in MMOs not because I want to look at a cute bottom, but because I enjoy the juxtaposition of taking such an incarnation of loveliness, wrapping her in a hulking suit of armour, and having her kick the ten living arse bells out of a muscleheap of ogres."
 
I'm certain I'll be playing Asura, but no idea what class. I guess the fact that I don't know yet is a great sign that they all look really fun and interesting.
 
Since you can be in more than one guild at once, a GAF guild is definitely gonna happen, if only as a chatroom to goof off in with fellow GAFers.

As to your second question, I will probably be playing a female Human or Norn Guardian or Warrior. But I want to try all of the classes before I make a commitment. If history is any indication, It'll probably be a Guardian and buy her lots of pretty dresses for roaming around town when she's not decked out in godly armor.

"I often play female characters in MMOs not because I want to look at a cute bottom, but because I enjoy the juxtaposition of taking such an incarnation of loveliness, wrapping her in a hulking suit of armour, and having her kick the ten living arse bells out of a muscleheap of ogres."

Don't forget, you can make those pretty dresses have the same stats as the godly armor ;)
 
While I have plans for all of the races, and will probably end up buying slots to have one of each class, to start with I'm either going to be a Human Mesmer or a Human Warrior. With the Warrior I want to see how well you can spec as a Rifle/Short bow fighter with banner support.
Pretty sure warriors can't use shortbow, only longbow, which is two handed. Rifle is also two handed (if you didn't know).

I've been thinking more about the skill system in the game, and after talking to my GW1 buddies about it I'm still not sure if I like it. My main issue is with the first 5 skills on the bar. Sure, there's variety in that you can switch weapons. However, no matter what, those first 5 skills are pre-determined by the devs. That means that any warrior wielding a greatsword will have the same 5 attack skills as another warrior with a greatsword. In my opinion this limits your choice a lot. Yes, for PvE and WvW it should be OK. But for competitive PVP I can see it getting really samey. I wish they'd let you choose between a few skills for each of those first 5 slots. At least that way professions could change up their attacks a bit.
I'm still going to enjoy the hell out of this game, but that's my biggest concern. I think the variety will still be enough, but I don't like the fact that my attack skills will be the same as anyone else using my profession and weapon combo.
 
Ok so it sounds like GAF is gonna be making a guild for this. Anyone decide on what class/race they'll be playing first?

I'm torn between Necro and Elementalist right now. Though that Yogcast vid going through necro skills started to sway me toward necro... (Minion master build is back :D) still remember rune farming back in vanilla GW as a MM

Elementalist, Human Male, No items, Final destination.

Tho i will alt an Mesmer and Necro for sure, but my main will be Ele.
 
Don't forget, you can make those pretty dresses have the same stats as the godly armor ;)

Nah, I like the heavily armored look for questing and combat, but just wait until I step into a city or something and you'll see me swap it all out for pretty outfits. In WoW, I had something like 3 20+ slot bags for outfits. And I used all of it.

LotRO had my favorite vanity system; you had two wardrobe slots that completely overwrote your equipment and could swap to them any time you wanted. Rift had something similar, but for some reason I didn't care for it as much (probably because I had to run it at the lowest settings to get it to play on my PC, so it looked like ass). GW2 probably won't have costume slots with Transmutation in place, but I can still carry alternative outfits in my inventory.

Retro's gonna be a chick? Is your wife gonna be a dude? or are we gonna see some hot Human on Norn action? lol

Actually, I was just asking my wife if I could use her usual character's last name in GW2 yesterday, which would make our characters either sisters or legally-supported lesbian spouses. Either way, /makeout will be interesting, amirite?

It goes back to World of Warcraft, where all of the Human Male models are these fugly barrel-chested douchbags with cleft pallets and a run animation that looks like they're wearing a diaper full of shit. Night Elves were out since I wanted to roll a Paladin and I didn't care for dwarves at the time, so I ended up making a female human. It's kind of been my tradition since to roll heavily-armored women, across WoW, Vanguard, LotRO, Aion, Rift... I even use the same names.

Depending on how the final Male faces turn out though, I might stick to my own gender for once.

As to my wife, she's been rolling variants on the same character/name since Everquest, so she'll definitely be playing a female character too.
 
Ok so it sounds like GAF is gonna be making a guild for this. Anyone decide on what class/race they'll be playing first?

I'm torn between Necro and Elementalist right now. Though that Yogcast vid going through necro skills started to sway me toward necro... (Minion master build is back :D) still remember rune farming back in vanilla GW as a MM

Asura Thief.

Asura Thief.

Unless the Sylvari are really awesome when we learn more and they make good thieves.

But thief.

Elementalist, Human Male, No items, Final destination.
5 STOCK!
 
Asura Thief.

Asura Thief.

Unless the Sylvari are really awesome when we learn more and they make good thieves.

But thief.


5 STOCK!

Fairly certain that race only affects utility skills,appearance, and the storyline. GW is classist rather than racist.
 
Male Asura Guardian is what it's looking like. Originally was going with Mesmer but I really end up playing cleric style classes in almost every MMO and GW2 has one of my favorites I've seen so far. All my characters will be asura, that's just set in stone.
 
Male Asura Guardian is what it's looking like. Originally was going with Mesmer but I really end up playing cleric style classes in almost every MMO and GW2 has one of my favorites I've see so far. All my characters will be asura, that's just set in stone.

I usually avoid the 'small' race because they often come across as too cartoony (especially in the animation department) and their story too much like comic relief. But I'll be damned if the idea of making an Asura Engineer wearing a backpack of gadgets bigger than he is doesn't sound awesome.
 
I'm not saying that you leave them as a trap. I'm saying that with your presence, they can't just be brought back no questions asked. You're focusing too much on finishing people off. All you have to do is down them and keep them downed; you're already getting a majority of your points from capping points.
Doesn't change the fact that your presence is mostly going to be the same as if there was no downed state character. At best the other team will know they have enough HP, go in there, rez, and then heal. So your presence made somebody burn a heal. If they don't have the HP, they will just ignore the teammate. There's really no big depth to this system even when everyone is coming up with usable scenarios. Most of these scenarios require boneheaded moves by the opposition.

It's just hacky. I can't think of a single positive thing about it in PvP. They should go straight into defeated and bleed out. A teammate can rez them if they make it in time. Done. Scrap this "works great in other modes but not this one" system. I'll just leave it at that until I play it.
 
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