Other Games > Guild Wars
Guild Wars 2 introduces gear progression
Vibe:
--- Quote from: Kafein on November 16, 2012, 06:37:00 pm ---Besides, what is wrong with a Tank - DPS - Heal structure ? It makes fighting in groups more challenging than just "spam all your attacks like you did when you were alone". This archertype has been proven to work and is much, much older than any MMO.
--- End quote ---
they wanted to avoid that because having to stand in queue or spam LFM for hours to finally find a tank or a healer is fucking annoying
Overdriven:
That is true. I remember playing GW1 and it taking a very very long time to find any decent combo of classes.
Though I miss the days of using my Warrior to run some of the harder routes for people for gold :)
Miley:
--- Quote from: Kafein on November 16, 2012, 06:37:00 pm ---You can say GW2 has no holy trinity, but more importantly it lacks an actual group cooperation system. There are no mutually complementary classes. I'd even go as far as saying that all classes are more or less the same, the only difference being that some are stronger than others. They all are a dps-heal-tank monster individually so actually the holy trinity is not gone, it is everywhere. Very few skills are actually original (i.e. not working with numbers but with effects that have a radically different impact). It's the same "hit", "hit harder", "hit in a zone", "hit and do damage over time"... all the time.
Besides, what is wrong with a Tank - DPS - Heal structure ? It makes fighting in groups more challenging than just "spam all your attacks like you did when you were alone". This archertype has been proven to work and is much, much older than any MMO.
--- End quote ---
Nailed it.
bilwit:
--- Quote from: Kafein on November 16, 2012, 06:37:00 pm ---You can say GW2 has no holy trinity, but more importantly it lacks an actual group cooperation system. There are no mutually complementary classes. I'd even go as far as saying that all classes are more or less the same, the only difference being that some are stronger than others. They all are a dps-heal-tank monster individually so actually the holy trinity is not gone, it is everywhere. Very few skills are actually original (i.e. not working with numbers but with effects that have a radically different impact). It's the same "hit", "hit harder", "hit in a zone", "hit and do damage over time"... all the time.
Besides, what is wrong with a Tank - DPS - Heal structure ? It makes fighting in groups more challenging than just "spam all your attacks like you did when you were alone". This archertype has been proven to work and is much, much older than any MMO.
--- End quote ---
I think that they tried to replace the trinity as oppose to eliminate it by giving each class the ability to do a little bit of everything in order to fill all roles, however the end result was that every class is essentially a DPS class so fights, particularly PvE, are all about might stacking and spam. They also tried to replace the teamwork found in tank-dps-heal games with combo-fields but they're really not that great and it's easy to just put up a wall in front of everyone and just spam away without any coordination or thought.
GreasySausageSandwhich:
I'm feeling kind of meh about the item progression.
IN OTHER NEWS: The new shard dungeons (minus the swamp kinda) ARE FUCKING SICK.
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