Guild Wars 2

What I dont want to see:

Player damage numbers increased (as long as they are balanced between each class), enemy damage numbers decreased.

This is another relevant thread:

http://www.guildwars2guru.com/topic/34527-enemies-do-too-much-damage/

A lot of people who did play melee over the weekend actually do like how it is. They dont want it becoming stupidly easy.

This. I felt like it took the right amount of time for me to kill a mob. I also never felt like it was too hard. I only ever died if I made a mistake and if I made a mistake, there's no reason I shouldn't die.

It's the same as the first GW, it was very easy to wipe if you pulled two packs in that.
 
I found melee to be way for fun than ranged. I finished my personal story (lvl 19/20) while only level 15, guardian with sword/shield/torch. I hated warriors in gw1 too. Weird how things change huh.

I do think shields are alittle weak though. If anything they add more power than toughness which I thought was weird.

Standing/Strafing in circles casting spells was boring to me. Teleporting, dodging and smashing, it requires more thought and for me was a more enjoyable way to play.

Honestly I don't think we have had enough time to fully flesh out how to use each profession properly. Look how the roles and skills changed over time in the first game. this is only beta and weak skills will most likely get a buff.
 
Did anyone get a chance to invenstigate any instances/dungeons? Couldn't get a group myself, but it looked very different to what i have played before (other mmos's) from the videos i have seen.
 
Anyone know what Arenanet's thinking is behind the "no tanks or healers" idea? Just wondering if there's been any dev interviews or blogs about how boss battles are expected to play out or other typical PVE raid scenarios. Genuinely interested, not complaining or anything. I haven't really been following the game that closely.

I'm just struggling to get my head around how a boss battle would work if there isn't a tank, or group of tanks to share the damage. I'm so used to WoW, LotRo and other MMOs where everyone has a particular role.

Most boss fights I remember from the beta either involved a lot of kiting or just players jumping in, getting killed one after another, res, run back, rinse and repeat until the damn thing is dead.

Will there even be raiding or dungeons in GW2 or is everything just public events and out in the open?

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Overall I really enjoyed the beta this weekend. The game definitely plays different to the run of the mill MMOs out there and its nice to play something fresh, even if there are a few teething problems. Can't wait for the full release.

Managed to take 4 classes to lvl 10. Ranger, Guardian, Elementist and Thief. Favorites were Elementist and Ranger as they were most fun to play I thought. Thief easily does the quickest kills 1 vs 1 but struggles a bit in groups of 3 or more. After taking an Operative to lvl 50 in swtor I'm a bit worn out on the assassin type class anyway. I thought Guardian was boring and felt really weak for a class that is supposed to protect himself and others. I actually died more often than any of the other classes.

Still don't know what to play as my main. Hopefully get a chance to play the other classes if there's another beta event. :)
 
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I thought melee was fun, I just wasn't sure the game technically (incl. visually) supported it all that well. Has something to do with the stunted camera and FOV, and something to do more generally with it being more problematic in large events.
 
afaik the dungeons are higher levels, I don't think anyone saw them in the beta. I might be wrong though.

I think the idea behind the "no roles" thing is that it actually makes more sense if you think about it. The idea of an enemy's focus being controllable in a fight is actually a pretty silly idea. Doing things this way gets everyone more involved, like I said in an earlier post, in most MMOs you stand and do your job, in this you have to do everything.

Also the biggest problem in generic MMOs is that you need to have your 3 roles (tank, healer, DPS) all present. If there are no healers or tanks (often the case) then you're stuck. This way you can have any 5 characters together and they'll be able to progress.
 
One thing I found about the beta, much more sense of teamwork on big world events even without the need of grouping up. People revived because it rewards it.
I found as I played a guardian there is a time and place for melee, I was swapping between Mace n Shield to a Staff. Some times I was swapping between staff and scepter and focus.
Othertimes it was greatsword and sword + torch.

Its not a case of omg if I melee only I die. Yes that will happen. Melee I find is all about either defensive buffing, or burst damage. Go in, use any bigger cooldowns you have, and get out. You aren't able to dodge everything.

I found it was always better to start the fight ranged, why? Because that way I can observe the mob. If it has any telltale poses or animations for when its going to do something big. Run in blind and you are going to be punished for it.
 
Playing WoW atm and I think one of the things that I like more about how the camera works in this compared to GW2 is that it is rigidly locked to your char. If you move, it instantly moves with you. GW2's let your char 'float', moving across the screen a bit before the camera would begin to move with you. Think I'll have to compare the two more closely in next beta, maybe throw up a video comparing the two.
 
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Anyone know what Arenanet's thinking is behind the "no tanks or healers" idea? Just wondering if there's been any dev interviews or blogs about how boss battles are expected to play out or other typical PVE raid scenarios. Genuinely interested, not complaining or anything. I haven't really been following the game that closely.

Yea theres plenty of interviews and reviews on this feature.

The reason was that they wanted to completely remove player class dependency, and the 'LFG >insert class here<' issue that affects every other game.

They way GW2 is done, you simply go through and play the game without having to worry about looking for certain classes to join you. You can play any of the content with any class, and with any combination of classes in your party.

Its not true to say that there arent and 'healers' though, theres just no single dedicated healer class as all such games typically end up with having to waste 30 minutes or more looking for a healer to play the content.

Elementalists and Guardians seem to have the most healing and support type skills, but when correctly setup, even a full team of mesmers or thieves should be able to play all the games content.
 
Yea theres plenty of interviews and reviews on this feature.

The reason was that they wanted to completely remove player class dependency, and the 'LFG >insert class here<' issue that affects every other game.

They way GW2 is done, you simply go through and play the game without having to worry about looking for certain classes to join you. You can play any of the content with any class, and with any combination of classes in your party.

Its not true to say that there arent and 'healers' though, theres just no single dedicated healer class as all such games typically end up with having to waste 30 minutes or more looking for a healer to play the content.

Elementalists and Guardians seem to have the most healing and support type skills, but when correctly setup, even a full team of mesmers or thieves should be able to play all the games content.
Yup.

this game is like pitting 11 random people to play a typical game of football/soccer. To have a successful team you need people willing to defend, attack and control the tempo of a match.

Any of teh 11 people can do the above but as all 11 players have two legs to kick the ball.

So if you base GW2 pvp around that, you will have an idea on what ArenaNet are trying to implement which is awsome.
 
Its not a case of omg if I melee only I die. Yes that will happen. Melee I find is all about either defensive buffing, or burst damage. Go in, use any bigger cooldowns you have, and get out. You aren't able to dodge everything.

Now translate this experience you have with the most defensive melee class and imagine you have no shield, a lower armor class, no passive regeneration and no skills that mitigate damage. Your mobility is a bit better though.

afaik the dungeons are higher levels, I don't think anyone saw them in the beta. I might be wrong though.

The lowest dungeon is ascalon catacombs at 30, a bunch of people cleared the story mode and I know at least one person who killed 1 boss on explorable.

Edit - 30 is the level but you can take lower level people in. Under 27/28 is going to be dicey though.

Nice mini vid, looking forward to using my red servitor golem :D
 
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Playing WoW atm and I think one of the things that I like more about how the camera works in this compared to GW2 is that it is rigidly locked to your char. If you move, it instantly moves with you. GW2's let your char 'float', moving across the screen a bit before the camera would begin to move with you. Think I'll have to compare the two more closely in next beta, maybe throw up a video comparing the two.

Were you rotating the camera with the left mouse-click or right mouse-click, pretty sure we were all meant to rotate with the right-mouse click because it provided a smooth rotation that you could control, and with the right-click button it didnt lock the camera with you or "instantly move with you", that however did occur with the left mouse click.
 
Were you rotating the camera with the left mouse-click or right mouse-click, pretty sure we were all meant to rotate with the right-mouse click because it provided a smooth rotation that you could control, and with the right-click button it didnt lock the camera with you or "instantly move with you", that however did occur with the left mouse click.

Both, I use right click most of the time as it's for movement and left to look around without having to reface my char.
 
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