Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
After reading all the info I hope a-net keeps gw1 up and running for a very long time. Gw2 is not what I expected and I think creating an entirely different experience and calling it a sequel to a much beloved co-rpg is gonna garner major heat onRelease. Why not make a new ip? Irony think anyone wanted this type of game as a gw1 player. Seems like most if the people routing for gw2 disliked gw1
Nope.
I like GW, and am absolutely fascinated by GW2. And I know of other GW gamers that are eagerly looking forward to GW2.
Sorry, seems you're a minority. But that's alright, after all, GW will still be kept running.
It seems he is the minority in your mind.
"We got rid of the trinity." How'd you do that? "Now everyone can heal." Sounds like you just took the mechanic and spread it thin. "Well no, there's one class that can do it better than others." I see, so they're healers. "No. They're.." -mind asplode-
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
After reading all the info I hope a-net keeps gw1 up and running for a very long time. Gw2 is not what I expected and I think creating an entirely different experience and calling it a sequel to a much beloved co-rpg is gonna garner major heat onRelease. Why not make a new ip? I don't think anyone wanted this type of game as a gw1 player. Seems like most of the people routing for gw2 disliked gw1
While I am sure there are GW1 players that will not be happy with GW2, there are tons (I think the vast majority) of GW1 fans rooting for and looking forward to this game. I played GW for years and cannot wait to venture back into Tyria along with some friends I have not played with since GW1. I also know of many guilds/players looking forward to the transition. IMO they have simply taken everything great about GW and made it into a full blown MMO. While I am skeptical about some features, like no dedicated healer, I trust Arenanet's track record and will wait until the game is released before forming my full opinion.
Fallen Earth has already done this. heals for everyone. It is not as good as it sounds.
Except that it doesn't even sound good.
While it might be okay for pve (which can be designed around whatever), this is a pvp game, and it's going to absolutely wreck that aspect. When people get focus fired, you NEED someone standing back ready to click that prot/heal to keep them from dying. So, when the spike is called...sorry, your can't-wait heal/prot is busy for a second and you died. Bummer about your bad luck.
Unless, of course, it's just going to turn someone into an infuse with a bar full of don't-use.
No, this whole thing sounds like a lead balloon of crap, and it's not flying.
Lol the funny thing is this is completely and utterly wrong in regards to higher level pvp in gw1. It is a tactic that is avoided in high level pvp play in gw1. In high level gw1 pvp healing is already spread around most of the team, any team that left all it's healing to the monks were quickly and swiftly destroyed. Only people that knew very little about pvp left the healing purely to monks.
Besides comparing any mmo pvp to gw2 even gw1 is something that shouldn't done as it leads to massive misconceptions. There's now a revive system similar to gears of war, downed skills, finishing blows, extensive proactive protting with likely AoE shields etc. They're hasn't been an mmo combat anywhere close to this, stating how something does or doesn't work is useless in comparison to this game.
ahh what a great idea!! No more healers, perfect! Now all we have to do is get rid of tanks, dps and crowd control and we re GTG! nice...! No more classes.. everyone can do everything and then the balance will be perfected! Now if we also get rid of mobs and dangerous enviroments, noone will ever have theyre toon dyin on them again! KOOOMBAAA YAAAAAA MI LORD! KOOOOMBAAAA NYAAAA!!!!
Yep. In my mind and most of the other GW players I know and still play with that are all looking forward to GW2.
Sometimes being too different from you predecessor is a bad thing. Actually most of the time it is. Never, ever alienate your playerbase.
That is a flawed idea, what if your original game was crap and only 10 people liked the game? Would you make a very similar game that would maybe garner 15 or 20 or will you try something completely different , something more people enjoy and generally consider a good game.
OF course it's completely different with gw but sometimes, just sometimes change is good..... you could of course also argue why use the game IP and call it a sequel but there are many reasons a company could choose to call it sequel whether it be "spirtual" or otherwise. Plus not using an already established brand makes little sense financially.
Fallen Earth has already done this. heals for everyone. It is not as good as it sounds.
Because ICARUS implemented everything half finished and unpolished. And then never bothered to actually finish it and polish it up.
The idea on itself is good!
I know there are people loving being a dedicated healer. But it's just such a minority, that in pretty much all MMO's it turns out into a sheer frustration!
How many times were you forced to drop the group and give up, because no matter how much you tried and how long you spammed the global chats, hence even your own guildchat! There was never a healer available??
Exactly!
That's why the idea of no dedicated healer just rocks! Especially if they do it right! There are so many ways they can go with the various classes that it still promotes good dedicated teamplay, without having the standard dedicated healer archtype.
Yep. In my mind and most of the other GW players I know and still play with that are all looking forward to GW2.
Sometimes being too different from you predecessor is a bad thing. Actually most of the time it is. Never, ever alienate your playerbase.
That is a flawed idea, what if your original game was crap and only 10 people liked the game? Would you make a very similar game that would maybe garner 15 or 20 or will you try something completely different , something more people enjoy and generally consider a good game.
OF course it's completely different with gw but sometimes, just sometimes change is good..... you could of course also argue why use the game IP and call it a sequel but there are many reasons a company could choose to call it sequel whether it be "spirtual" or otherwise. Plus not using an already established brand makes little sense financially.
No it's not.
The sonic series, FF series and many more are a prime example of this.
You have people that love the first few and now completely hate the series because of what it has turned in to.
Granted that some are just stuck in the 80's and 90s but many(alot) were alienated. The makers took out or dramatically change things that made people love the game in the first place.
Mario is an example (IN MY OPINION) of a game that did not alienate anyone in the long run.
"We got rid of the trinity." How'd you do that? "Now everyone can heal." Sounds like you just took the mechanic and spread it thin. "Well no, there's one class that can do it better than others." I see, so they're healers. "No. They're.." -mind asplode-
I hope it works out for them because the genre really needs something new and different from the norm, BUT as someone who enjoys playing healer classes, this above all else will keep me from buying GW2.
If they make sure that one of their classes has abilities that match those of the protection prayers line in GW1 then I'm sure healers will be more then satisfied.
The most fun class for me was the Monk in GW. Because healing wasn't really about the heals at all. The best healers were either a hybrid of protection and healing prayers or pure protection prayers.
Healing was all about predicting what was coming, applying the right protection prayer to the target and after that use a basic heal to deal with what little damage did come through.
What I'm hoping for is that the Support classes will be much the same. But instead of using that basic heal the wounded ally can now use his own heal on himself, allowing the support to anticipate where the next protection spell will be needed.
Atleast that's my hope for the game.
We are the bunny. Resistance is futile. ''/\/\'''''/\/\''''''/\/\ ( o.o) ( o.o) ( o.o) (")("),,(")("),(")(")
So there will be heals, just not a designated healing class. Makes sense to me. Heal when you feel like it, have another person spec support when you don't. And the freedom to switch on the go is very nice. And I've always enjoyed support and damage prevention more than reactionary damage clean-up. I see no problem here personally, but I suppose some people enjoy healing?
After reading all the info I hope a-net keeps gw1 up and running for a very long time. Gw2 is not what I expected and I think creating an entirely different experience and calling it a sequel to a much beloved co-rpg is gonna garner major heat onRelease. Why not make a new ip? Irony think anyone wanted this type of game as a gw1 player. Seems like most if the people routing for gw2 disliked gw1
Nope.
I like GW, and am absolutely fascinated by GW2. And I know of other GW gamers that are eagerly looking forward to GW2.
Sorry, seems you're a minority. But that's alright, after all, GW will still be kept running.
It seems he is the minority in your mind.
Judging on basis of GW1 and GW2 fansite forums, most are eagerly waiting for the release date so they can pre-order the collectors edition game. Not only that, but more than half the forum has bought the Art of Guild Wars 2 book along with the recent release of Ghost Of Ascalon novel.
That speaks volumes of majority to me. I'm willing to bet ArenaNet sells more copies of GW2 than all of GW1 campaigns together in considerably shorter time. That's 5 million copies of GW1, They break that in no time.
Hmm, I am skeptic. No deidcated healers, everyone can rezz. Will be interesting to see how they prevent that best group set up will be simply max dps, max dps, max dps and let the zerg begin... which would be boring. Imo specialisation is a key to strategy and therefore fun and challenging combat. But too soon to make a real judgement....
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Hmm, I am skeptic. No deidcated healers, everyone can rezz. Will be interesting to see how they prevent that best group set up will be simply max dps, max dps, max dps and let the zerg begin... which would be boring. Imo specialisation is a key to strategy and therefore fun and challenging combat. But too soon to make a real judgement....
UC= Unconfirmed, C= Confirmed
With things like Aegis(UC), Protector's defence(UC), Ward against Melee(UC), Static Field (C), Stomp(C), Dodging projectiles and projectile spells. I don't think any team with just max dps can win a team with support and control. Taking GW1 for example, a team with 2 assassins and 2 warriors can be out matched by an Ele with blinding, a necro with insidious parasite, a mesmer with empathy and a monk with blocking skills and/or teleports.
If you come in thinking max dps is always going to win in GW you're thinking the wrong way.
Hmm, I am skeptic. No deidcated healers, everyone can rezz. Will be interesting to see how they prevent that best group set up will be simply max dps, max dps, max dps and let the zerg begin... which would be boring. Imo specialisation is a key to strategy and therefore fun and challenging combat. But too soon to make a real judgement....
It's your opinion, that has a certain logic. But, as you said, it is too soon to know how they will do it. I hope the demos can clarify on that.
IMO, and taking the example of the elementalist, maybe you can chose to give your elementalist more enphasis in heal/support, or give more emphasis in damage, or in range, while having the same skills skills (like the phoenix or the rain skills, wich i don't remmember the propper names now). The choice is yours.
I hope another thing: having skills combo crossed between 2 players in order to help all the players in the team (or not in team that are around them) while attacking the mobs. Like an area fire skill created by the elementalist that gives protection or some regen while using projectiles (and other fire skills) to hit enemies outside that fire. There, I think this calls strategy xD.
With things like Aegis(UC), Protector's defence(UC), Ward against Melee(UC), Static Field (C), Stomp(C), Dodging projectiles and projectile spells. I don't think any team with just max dps can win a team with support and control. Taking GW1 for example, a team with 2 assassins and 2 warriors can be out matched by an Ele with blinding, a necro with insidious parasite, a mesmer with empathy and a monk with blocking skills and/or teleports.
If you come in thinking max dps is always going to win in GW you're thinking the wrong way.
Empathy... ah, I loved that spell. Empathy and backfire, those were some great spells to mess with your opponents
I played earth elementalist, healing monk and protection monk, and I must say, I like the proactive protection magics better than pure healing: dedicated healing can quickly become a game of healthbar whack-a-mole or healthbar watch, in more MMO's than only GW. The protection and buff lines of magic on the other hand changed the pace how you played the game in combat, making it more strategic, paying more attention on the battlefield, positioning and your opponents in order to guess when and on whom casting your spells would be most effective, before the heavy damage started incoming.
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Hmm, I am skeptic. No deidcated healers, everyone can rezz. Will be interesting to see how they prevent that best group set up will be simply max dps, max dps, max dps and let the zerg begin... which would be boring. Imo specialisation is a key to strategy and therefore fun and challenging combat. But too soon to make a real judgement....
It's your opinion, that has a certain logic. But, as you said, it is too soon to know how they will do it. I hope the demos can clarify on that.
IMO, and taking the example of the elementalist, maybe you can chose to give your elementalist more enphasis in heal/support, or give more emphasis in damage, or in range, while having the same skills skills (like the phoenix or the rain skills, wich i don't remmember the propper names now). The choice is yours.
I hope another thing: having skills combo crossed between 2 players in order to help all the players in the team (or not in team that are around them) while attacking the mobs. Like an area fire skill created by the elementalist that gives protection or some regen while using projectiles (and other fire skills) to hit enemies outside that fire. There, I think this calls strategy xD.
What I really like is that many skills seem to have tons of utility. A water elementalist skill by the name of Geyser, I believe, does AoE damage and heals nearby allies. Some skill named frost wave I think buffs your allies and damages your enemies. Phoenix damages enemies and heals you. Multi-use FTW!
With things like Aegis(UC), Protector's defence(UC), Ward against Melee(UC), Static Field (C), Stomp(C), Dodging projectiles and projectile spells. I don't think any team with just max dps can win a team with support and control. Taking GW1 for example, a team with 2 assassins and 2 warriors can be out matched by an Ele with blinding, a necro with insidious parasite, a mesmer with empathy and a monk with blocking skills and/or teleports.
If you come in thinking max dps is always going to win in GW you're thinking the wrong way.
Empathy... ah, I loved that spell. Empathy and backfire, those were some great spells to mess with your opponents
I played earth elementalist, healing monk and protection monk, and I must say, I like the proactive protection magics better than pure healing: dedicated healing can quickly become a game of healthbar whack-a-mole or healthbar watch, in more MMO's than only GW. The protection and buff lines of magic on the other hand changed the pace how you played the game in combat, making it more strategic, paying more attention on the battlefield, positioning and your opponents in order to guess when and on whom casting your spells would be most effective, before the heavy damage started incoming.
Very very true. While GW did have something like a dedicated healing class (the monk), it certainly didn't have to be played that way, and in some scenarios it was better to not have a dedicated healer, and to have more cc / protection instead.
Being as it sounds like the monk will either be redesigned, or removed from the game, I'd be willing to bet that each class has some defensive / cc / support skills that cater towards specific situations, and combining them will be key to success.
- For example:
A warrior might have strong anti-melee support, or anti- arrow attacks that they can buff their group with. The elementalist will probably have anti-magic or anti-elemental wards that they can place. Combine these, and you will be taking far less damage, and whatever damage you do take could probably be healed through minimal healing (ie healing spring), without sacrificing too much in the way of DPS.
Compare that to a DPS-Spike build, if they go head-to-head the only way a max DPS build will work is if they are able to kill the more balanced setup before they can setup defenses.
- In GW1 you even had a similar dynamic. You had spike builds (melee, blood, elementalist, ritualist, etc.) but if they ever came across a team with decent interrupts, shutdown, or protection mechanics, they couldn't do much in the way of killing.
Yep. In my mind and most of the other GW players I know and still play with that are all looking forward to GW2.
Sometimes being too different from you predecessor is a bad thing. Actually most of the time it is. Never, ever alienate your playerbase.
That is a flawed idea, what if your original game was crap and only 10 people liked the game? Would you make a very similar game that would maybe garner 15 or 20 or will you try something completely different , something more people enjoy and generally consider a good game.
OF course it's completely different with gw but sometimes, just sometimes change is good..... you could of course also argue why use the game IP and call it a sequel but there are many reasons a company could choose to call it sequel whether it be "spirtual" or otherwise. Plus not using an already established brand makes little sense financially.
If the original game was crap why would anyone make a sequel?
Also you dont think its kind of shady to use the same name IP to get extra cash even though the game doesnt resemble the first at all?
I seriously doubt the majority of the gw playerbase wanted GW2 to be so different.
Think about it. "Hey dude! Wouldnt it be cool if Anet released GW2 and it was absolutely nothing like this game!!!!!!"
Healing isn't so much how the game is set up, trinity wise, it is how people play. Even in GW2, I imagine there are going to be shouts like: "Group needs healing spec [insert class]!" And then if you dare play whichever class everyone feels heals the best, and don't spec for healing.... beware the scorn. The trinity is set. Active healing by a player character is always going to be expected.
Want to eliminate dedicated healing? Make healing like in diablo and torchlight and such: potions and single self heal spells only. Allow the two to be spammed and allow them to stack. End of healing problem.
Comments
WA:MO
For real, it works decent as a soloers build.
It seems he is the minority in your mind.
"We got rid of the trinity." How'd you do that? "Now everyone can heal." Sounds like you just took the mechanic and spread it thin. "Well no, there's one class that can do it better than others." I see, so they're healers. "No. They're.." -mind asplode-
Yep. In my mind and most of the other GW players I know and still play with that are all looking forward to GW2.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
As a healer in other games, I'm glad that I won't be the main target, I'm tired of being the poor bastard who gets focused or zerged,
As a DPSer from other games, I'm so glad to be able to more tactically choose targets instead of having to always go for the healer first.
I'm being over simplified, but my point is that there will be more tactical fighting fun! IMO
While I am sure there are GW1 players that will not be happy with GW2, there are tons (I think the vast majority) of GW1 fans rooting for and looking forward to this game. I played GW for years and cannot wait to venture back into Tyria along with some friends I have not played with since GW1. I also know of many guilds/players looking forward to the transition. IMO they have simply taken everything great about GW and made it into a full blown MMO. While I am skeptical about some features, like no dedicated healer, I trust Arenanet's track record and will wait until the game is released before forming my full opinion.
Steam: Neph
Yep. In my mind and most of the other GW players I know and still play with that are all looking forward to GW2.
Playing: Rift, LotRO
Waiting on: GW2, BP
Bioware has a track record, Bethesda has a track record, square has one. Anet does not.
Playing: Rift, LotRO
Waiting on: GW2, BP
Lol the funny thing is this is completely and utterly wrong in regards to higher level pvp in gw1. It is a tactic that is avoided in high level pvp play in gw1. In high level gw1 pvp healing is already spread around most of the team, any team that left all it's healing to the monks were quickly and swiftly destroyed. Only people that knew very little about pvp left the healing purely to monks.
Besides comparing any mmo pvp to gw2 even gw1 is something that shouldn't done as it leads to massive misconceptions. There's now a revive system similar to gears of war, downed skills, finishing blows, extensive proactive protting with likely AoE shields etc. They're hasn't been an mmo combat anywhere close to this, stating how something does or doesn't work is useless in comparison to this game.
ahh what a great idea!! No more healers, perfect! Now all we have to do is get rid of tanks, dps and crowd control and we re GTG! nice...! No more classes.. everyone can do everything and then the balance will be perfected! Now if we also get rid of mobs and dangerous enviroments, noone will ever have theyre toon dyin on them again! KOOOMBAAA YAAAAAA MI LORD! KOOOOMBAAAA NYAAAA!!!!
That is a flawed idea, what if your original game was crap and only 10 people liked the game? Would you make a very similar game that would maybe garner 15 or 20 or will you try something completely different , something more people enjoy and generally consider a good game.
OF course it's completely different with gw but sometimes, just sometimes change is good..... you could of course also argue why use the game IP and call it a sequel but there are many reasons a company could choose to call it sequel whether it be "spirtual" or otherwise. Plus not using an already established brand makes little sense financially.
I love opinions on something that hasn't had any playtime whatsoever yet.
Let's just wait an see. I don't know what it will be like.
In the worlds of Flemmeth "A phrase that imparts more wisdom then initially entails"
Because ICARUS implemented everything half finished and unpolished. And then never bothered to actually finish it and polish it up.
The idea on itself is good!
I know there are people loving being a dedicated healer. But it's just such a minority, that in pretty much all MMO's it turns out into a sheer frustration!
How many times were you forced to drop the group and give up, because no matter how much you tried and how long you spammed the global chats, hence even your own guildchat! There was never a healer available??
Exactly!
That's why the idea of no dedicated healer just rocks! Especially if they do it right! There are so many ways they can go with the various classes that it still promotes good dedicated teamplay, without having the standard dedicated healer archtype.
No it's not.
The sonic series, FF series and many more are a prime example of this.
You have people that love the first few and now completely hate the series because of what it has turned in to.
Granted that some are just stuck in the 80's and 90s but many(alot) were alienated. The makers took out or dramatically change things that made people love the game in the first place.
Mario is an example (IN MY OPINION) of a game that did not alienate anyone in the long run.
"We got rid of the trinity." How'd you do that? "Now everyone can heal." Sounds like you just took the mechanic and spread it thin. "Well no, there's one class that can do it better than others." I see, so they're healers. "No. They're.." -mind asplode-
If they make sure that one of their classes has abilities that match those of the protection prayers line in GW1 then I'm sure healers will be more then satisfied.
The most fun class for me was the Monk in GW. Because healing wasn't really about the heals at all. The best healers were either a hybrid of protection and healing prayers or pure protection prayers.
Healing was all about predicting what was coming, applying the right protection prayer to the target and after that use a basic heal to deal with what little damage did come through.
What I'm hoping for is that the Support classes will be much the same. But instead of using that basic heal the wounded ally can now use his own heal on himself, allowing the support to anticipate where the next protection spell will be needed.
Atleast that's my hope for the game.
We are the bunny.
Resistance is futile.
''/\/\'''''/\/\''''''/\/\
( o.o) ( o.o) ( o.o)
(")("),,(")("),(")(")
So there will be heals, just not a designated healing class. Makes sense to me. Heal when you feel like it, have another person spec support when you don't. And the freedom to switch on the go is very nice. And I've always enjoyed support and damage prevention more than reactionary damage clean-up. I see no problem here personally, but I suppose some people enjoy healing?
Judging on basis of GW1 and GW2 fansite forums, most are eagerly waiting for the release date so they can pre-order the collectors edition game. Not only that, but more than half the forum has bought the Art of Guild Wars 2 book along with the recent release of Ghost Of Ascalon novel.
That speaks volumes of majority to me. I'm willing to bet ArenaNet sells more copies of GW2 than all of GW1 campaigns together in considerably shorter time. That's 5 million copies of GW1, They break that in no time.
Wisdom is conquered with patience.
Hmm, I am skeptic. No deidcated healers, everyone can rezz. Will be interesting to see how they prevent that best group set up will be simply max dps, max dps, max dps and let the zerg begin... which would be boring. Imo specialisation is a key to strategy and therefore fun and challenging combat. But too soon to make a real judgement....
I agree that I'm skeptical as well, but then again, I always enjoyed playing healers.
We'll have to see how it all turns out, who knows, could be the best idea to happen to MMO's in a long time.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
UC= Unconfirmed, C= Confirmed
With things like Aegis(UC), Protector's defence(UC), Ward against Melee(UC), Static Field (C), Stomp(C), Dodging projectiles and projectile spells. I don't think any team with just max dps can win a team with support and control. Taking GW1 for example, a team with 2 assassins and 2 warriors can be out matched by an Ele with blinding, a necro with insidious parasite, a mesmer with empathy and a monk with blocking skills and/or teleports.
If you come in thinking max dps is always going to win in GW you're thinking the wrong way.
This is not a game.
It's your opinion, that has a certain logic. But, as you said, it is too soon to know how they will do it. I hope the demos can clarify on that.
IMO, and taking the example of the elementalist, maybe you can chose to give your elementalist more enphasis in heal/support, or give more emphasis in damage, or in range, while having the same skills skills (like the phoenix or the rain skills, wich i don't remmember the propper names now). The choice is yours.
I hope another thing: having skills combo crossed between 2 players in order to help all the players in the team (or not in team that are around them) while attacking the mobs. Like an area fire skill created by the elementalist that gives protection or some regen while using projectiles (and other fire skills) to hit enemies outside that fire. There, I think this calls strategy xD.
Empathy... ah, I loved that spell. Empathy and backfire, those were some great spells to mess with your opponents
I played earth elementalist, healing monk and protection monk, and I must say, I like the proactive protection magics better than pure healing: dedicated healing can quickly become a game of healthbar whack-a-mole or healthbar watch, in more MMO's than only GW. The protection and buff lines of magic on the other hand changed the pace how you played the game in combat, making it more strategic, paying more attention on the battlefield, positioning and your opponents in order to guess when and on whom casting your spells would be most effective, before the heavy damage started incoming.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
What I really like is that many skills seem to have tons of utility. A water elementalist skill by the name of Geyser, I believe, does AoE damage and heals nearby allies. Some skill named frost wave I think buffs your allies and damages your enemies. Phoenix damages enemies and heals you. Multi-use FTW!
Disagreement Heirarchy
Very very true. While GW did have something like a dedicated healing class (the monk), it certainly didn't have to be played that way, and in some scenarios it was better to not have a dedicated healer, and to have more cc / protection instead.
Being as it sounds like the monk will either be redesigned, or removed from the game, I'd be willing to bet that each class has some defensive / cc / support skills that cater towards specific situations, and combining them will be key to success.
- For example:
A warrior might have strong anti-melee support, or anti- arrow attacks that they can buff their group with. The elementalist will probably have anti-magic or anti-elemental wards that they can place. Combine these, and you will be taking far less damage, and whatever damage you do take could probably be healed through minimal healing (ie healing spring), without sacrificing too much in the way of DPS.
Compare that to a DPS-Spike build, if they go head-to-head the only way a max DPS build will work is if they are able to kill the more balanced setup before they can setup defenses.
- In GW1 you even had a similar dynamic. You had spike builds (melee, blood, elementalist, ritualist, etc.) but if they ever came across a team with decent interrupts, shutdown, or protection mechanics, they couldn't do much in the way of killing.
If the original game was crap why would anyone make a sequel?
Also you dont think its kind of shady to use the same name IP to get extra cash even though the game doesnt resemble the first at all?
I seriously doubt the majority of the gw playerbase wanted GW2 to be so different.
Think about it. "Hey dude! Wouldnt it be cool if Anet released GW2 and it was absolutely nothing like this game!!!!!!"
"Yeah!!! I would pick that up in a second bro..."
Seriously?
Playing: Rift, LotRO
Waiting on: GW2, BP
Healing isn't so much how the game is set up, trinity wise, it is how people play. Even in GW2, I imagine there are going to be shouts like: "Group needs healing spec [insert class]!" And then if you dare play whichever class everyone feels heals the best, and don't spec for healing.... beware the scorn. The trinity is set. Active healing by a player character is always going to be expected.
Want to eliminate dedicated healing? Make healing like in diablo and torchlight and such: potions and single self heal spells only. Allow the two to be spammed and allow them to stack. End of healing problem.