This video makes me feel even more of the underpoweredness that melee could be. So unless Warriors get a lot of damage medigation and Assassins (if exist) can go invis for a long time I don't really see the point in using them.
Maybe but melee classes can range, and you can dodge range abilitys by double clicking or moving out of its path.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
I never played GW so I am unaware of how the games dynamics are set up, but the game looked like a ZERG fest. The video was nice and some of the annimations looked cool, but there was not movement in the trees or grass. I am sure they will add more as the game develops but that is something I noticed.
Can anyone tell me if GW is a zergfest in PvE? I know GW2 is going to be a seperate game but if the first game was all Zerg than this one probably will be too, this video did nothing to change that perception.
“It's unwise to pay too much, but it's worse to pay too little. When you pay too much, you lose a little money - that's all. When you pay too little, you sometimes lose everything, because the thing you bought was incapable of doing the thing it was bought to do. The common law of business balance prohibits paying a little and getting a lot - it can't be done. If you deal with the lowest bidder, it is well to add something for the risk you run, and if you do that you will have enough to pay for something better.”
This video makes me feel even more of the underpoweredness that melee could be. So unless Warriors get a lot of damage medigation and Assassins (if exist) can go invis for a long time I don't really see the point in using them.
Maybe but melee classes can range, and you can dodge range abilitys by double clicking or moving out of its path.
Melee classes have fully viable ranged damage abilities with the gun and bow. Plus they have abilities to jump to the target.
That's amazing that this video was able to capture my attention for the full 50-some minutes. I can never maintain interest watching somebody else playing an MMO, but this was completely different. It was fun just to watch it. Seeing their game mechanics in use all looks beautiful...
...But it raises questions to me. How beautiful will it look when it isn't choreographed? A massive problem with WAR's open world PvE system was that it not only created a dependancy on other characters, but was also ultimately unfixable in it's inbalance of rewarding each player who put the same amount of effort equally for their roles. Furthermore, due to this and a plethora of other issues, the system was easy to manipulate and take advantage of. My worry is how they plan to handle this and how they do things differently than how WAR did it.
WAR's reward system was based on who did the most. GW2's reward system is based on participation, not doing the most damage and all that fancy number stuff.
What he said, plus the events will scale. 1 or 2 people and it will be an easy encounter. As more people show up, more mobs spawn and they begin to use new abilities to make it challenging for a duo that shows up or for 100+ people who show up. And then, everyone who played, get's XP and lewts. Also unlike WAR, the events are dynamic. So it's not like the Dark Elf starting zone where there's always the same script to fight and kill the same dragon. It's a list of scripts that rotate randomly or based on other events, so you may see the same thing in the same place again, but for the most part it should feel like there's always something different going on. On top of that, a failed event can have a different effect on the world than one that suceeds. They mention in one of the videos that if you fail to save a farm from bandits, there wouldn't be food available in town for a while. If you succeed, the farmer may give you some food for your effort or a discount.
I never played GW so I am unaware of how the games dynamics are set up, but the game looked like a ZERG fest. The video was nice and some of the annimations looked cool, but there was not movement in the trees or grass. I am sure they will add more as the game develops but that is something I noticed.
Can anyone tell me if GW is a zergfest in PvE? I know GW2 is going to be a seperate game but if the first game was all Zerg than this one probably will be too, this video did nothing to change that perception.
It's going to feel more zerg-like due to the removal of the dedicated healers. Fights will still take some strategy and coordination though, IMNSHO.
It just looks like a quest driven single player game, which is only enforced by the fact there are no dedicated healer/cc types. There was no interaction with other players in that video, no grouping, the usual solo game stuff was in there with the usual arrow pointing you to the next quest location. The combat was too fast and out of combat healing allowed you to run from one mob to the next without a care - this kills the ability to interact with other players as all you see is the next target and not the person next to you, which is going to make forming a community hard.
While the game does look nice, it's just going to be another solo grind by the look of it. Not something I want from an MMORPG.
It just looks like a quest driven single player game, which is only enforced by the fact there are no dedicated healer/cc types. There was no interaction with other players in that video, no grouping, the usual solo game stuff was in there with the usual arrow pointing you to the next quest location. The combat was too fast and out of combat healing allowed you to run from one mob to the next without a care - this kills the ability to interact with other players as all you see is the next target and not the person next to you, which is going to make forming a community hard.
While the game does look nice, it's just going to be another solo grind by the look of it. Not something I want from an MMORPG.
So.....because they don't somehow force you to group up, the game will mostly be a singleplayer experience? I don't understand what you're saying. If I want to play with other people, how is a fast-paced gameplay going to stop me from doing just that?
So.....because they don't somehow force you to group up, the game will mostly be a singleplayer experience? I don't understand what you're saying. If I want to play with other people, how is a fast-paced gameplay going to stop me from doing just that?
Not going to rehash this argument, it's all over the public boards so have a run through there, but the basics are: If people don't need to group up as they're able to do content solo, then they won't group up. Simple as.
I think the phrase easy to get into hard to master describes this game perfectly. You could show this game to anyone and they'd probably be mildly proficient but in actually this game has a huge amount of depth due to the importance of positioning, cross class combo's the versatility of tactics due to weapon swapping and the customisation of traits.
The difference in skill level between a someone highly proficient and a newbie will be vast. At higher level of gameplay you'll see your advanced tactics being employed but because of how the game is designed if a bunch of noobs play it, it will look like a zerg. Kinda like difference in beat em up games like tekken in street fighter where you see noobs button mashing and skillful players doing juggles etc.
So.....because they don't somehow force you to group up, the game will mostly be a singleplayer experience? I don't understand what you're saying. If I want to play with other people, how is a fast-paced gameplay going to stop me from doing just that?
Not going to rehash this argument, it's all over the public boards so have a run through there, but the basics are: If people don't need to group up as they're able to do content solo, then they won't group up. Simple as.
It's always more fun with party. No matter what.
One thing will change in GW 2:
I'm going to party up with players becouse I like them not becouse I need them to survive.
And I honestly want to think there are more party lovers than solo lonely wolfs.
It just looks like a quest driven single player game, which is only enforced by the fact there are no dedicated healer/cc types. There was no interaction with other players in that video, no grouping, the usual solo game stuff was in there with the usual arrow pointing you to the next quest location. The combat was too fast and out of combat healing allowed you to run from one mob to the next without a care - this kills the ability to interact with other players as all you see is the next target and not the person next to you, which is going to make forming a community hard.
While the game does look nice, it's just going to be another solo grind by the look of it. Not something I want from an MMORPG.
a few thing to put a different angle on here!
1) it might look to you like a quest driven singleplayer game watching from outside. But dynamic events is very different, as it draw people to the same locations without creating conflicts about it. Nice done actual.
2) there already is focused CC, and might come more and there will be Support classes, (instead of dedicated healers.)
3) Its hard to judge on that video alone if there is no interaction. I find cross class combos very interactive. they havent come to show grouping yet, but so far they have showed that the game works with out being dependent on being in a group in a multiplayer setup . Nice achivement actual.
4) i will not judge combat ease on this demo, there is some speculation in that it was made easy because it was a 45 minutes demo, and they didn't want to give players the real learning curve. Especial jumping in and playing a mid lvl charr. The starting area is supposed to be easy. That speculation makes sense to me.
5) i would for sure not jump to that conclussion that it is going to be a solo grind game! (and let me just shortly mention the antigrind philosofi the developers have and successfull put into gw1). It wil be soloable, and they show that, fine. But with the innovation put in so far, i do exspect that players actual will feel it fun to group and go out and explore.
I will be very surprised about the game if it not would be natural to ask the ones you have meet in a dynamic event , to join up and finish it or go together looking for a new event. especial if you have exsperienced all the interaktion that can be done.
Ive been a hater for a long time, but this vid just changed my minds.. OMFG its stunning. smooth gameplay and no part of the world that i saw felt obsolete. Brilliant!
It just looks like a quest driven single player game, which is only enforced by the fact there are no dedicated healer/cc types. There was no interaction with other players in that video, no grouping, the usual solo game stuff was in there with the usual arrow pointing you to the next quest location. The combat was too fast and out of combat healing allowed you to run from one mob to the next without a care - this kills the ability to interact with other players as all you see is the next target and not the person next to you, which is going to make forming a community hard.
While the game does look nice, it's just going to be another solo grind by the look of it. Not something I want from an MMORPG.
This is a gross generalisation and imo says more about your playstyle then anything else.
I for one, when seeing someone hurt or in downed state, will try to get him back up by healing or rezzing.
So in my book it leeds to a more social environment coz "helping" is not the property of 1 class anymore.
So.....because they don't somehow force you to group up, the game will mostly be a singleplayer experience? I don't understand what you're saying. If I want to play with other people, how is a fast-paced gameplay going to stop me from doing just that?
Not going to rehash this argument, it's all over the public boards so have a run through there, but the basics are: If people don't need to group up as they're able to do content solo, then they won't group up. Simple as.
very true BUT what if they need to group? not in a sense being able to see their hp bars but in a sense that you have to act together, like "we have to kill fast, ele drop a flamewall in front of rangers; incoming mob group on squishies, necro fear them; casting big aoe; warrior keep the big sob in place" what if you die if you dont do these things? what if they are changing what you understand by grouping?
ps. now change those npc's with real players for some WvsW combat.
I'm going to party up with players becouse I like them not becouse I need them to survive.
And I honestly want to think there are more party lovers than solo lonely wolfs.
I totally agree with you, it's way more fun to group up, but in a game that can be solo'd then people aren't going to do it. I know this from experience, I went into LOTRO hoping for groups and it never happened except for those specific group quests. Then they went and changed group quests to be soloable and things got even worse.
It's nice to think that people will group up for fun, but 9 times out of 10 you'll find they won't without incentive.
1) it might look to you like a quest driven singleplayer game watching from outside. But dynamic events is very different, as it draw people to the same locations without creating conflicts about it. Nice done actual.
It's solo with other people attacking the same target. It's already been done in Warhammer Online and that was the same thing. You didn't get to know people or even interact with each other, you just did your thing, got the rewards and moved on likely never to see them again.
2) there already is focused CC, and might come more and there will be Support classes, (instead of dedicated healers.)
With a bit of luck the support classes will be able to focus more on Healing or CC, thus making a specific class, otherwise the classes are all going to be a bit generic. That's how I'd do it if I was making the game - create a class and then allow the player to focus it in whatever direction they enjoy, be that Melee Damage, Long Range Damage, Healing or Crowd Control.
3) Its hard to judge on that video alone if there is no interaction. I find cross class combos very interactive. they havent come to show grouping yet, but so far they have showed that the game works with out being dependent on being in a group in a multiplayer setup . Nice achivement actual.
Cross class combo's could be fun, as was the Fellowship attacks in LOTRO, but if that's the only reason to group up then I can't see it happening. They need to make content that requires a group otherwise it's not going to happen - but if all the characters are the same, as in they all DPS, all Heal and nobody can Taunt, then how is that going to be done? You can't make a powerful mob because it'll just kill its way through the characters. All you can do is add lots of mobs which just creates a zerg, which again doesn't sound entertaining. I for one will be very interested to find out how they do things regarding group content.
4) i will not judge combat ease on this demo, there is some speculation in that it was made easy because it was a 45 minutes demo, and they didn't want to give players the real learning curve. Especial jumping in and playing a mid lvl charr. The starting area is supposed to be easy. That speculation makes sense to me.
We can only judge on what we've seen. If this is what they put out then we have to assume this is how it's going to be. We can't run around saying, "Oh its not going to be that easy..", because how do we know? They've given us information, we have to take it as real until hearing otherwise.
5) i would for sure not jump to that conclussion that it is going to be a solo grind game! (and let me just shortly mention the antigrind philosofi the developers have and successfull put into gw1). It wil be soloable, and they show that, fine. But with the innovation put in so far, i do exspect that players actual will feel it fun to group and go out and explore.
We can hope so. But as I said before, I really want to see how they deliver group content considering the way they've created the classes.
I'm going to party up with players becouse I like them not becouse I need them to survive.
And I honestly want to think there are more party lovers than solo lonely wolfs.
I totally agree with you, it's way more fun to group up, but in a game that can be solo'd then people aren't going to do it. I know this from experience, I went into LOTRO hoping for groups and it never happened except for those specific group quests. Then they went and changed group quests to be soloable and things got even worse.
It's nice to think that people will group up for fun, but 9 times out of 10 you'll find they won't without incentive.
It's interesting to speculate what the community in Guild Wars 2 will be like. I hope if the game delivers and it's a leap forward in fun, then maybe some of that spirit will rub off on ppl and ppl will enjoy grouping up, especially if just looking to revive and use skill synergies because they can see it on their screens! Also if the scaling works, then ppl may realise that some teamwork is helpful. But I'm glad content is not a furtive activity: EG:" lookiing for healer/tank for dungeon run" or "kill stealing" or farming or wating for that drop, that seems to make ppl so preoccupied. Guess it's an unknown at this moment, but GW2 seems to be trying to make a difference here.
"It's solo with other people attacking the same target. It's already been done in Warhammer Online and that was the same thing. You didn't get to know people or even interact with each other, you just did your thing, got the rewards and moved on likely never to see them again."
I have played Warhammer and it has never been like that. Sure it wasnt like DAoC where you had to group and everybody was searching for one, but I mostly went to a PQ that was active and then invited people to my party and kept whispering and shouting "Hey guys, does anyone feel like joining me to do the harder and more rewarding PQs?" and people joined me. Sometimes we were like 15 ppl and it required tactics to do the hard PQs. We tried them again and again to find out how to finish it withing the timeframe. It was very much fun but the lack of players often made it hard to find people for the hard PQs.
"With a bit of luck the support classes will be able to focus more on Healing or CC, thus making a specific class, otherwise the classes are all going to be a bit generic. That's how I'd do it if I was making the game - create a class and then allow the player to focus it in whatever direction they enjoy, be that Melee Damage, Long Range Damage, Healing or Crowd Control."
Yeah, I am also confused that warriors can use bows effectively according to the comments made in the videos. I still hope that a warrior using a bow will play different than a bow ranger...
"Cross class combo's could be fun, as was the Fellowship attacks in LOTRO, but if that's the only reason to group up then I can't see it happening. They need to make content that requires a group otherwise it's not going to happen - but if all the characters are the same, as in they all DPS, all Heal and nobody can Taunt, then how is that going to be done? You can't make a powerful mob because it'll just kill its way through the characters. All you can do is add lots of mobs which just creates a zerg, which again doesn't sound entertaining. I for one will be very interested to find out how they do things regarding group content."
Ever played first person shooters? There are hardly ever healing classes but teamplay is very important - at least if the game is designed to emphasize teamplay. Just think outside the standard mmorpg frame. And who said that there are no taunts in this game? I didnt read anything like that. For instance there is the fear skill that makes mobs run away into certain directions. Maybe some events will be insanely hard without having someone who controls the mobs by fearing them away etc.
"We can only judge on what we've seen. If this is what they put out then we have to assume this is how it's going to be. We can't run around saying, "Oh its not going to be that easy..", because how do we know? They've given us information, we have to take it as real until hearing otherwise."
We have mostly seen noobs doing the same events (worms, the dragon etc.) over and over again and each of those noobs has played this game for the maximum of an hour in his life. Surely we cannot know if there are harder events than the shown but I assume they are clever enough to put in challenging stuff. If not the game will fail - at least for me.
"We can hope so. But as I said before, I really want to see how they deliver group content considering the way they've created the classes."
The only problem I have is that warrios seem to be good at range. I hope that you will have to specialize in certain traits so that one mage ends up being good at fire and moderate at earth and another one has put nearly all of the skill points into water and is very good in CC. I just hope that classes can be skilled to fit different roles.
Let us wait and see what we get at release and then finally judge it
Comments
Maybe but melee classes can range, and you can dodge range abilitys by double clicking or moving out of its path.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
I never played GW so I am unaware of how the games dynamics are set up, but the game looked like a ZERG fest. The video was nice and some of the annimations looked cool, but there was not movement in the trees or grass. I am sure they will add more as the game develops but that is something I noticed.
Can anyone tell me if GW is a zergfest in PvE? I know GW2 is going to be a seperate game but if the first game was all Zerg than this one probably will be too, this video did nothing to change that perception.
--John Ruskin
Doese that farmer around 18:00 has rifle? Dont remember i saw rifles before.
Melee classes have fully viable ranged damage abilities with the gun and bow. Plus they have abilities to jump to the target.
What he said, plus the events will scale. 1 or 2 people and it will be an easy encounter. As more people show up, more mobs spawn and they begin to use new abilities to make it challenging for a duo that shows up or for 100+ people who show up. And then, everyone who played, get's XP and lewts. Also unlike WAR, the events are dynamic. So it's not like the Dark Elf starting zone where there's always the same script to fight and kill the same dragon. It's a list of scripts that rotate randomly or based on other events, so you may see the same thing in the same place again, but for the most part it should feel like there's always something different going on. On top of that, a failed event can have a different effect on the world than one that suceeds. They mention in one of the videos that if you fail to save a farm from bandits, there wouldn't be food available in town for a while. If you succeed, the farmer may give you some food for your effort or a discount.
It's going to feel more zerg-like due to the removal of the dedicated healers. Fights will still take some strategy and coordination though, IMNSHO.
It just looks like a quest driven single player game, which is only enforced by the fact there are no dedicated healer/cc types. There was no interaction with other players in that video, no grouping, the usual solo game stuff was in there with the usual arrow pointing you to the next quest location. The combat was too fast and out of combat healing allowed you to run from one mob to the next without a care - this kills the ability to interact with other players as all you see is the next target and not the person next to you, which is going to make forming a community hard.
While the game does look nice, it's just going to be another solo grind by the look of it. Not something I want from an MMORPG.
So.....because they don't somehow force you to group up, the game will mostly be a singleplayer experience? I don't understand what you're saying. If I want to play with other people, how is a fast-paced gameplay going to stop me from doing just that?
Not going to rehash this argument, it's all over the public boards so have a run through there, but the basics are: If people don't need to group up as they're able to do content solo, then they won't group up. Simple as.
I think the phrase easy to get into hard to master describes this game perfectly. You could show this game to anyone and they'd probably be mildly proficient but in actually this game has a huge amount of depth due to the importance of positioning, cross class combo's the versatility of tactics due to weapon swapping and the customisation of traits.
The difference in skill level between a someone highly proficient and a newbie will be vast. At higher level of gameplay you'll see your advanced tactics being employed but because of how the game is designed if a bunch of noobs play it, it will look like a zerg. Kinda like difference in beat em up games like tekken in street fighter where you see noobs button mashing and skillful players doing juggles etc.
this game will be the best because single or group, casual or hardcore they all will find a place in this game with lots of new innovations to "taste"
finaly a game to sake the mmo genre a bit
It's always more fun with party. No matter what.
One thing will change in GW 2:
I'm going to party up with players becouse I like them not becouse I need them to survive.
And I honestly want to think there are more party lovers than solo lonely wolfs.
SexuaLobster's Grease Portal
There's one of a Charr Warrior here:
http://vid.buffed.de/v/ppXlFFDIupE/Guild-Wars-2/Wartower-Spotlight-GC-2010-Folge-6/
(Is also narrated)
(Edit for link)
a few thing to put a different angle on here!
1) it might look to you like a quest driven singleplayer game watching from outside. But dynamic events is very different, as it draw people to the same locations without creating conflicts about it. Nice done actual.
2) there already is focused CC, and might come more and there will be Support classes, (instead of dedicated healers.)
3) Its hard to judge on that video alone if there is no interaction. I find cross class combos very interactive. they havent come to show grouping yet, but so far they have showed that the game works with out being dependent on being in a group in a multiplayer setup . Nice achivement actual.
4) i will not judge combat ease on this demo, there is some speculation in that it was made easy because it was a 45 minutes demo, and they didn't want to give players the real learning curve. Especial jumping in and playing a mid lvl charr. The starting area is supposed to be easy. That speculation makes sense to me.
5) i would for sure not jump to that conclussion that it is going to be a solo grind game! (and let me just shortly mention the antigrind philosofi the developers have and successfull put into gw1). It wil be soloable, and they show that, fine. But with the innovation put in so far, i do exspect that players actual will feel it fun to group and go out and explore.
I will be very surprised about the game if it not would be natural to ask the ones you have meet in a dynamic event , to join up and finish it or go together looking for a new event. especial if you have exsperienced all the interaktion that can be done.
Damn when will the game be released
Going to call in sick 1st 2 days fro work and send family on vacation
Ive been a hater for a long time, but this vid just changed my minds.. OMFG its stunning. smooth gameplay and no part of the world that i saw felt obsolete. Brilliant!
Playing: AoC
Played: WoW, GW, DF, VG, Runescape, LoTRO, AoC
This is a gross generalisation and imo says more about your playstyle then anything else.
I for one, when seeing someone hurt or in downed state, will try to get him back up by healing or rezzing.
So in my book it leeds to a more social environment coz "helping" is not the property of 1 class anymore.
Not working anymore?
very true BUT what if they need to group? not in a sense being able to see their hp bars but in a sense that you have to act together, like "we have to kill fast, ele drop a flamewall in front of rangers; incoming mob group on squishies, necro fear them; casting big aoe; warrior keep the big sob in place" what if you die if you dont do these things? what if they are changing what you understand by grouping?
ps. now change those npc's with real players for some WvsW combat.
I need more vespene gas.
Nice vid. I hope they give the ranger a quiver on her back cause watching her pick invisible arrows from her back was kinda strange.
I totally agree with you, it's way more fun to group up, but in a game that can be solo'd then people aren't going to do it. I know this from experience, I went into LOTRO hoping for groups and it never happened except for those specific group quests. Then they went and changed group quests to be soloable and things got even worse.
It's nice to think that people will group up for fun, but 9 times out of 10 you'll find they won't without incentive.
It's interesting to speculate what the community in Guild Wars 2 will be like. I hope if the game delivers and it's a leap forward in fun, then maybe some of that spirit will rub off on ppl and ppl will enjoy grouping up, especially if just looking to revive and use skill synergies because they can see it on their screens! Also if the scaling works, then ppl may realise that some teamwork is helpful. But I'm glad content is not a furtive activity: EG:" lookiing for healer/tank for dungeon run" or "kill stealing" or farming or wating for that drop, that seems to make ppl so preoccupied. Guess it's an unknown at this moment, but GW2 seems to be trying to make a difference here.
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
You're automatically grouped with everyone else participating in an event.
The difficulty was turned down for the demo.
If you don't work together you will miss out on cross-class combos and who's going to revive fallen players?
"It's solo with other people attacking the same target. It's already been done in Warhammer Online and that was the same thing. You didn't get to know people or even interact with each other, you just did your thing, got the rewards and moved on likely never to see them again."
I have played Warhammer and it has never been like that. Sure it wasnt like DAoC where you had to group and everybody was searching for one, but I mostly went to a PQ that was active and then invited people to my party and kept whispering and shouting "Hey guys, does anyone feel like joining me to do the harder and more rewarding PQs?" and people joined me. Sometimes we were like 15 ppl and it required tactics to do the hard PQs. We tried them again and again to find out how to finish it withing the timeframe. It was very much fun but the lack of players often made it hard to find people for the hard PQs.
"With a bit of luck the support classes will be able to focus more on Healing or CC, thus making a specific class, otherwise the classes are all going to be a bit generic. That's how I'd do it if I was making the game - create a class and then allow the player to focus it in whatever direction they enjoy, be that Melee Damage, Long Range Damage, Healing or Crowd Control."
Yeah, I am also confused that warriors can use bows effectively according to the comments made in the videos. I still hope that a warrior using a bow will play different than a bow ranger...
"Cross class combo's could be fun, as was the Fellowship attacks in LOTRO, but if that's the only reason to group up then I can't see it happening. They need to make content that requires a group otherwise it's not going to happen - but if all the characters are the same, as in they all DPS, all Heal and nobody can Taunt, then how is that going to be done? You can't make a powerful mob because it'll just kill its way through the characters. All you can do is add lots of mobs which just creates a zerg, which again doesn't sound entertaining. I for one will be very interested to find out how they do things regarding group content."
Ever played first person shooters? There are hardly ever healing classes but teamplay is very important - at least if the game is designed to emphasize teamplay. Just think outside the standard mmorpg frame. And who said that there are no taunts in this game? I didnt read anything like that. For instance there is the fear skill that makes mobs run away into certain directions. Maybe some events will be insanely hard without having someone who controls the mobs by fearing them away etc.
"We can only judge on what we've seen. If this is what they put out then we have to assume this is how it's going to be. We can't run around saying, "Oh its not going to be that easy..", because how do we know? They've given us information, we have to take it as real until hearing otherwise."
We have mostly seen noobs doing the same events (worms, the dragon etc.) over and over again and each of those noobs has played this game for the maximum of an hour in his life. Surely we cannot know if there are harder events than the shown but I assume they are clever enough to put in challenging stuff. If not the game will fail - at least for me.
"We can hope so. But as I said before, I really want to see how they deliver group content considering the way they've created the classes."
The only problem I have is that warrios seem to be good at range. I hope that you will have to specialize in certain traits so that one mage ends up being good at fire and moderate at earth and another one has put nearly all of the skill points into water and is very good in CC. I just hope that classes can be skilled to fit different roles.
Let us wait and see what we get at release and then finally judge it