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http://www.arena.net/blog/jon-peters-talks-combat
very timely post as the appearance of the guardian confused some people about the return of the trinity to the game
Have fun storming the castle! - Miracle Max
Comments
I really like how there is no ally targeting, but ground targeting instead!
“Our professions aren’t dedicated healers, DPS, or tanks because frankly, we built a combat system that just doesn’t allow it.” That is one of the best things I've heard in a long time...
I'm excited for Guild Wars 2 it really seems like they are going to be able to combine a form of tactical combat you see in FPS (flanking, strategic positioning, and ever changing combat situations) with the coordination and social play of a MMO.
thanks for the link! it was a very good read
Hmm.. not sure I like the "no allied targeting" bit...
I'm vaguely worried because that would imply all the ally boons are basically aoe. How will this jive with support skills? Imo there is an implied element of depersonalization there... In particular how will mesmer skills work without ally targeting? Hmm. Guess we'll have to wait and see...
GW1 mesmer skills more often than not targets enemies and enemy skills
Have fun storming the castle! - Miracle Max
"more often than not" does not equal "always"
No ally targeting means that all boons will be aoe - not sure I like that. I like my "support" to be a bit more direct and "personal" - especially if I'm a caster. Shoving enemies around with a shield away from my buddies sounds awesome and all (been doing that for a few years already in WAR!) but imo they might be going a bit too far with the "no healing - it's re-active!" spiel.
I'm primarily a PvP player and there I really don't see the balancing problems point healing causes in PvE. For the past few years I've been living in WAR and kinda grew fond of the dual targeting system they got there and hoped I'll see something similar in GW2 since it does open up a whole range of cool skill and effect design posibilities.
However I'm keeping my mind open on this. They are going for a more action-dps style of play here and that's fine and dandy. I'm reserving my right to be a bit worried about how is the large scale PvP going to play out with all the classes being able to fulfill all roles... While the "rock paper scissors" design is irritating in small-scale PvP and PvE, in large scale open PvP it forces the players to rely more on each other and promotes formation play. With everybody filling practically the same role (or being able to switch on the fly) I'm worried that large scale PvP might devolve into a chaotic melee with everybody running around and bashing whatever they see. In short, no more "Circle! Protect the squishies!".
But then again, we'll see. I'm not condemning anything. I'm just curious to see will they be able to pull it off satisfactorily.
One of the reasons they implemented no ally targeting was to get people away from looking at their UI. They want support players to participate in the battlefield rather than playing whack a mole.
I'm well aware of that and it's cool. However I reserve my right to be a bit worried if they might be going a bit too far with the good thing - at least until I see it in action that is.
Or more likely, whack a monk.
It will be an adjustment for a lot of people that's for sure. I think people with multi genre game experience will actually transition to GW2 better than soley mmo players.
That would explain their manifesto video for a bit. "If you hate traditional MMOs you'll really wanna check out GW2."
I find it slightly worrying that they are trying to change so many different systems, they are trying to bring their own twist to so many different things. This is ofcourse what makes the development of the game so facinating to follow but I can't but wonder how they are suppose to succeed with creating so many new systems. What makes Arenanet different from mythic and funcom as companies to pull this off?
The games made by the companies you mentioned didn't "fail" because of the combat system, but because they released their games before they were actually ready. Content was inconsistent in terms of quality.
I think you will be able to use spells on just one ally easly, using an AOE marker. Just put the marker on that player's position and it will be the same as targeting, only much better and immersive.
While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
awesome article. I like that professions are more like play styles than roles.
Guild Wars 2 Youtube Croatian Maniacs
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Most of the time you don't really have to click with your mouse on the ground. You actually just activate the skill and that skill will be placed at the spot where your character stands. Its more about positioning than clicking the spot!
Guild Wars 2 Youtube Croatian Maniacs
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I'm in the boat with those who really like the no ally targeting system, I like to be support for my friends and group, but I always passionately hated to look at health bars all the time.
To me this sounds like i'd be able to be annoying to my enemies, look at whats going on, on the battlefield while still having some support for my self and my group
I was already aware of this, and it doesn't change anything. I'm still going to avoid abilities that require clicking.
"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
But doesn't every game with abilities involve clicking?
I guess we are talking about hotkeys here, using an aoe ability usually requires mouseclicking unless it is a point-blank aoe.
Much kudos to Arenanet for trying to find their own way and not just cut n pasting.
No doubt it will ultimately alienate a section of players, those that cry for new but cry louder when they actually get new, but for me it sounds refreshing.
I hope they are as brave with this game as they were with GW.
In regards to ally targeting vs support boons buff system: I really don't see the advantage in giving support to one character instead of giving the same exact support to all your teammates espically if the skills would have done the same amount. I'm not pointing fingers, but i personally think arenanet is trying to get rid of that favoritism bullcrap that you see in a lot of MMOs including GW 1
EDIT: I am saying if i am playing a support class and I have a skill that lets say boosts damage by 15%. I would rather have it as a boost to all party members instead of one individual, because things like choosing which member gets support could lead to favoritism (or the so called wack a mole). I seen it done countless times by people (including myself) in other MMOs. Maybe I look at it differently because i play MMORPGs with my brothers and real life friends ( i usually play support) and i usually find myself wanting to everyone a boost instead of just one person
Sorry if you didn't understand its kinda too early in the morning for me :P
I don't understand your post. *Edit: I got it know.
If there is no allied targetting, but there are AOE abilities, I'm sure they'll add directional-cone abilities among them. That's a bit of a combination of general AOE and targetted AOE, without having to click on the ground.