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re: UPDATE*** Guild Wars 2 - OPEN BETA - Reviews/Reactions

Posted on 2/20/12 at 12:07 pm to
Posted by Freauxzen
Utah
Member since Feb 2006
37413 posts
Posted on 2/20/12 at 12:07 pm to
Bump

Some recent reactions:

LINK

quote:

It's hard to feel like you're missing out with the lack of dedicated healing in this game. The role of a dedicated healer is simply not necessary. What's great is that this doesn't make the game feel like some desperate struggle to survive -- at least not in any negative sense. In fact, in the time it took me to level from 11 to 13 on my front-line Warrior (doing only in-world events without any personal story) I never had to use my self-heal. I was able to be smart about how I handled engaging enemies and there was enough support from my teammates to keep me from resorting to my healing skill.


quote:

Given that, you don't really have a game where everybody's their own healer -- you have a game where healers are unnecessary because combat rewards intelligent play and there's an incredibly well-designed system of boons across every profession's skills.


This sounds a lot like the modern switch from a "Health Bar" in FPS's, to the self-regenerating health rating. That was a big switch that changed game design, and really opened up doors to different styles of play. A much needed change for FPS's.

LINK

quote:

Skills and Items

As you may know, the skills in Guild Wars 2 are determined by what item you have in your hand, combined with what class you're playing. So a Thief with a pistol will have different skills than a Mesmer with that same pistol. In addition, you can combine weapons in each hand for skill combos. So for my most beloved Mesmer, I had a scepter in one hand and a pistol in the other. This combination gave me the Illusionary Duelist skill in slot 4, which creates an illusion (clone) of my character that unloads duel pistols on the enemies. Taking that pistol away and adding a one-handed sword gives me an Illusionary Swordsman skill that works very similarly.

With each weapon you wield, you start off with just one skill, but using that item more often will eventually open up more and more skills on your bar. You can actually see the percentage of progression towards that next skill evolve as you use that weapon more often. So you can become proficient with a sword, but when you find an axe with better stats and switch to that, you're starting with one skill for that axe until you unlock the rest. This also applies to which hand you use, as well. You'll need to unlock main-hand and off-hand skills on each weapon where that's available, which then unlocks it on every weapon of that type for that particular character. If that sounds complicated, it's not really. But it is exciting for the completionists among us.



So it seems your role is flexible with weapons, so you aren't that limited in how you approach a situation.

That's a big bonus for me, as I liken to be fluid in my play style. I rarely singular focused classes. This is very similar to the original concept for FFXIV?
This post was edited on 2/20/12 at 12:15 pm
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 2/20/12 at 12:53 pm to
quote:

you have a game where healers are unnecessary because combat rewards intelligent play and there's an incredibly well-designed system of boons across every profession's skills.


So, I have a Demon's Souls-esque conception in my head of a system where you could feasibly become so skilled at the "mechanics" of combat that you could simply avoid taking significant damage. Rather than, you know, how badly you are hurt being determined by a random number generator and your damage mitigation scores.

quote:

With each weapon you wield, you start off with just one skill, but using that item more often will eventually open up more and more skills on your bar.


This was once generally considered a good idea in MMOs, with World of Warcraft even having weapon skills at one point. Players just saw it as a pointless grind, though. It was kind of annoying in a game like Final Fantasy XI to have to fight the same enemies to level up your battleaxe skill that you did to level up your sword and shield skills, since your chance to hit scaled with skill level.
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