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

Posted on 2/20/12 at 1:37 pm to
Posted by Freauxzen
Washington
Member since Feb 2006
37664 posts
Posted on 2/20/12 at 1:37 pm to
quote:

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.



That seems to be the implication, and would be a very good thing.

quote:

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.


But I would assume, at least if they keep the spirit of GW alive, that this won't take long to access all of the skills.

The only thing that does bug me is that this may make for a very limited amount of differentiation from player to player. All Sword and Board Guardians would use the same skills, therefore, the "true" maximum amount of variation lies in only the possible combinations of main hand/off-hand options.
Posted by Muppet
Member since Aug 2007
50512 posts
Posted on 2/20/12 at 1:41 pm to
quote:

But I would assume, at least if they keep the spirit of GW alive, that this won't take long to access all of the skills.


My problem is that it's been at least 6 years since I played Guild Wars (Factions), and I barely remember its mechanics.

quote:

The only thing that does bug me is that this may make for a very limited amount of differentiation from player to player.


This page offers some insight into how trait customization will be handled. Seems reminiscent of LOTRO, but I hope it's more in-depth than that.
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