Guild Wars 2: Live-stream Interview March 15th With Your Questions! | MMORPG
#1
Posted 12 March 2012 - 04:13 PM
I hope you guys can come up with some better questions than the ones posted so far :(
#2
Posted 12 March 2012 - 04:28 PM
#3
Posted 12 March 2012 - 04:29 PM
#5
Posted 12 March 2012 - 05:38 PM
Kvinna said:
Oh ok thank you
Edited by mafia514, 12 March 2012 - 05:42 PM.
#6
Posted 12 March 2012 - 06:03 PM
One interesting question that arose in their thread was if you would be able to level entirely through underwater content and in the future if there was the possibility of aerial combat.
#7
Posted 12 March 2012 - 06:52 PM
#8
Posted 12 March 2012 - 07:45 PM
1. Will there be a fully underwater zone ( Like TB mentioned in his underwater video)?
2. Will the classes get any more elite skills ( 3 atm ) And will some be spiced up (Ranger elite skills are way "Less hot" than the Elementalist and Warrior Elite's)
Not going to make an account just to post the questions but if anyone thinks they are good questions, you can post them :)?
#9
Posted 12 March 2012 - 09:35 PM
#10
Posted 12 March 2012 - 09:43 PM
(Potential trolling, putting down portals on people that are fighting)
Edited by Mitjan11, 12 March 2012 - 09:47 PM.
#11
Posted 12 March 2012 - 09:45 PM
#12
Posted 12 March 2012 - 11:13 PM
1) All Guardian's elites shown so far require the Guardian to stay on the ground and not move. Will there be anymore designed for more mobile players?
2) Some professions have far more "mathy" elite skills than others. Are there plans to add visually expressive effects to those still lacking them?
3) Will we get a Spirit Weapon elite for the Guardian? A Phantasm elite for the Mesmer? Can the Ranger's Alpha Strike come back, adapted to the new pet system?
4) Are elites of a skill type affected by traits that enchance that skill type? For example, will the traits for Conjure Weapons work with Fiery Greatsword?
Guardian
5) Guardian is the only profession lacking a long-ranged playstyle so far. Why's that?
6) Guru's fans have expressed some doubts about the Guardian's spellcasting weapons, the Staff and the Scepter. What's supposed to be the appeal of a more spell-driven Guardian?
7) The Spirit Weapons in the press videos were slow to attack and didn't last long. How are they supposed to be used? Are they less casual than the Elementals summoned by the elementalist?
8) For such a spiritual profession like the Guardian, all their character option items are very pratical and utilitarian. Why don't they get something more symbolic instead?
Ranger
9) Ranger's Nature Magic traitline has been overlooked in the press beta videos. What can we do with it?
Edited by Diogo Silva, 12 March 2012 - 11:21 PM.
#13
Posted 13 March 2012 - 08:25 AM
#14
Posted 13 March 2012 - 09:39 AM
With Traits in mind,
1) Will the respec cost increase the more you respec (if so will there be a cap?), will it scale as you level, or will not change at all?
2) With lots of people a little upset about inability to change their build(s) anywhere and anytime, would a dual spec or multiple builds be available, whether purchasable by cash shop (Example: spend 5 bucks and every character on the account gets an additional trait build) or expensive in-game purchase (E: spend like 100 gold to get an additional trait build on that character)?
3) While playing and testing the new trait build, does it allow any player to spec heavily into either damage, control, or support, enough so that it could potentially still bring back the "Holy Trinity"?
Misc questions.
1) Are additional weapon types possibly being added before release or (hopefully) after release?
(PS. I think Crossbows would be great, considering it is the technology that links between pistols/rifles and bows. Also Polearms would be great as well.)
2) Why were Great Axes left out of the weapon types? (With Great swords and WarHammers you would think to add that.)
3) What is your least favorite class/race and why?
----------
I am hoping #1 and #2 will be answered, the rest would be icing on the cake.
----------
Mitjan11 said:
(Potential trolling, putting down portals on people that are fighting)
Considering you do not have to technically group with people in order to share exp, spell combo's, and pretty much anything. I am sure if you wanted to badly you could troll your own allies...
Edited by BlackHand, 13 March 2012 - 09:42 AM.
#15
Posted 13 March 2012 - 09:46 AM
#16
Posted 13 March 2012 - 11:45 AM
omedon666 said:
I would actually think the opposite is the safer option. Armor will change constantly, your personal story roots won't. As soon as you get better headgear that piece is going to change. Choosing the option that better fits the character you are trying to make seems to be the better choice in the long run.
#17
Posted 13 March 2012 - 12:09 PM
#18
Posted 13 March 2012 - 01:06 PM
Engineer traits:
1) How does the trait "Always prepared" work? Its description says "Drop a kit when downed". What is "a kit"? Do you get a bandage kit? Do you get downed with a weapon kit? Is the kit dropped for you to use or for nearby allies that are trying to help you?
2) What is the definition of "armed kits" and "unarmed kits" in Armor Mods trait and in Leg Mods trait?
3) If I chose a trait that empowers elixirs (like H.G.H./Elixir Endurance/Cleaning Formula (409) ) does its effects apply to automated elixirs (those from the traits Automated Elixir B and Self-Regulating defenses)? Same question about the bombs created by "Evasive powder keg" and bomb realted traits.
4) If I chose a trait that empowers elixirs (like H.G.H./Elixir Endurance/Cleaning Formula (409) ) does its effects apply to Elixir Gun's elixirs and Elixir X?
5) How does "Kit Refinement" work? The description says "Equipping a kit creates an attack or a spell". Are those random effects from different professions?
Generic:
1) Will there be AI improvements for pets, minions, turrets, summons, spirit weapons, clones?
2) How many skills (elites in particular but also generic ones and racials) will be present at release? more will be added later?
3) Does every profession have a specific range of action or they will be free to switch range by changing skills/weapons like in the soccer analogy? Ex: the Engineer can fight well in close-mid range (soccer front line and center) but has little options for long range (rifle, a few turrets, maybe elixir gun). He can pull enemies to him or use mobility skills to get close to make up for it, but this is not really a way to solve the problem. If the enemy is above a wall in a WvW fortress and you don't have a rifle there is no mobility skill that can get you there.
I don't want to talk about the engineer per sé, this is just an example. I'd like to know if every profession is meant to play at its best within a certain range or not.
Thanks a lot
EDIT:
Quote
Thanks a lot.
#19
Posted 13 March 2012 - 01:09 PM
Daily achievements - how does it work with timezones ? It's "locked" to GMT,PST or else?
I cant post on their site - I guess I would have to register :-D so thx if anyone will post it for me
#20
Posted 13 March 2012 - 01:50 PM
2) Some professions have far more "mathy" elite skills than others. Are there plans to add visually expressive effects to those still lacking them?
3) Will we get a Spirit Weapon elite for the Guardian? A Phantasm elite for the Mesmer? Can the Ranger's Alpha Strike come back, adapted to the new pet system?
4) Are elites of a skill type affected by traits that enchance that skill type? For example, will the traits for Conjure Weapons work with Fiery Greatsword?
#21
Posted 13 March 2012 - 02:25 PM
Quote
#22
Posted 14 March 2012 - 10:39 PM
Quote
#23
Posted 14 March 2012 - 11:45 PM
MMORPG.com's Discussion Forums or a la Twitter
Cheers









