vann7, on 31 October 2012 - 08:25 AM, said:
First off, paragraphs are a wonderful thing. Secondly, how can mesmers not interrupt when they have traits like Halting Strike (Deal damage
a foe.), illusion of vulnerability (Inflict 5 seconds of vulnerability
when you interrupt
a foe.), Chaotic Interruption (Apply a random condition when you interrupt a foe.) and at least one more. You may not have "pure interrupt" skills like in GW1 but there are skills and conditions that replicate the same effect. You can argue that it's random but a good
mesmer will know when/how to use diversion to it's best effect (that's the shatter skill that dazes aka interrupts targets btw). They also have a few other skills that cause daze. Just because they removed casting bars and the word interrupt from the skills does not mean it's not there.
Oh, and reverse damage? I guess retaliation doesn't work like it says it does anymore. Neither does Feedback, Mimic or Phantasmal Defender. (All mesmer skills btw). There are also mesmer skills that deal with transfering conditions and the like.... pretty similar to mesmer skills that did the same to hexes don't you think?
As for Anet being lazy because they didn't put so many skills in. Did you know that they never wanted GW2 to be such an extreme case of build wars? That with each new campaign they added new skills, with virtually the same effect if not better, than older skills. I'll just leave this quote here if you don't believe it.
What the team felt it couldn’t do was implement its exciting new ideas in the game’s current campaign-every-six-months plan. While the promise of fresh standalone content twice a year sounds great to players, its requirements have actually caused Guild Wars to become somewhat convoluted from a game-design perspective.
“With each new campaign, we’ve been trying to introduce brand-new mechanics that change how the game plays. That’s led to the need for larger and larger tutorials to explain the new mechanics, and it’s made each campaign’s beginning experience much more bloated,” explains Flannum. “And since every new campaign was aiming to bring in new players—thus requiring bigger and bigger tutorials—plus aiming to give stuff to older players, the list of skills just kept growing.” Each campaign that’s been added to the Guild Wars world—three in total—has added another layer of design that, in the name of making things easier for new players, has actually ended up creating barriers to entry as they try to sort through multiple training areas, increasingly intricate tutorials, and an ever-ballooning list of skills.
“We’re battling against complexity,” Strain adds. “We don’t want to make complicated games. We want to make fun, easy-to-grasp games that are easy to get into and not frontloaded with complexity.” ~PC Gamer no. 161, May 2007
More skills does not always equal better, nor does it always equal more customization. The amount of skills in GW1 might have been fine for veterans that started in Prophecies or those who were wonderful theorycrafters and buildmakers but not everyone is like that. Me, using one of the best PvE hero teams (N/Rt healers, spirit spammers (offensive and defensive), illusion/inspiration and domination interrupt mesmers, discord spiker and a monk or ele based on what I needed) vs my brother who barely played and only used necro skills he thought "sounded cool/good" had a complete difference in gameplay experience. He found everything too hard and couldn't complete different missions because of his build. I should mention that I played guild wars a lot more than he did, considering he picked it up after I did and he just couldn't find his way around the skill system. There's a point when there's too much
choice. GW1 hit that point and it made the game very beginner unfriendly, something Anet never
wanted for their game.
As for classes having weapons that don't make sense.... What about in GW1, classes could use any weapon there. Any class, no matter if they were warrior or paragon, would have a spear and a shield during PvP. I saw countless bunny thumpers (Hammer wielding Ranger/Warrior combos) use a spear/shield to gain adrenaline before closing in. Now how does a ranger using a hammer make sense? Oh, because it has a warrior second profession? Then what about a spear and shield? Spears are for paragons! If you think rangers don't use swords I think you should watch LotR, or maybe read some Forgotten Realm books. Rangers have been using swords (1h and 2h) in the fantasy world for years
. In fact, in Dungeons & Dragons, the game that pretty much started and created the initial guidelines for nearly all of todays classic fantasy RPGs, rangers could use any simple/martial weapons this includes: bows, axes, swords, polearms, maces, hammers, daggers, scythes (generalized weapon types, otherwise I'd be listing a LOT more). Hell, hunters, the WoW counterpart of rangers, could use polearms, staves, 2hand and 1handed swords, 2handed and 1handed axes, etc. A ranger isn't just an archer, it is a profession that is proficient with wilderness survival and tracking skills, protectors of nature, etc. Are there any other weapons that supposedly break immersion? If so I'd be glad to give examples of their roots in other games for you.
If you compare a greatsword ranger to a greatsword warrior, the skills are completely different and fit their respected themes. If you don't want to use a greatsword on a ranger then don't, no one is forcing you to do it, you can go longbow/shortbow and sit ranged all day, it's still perfectly viable. But to say that just
because the option of that weapon is available means that it breaks immersion (when it doesn't) when you don't have to use it is... asinine to say the least.
I'm not even going to go in to "a Caster you should be able to have a wide range of skills on your chosen class" because it would make me write another 5 paragraphs on the different styles you can play a necro, mesmer or ele as (ele itself can take up 3-4 paragraphs, you should play it some time). And as for no roles makes your character undefined? Maybe, but when I'm in a group with 3 other eles, a glass cannon, a support and a condition damage ele, I don't feel like just any old fish in the sea, I feel different. You are the person that has to create your role.
Guild Wars 2 isn't like WoW, it doesn't make you feel special because it separates things into black, white and gray (tank, heals, dps). You get get to flesh out your characters style and role by yourself. You
are the person that defines what you do in the group. I play a support/condition damage ele and I make a difference in my dungeon group, more than if I was just a DPS fighting for the top spot in damage, or a healer fighting for the top spot in heals. If you think that you need a specific role to be important, then by all means go and build glass cannon, tank or support and play how you want to play
. The glory of no holy trinity means we aren't forced into anything.
Edited by Valkaire, 31 October 2012 - 12:57 PM.