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Member Since 03 Oct 2012
Offline Last Active Dec 18 2012 08:55 PM

Posts I've Made

In Topic: TPvPers not a priority....

26 October 2012 - 03:32 PM

View PostAodan, on 24 October 2012 - 06:50 AM, said:

Lets hope that things stay stable so we can see paid tournaments tomorrow.

To address Trunks, no you are wrong.

MMO requires a LOT more balance than SC2 (1v1) or Counter Strike (very simplistic gameplay). The three maps are astonishing well done in terms of balance and the mechanics are fairly solid apart from some professions having a higher use than others in Legion and BoK.

It will take a long time to put in a 4th map. If a 4th map does come out it will likely not be in the automatic tournaments. (as that would require creating a 4th round or randomizing auto tournaments)

People have only just begun mastering BoK and for many teams (a good 80% of them) have not mastered every map or have ideal comp play per map.

So no we do not need a new map and no it will not be mind-numbing as most maps have multiple ways to address them per comp.
The only map that is extremely one sided atm is bunker comps on BoK

If you don't know anything about the other games don't go spreading nonsense.  SC2 and CS maps make a HUGE difference.

In Topic: Halloween Skins from lottery / casino style grab bags

20 October 2012 - 04:05 AM

This is why subscription would have been better.  At least then we'd have real active development + customer service.  Instead ANet seems hellbent on forcing everyone into the gem shop.  Not a big fan of their business model.  5 character slots instead of 8.  TINY bank slots.  Seem more interested in 'fixing' (nerfing) any good farming rather than bug/content fixes etc. etc.

I had the same problem with GW1.  If you want all the content you pretty much end up paying a subscription fee... except without the real content or customer support.  Should have known their business model was the same as it was back then.

In Topic: Current State of the Game. Fun? Population? Will you continue to play?

04 October 2012 - 02:47 AM

View PostXPhiler, on 03 October 2012 - 10:27 AM, said:

I dont agree. I find the two systems actually identical at their core, they just take different approaches.

In GW1 you had skills that do specific effects. Skill that hexes a target that when it dies so it poisons enemies. a skill that would heal a target. A skill that heals minions when they attack an enemy a skill that steals life from your enemy. etc.. In guild wars 2 instead of having this huge number of skill that each do specific effects you get skills that do the effects directy. So what does it mean? Above I mentioned 4 different skills. These 4 skills each do specific effect, effects that are all achievable through one gw2 skill, mark of blood based simply on how you use it! you cast it on enemies, it creates a DOT. You cast it on friendlys it heals them, you cast it on minions, it heals them, you cast it on yourself it heals you. You use epidemic skill on an enemy after you cast mark fo blood on it, it turns it in an AOE poison which in gw1 would be yet another skill.

The flexibility is there only instead of building your deck before your battle, you build it on the fly as you're fighting based on how you use you skills.

you're also wrong about the trait system to have negligable effect. Speaking for myself as a necro, thanks to my trait tree I can keep a regen running all the time without it I couldnt. It gives me various useful bonuses such as speed, allowing me to get close enough to snare an enemy running away. It gives me survivablity, my minions steal life for me (that in gw1 was yet another skill) and more then that it turns a personal heal into an AOE heal. With the trait system you can target your build to be more specialized.

You're entitled to your own opinion of course but I think you're underestimating the game simply because you wanted a large number of skills in order to have variety and perhaps missed the part that while skills themselves are limited how you use them provides a lot more variety then you had in gw1!

Remember 1 weapon skill I can emulate the effect of 4 gw1 necro skills! There are still another gw2 14 skills on the actionbar! (9 more weapon skills and 5 more utility skills)

Weapons restrict you to subsets of skills.  There is no mix and match.  Traits rely heavily on what weapons you have equipped.  That's why I say they are negligible/cookie cutter.  You HAVE to take certain traits based on your weapons to have optimal builds (AKA talent trees).  So essentially the only real choice you have (even though traits also affect them heavily) are utility skills.  The rest is laid out for you the moment you choose a weapon.

I also feel like ANet seems hellbent on forcing us into the Gem Shop.  Costs greatly outscale event income and the harsh nerfs for any type of farming is annoying.  Kind of like how Diablo 3 forces you into the AH so that eventually you get tempted into the RMAH.

In Topic: Current State of the Game. Fun? Population? Will you continue to play?

03 October 2012 - 04:48 AM

View PostZebes, on 02 October 2012 - 11:20 PM, said:

Progression is based on learning your class better and build experimentation. That's how it works in deck building systems. I'm still getting exotics, so I haven't fully delved into that yet. Only tried a few different builds for one class.

Would be true except there is no depth.  GW2 isn't like GW1.  There is no real deck building.  It's pretty much the same or shallower as any other MMO talent tree system.  Traits are either negligible or constrained by weapon choice.  That's my biggest problem with GW2.  They seem stuck between 'Guild Wars' and 'Any other MMO'.  After all the gloss wore off for me I feel like in the end it's just a stripped down WoW/Rift/X MMO.