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Reader Comments (27)

Posted: Apr 29th 2010 6:19PM (Unverified) said

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My biggest issue with GW1 was the lack of individualization between players. Many players may feel that the secondary profession allowed for some of that but in reality one could copy/past another players build in mere seconds if they had everything unlocked and since weapons all had identical stats it meant that there was very little way of distinguishing yourself.

In GW2 we haven't heard any information yet on the stats of weapons, or max character levels but at least we know from what has been said that there will be great individualization alone from the selection of weapon, profession, and race.

Also like someone already mentioned as far as we know there are still plans to have the one companion AI player so therefore you can in essence have 20 skill slots to play around with.

All exciting stuff so far!

Posted: Apr 30th 2010 10:18AM (Unverified) said

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I just hope the picking up stuff and changing your skill bar doesn't suck because i hated changing into a stupid wolf in GW:EN or using the huge devourer. it just sucked and was totally boring.

Posted: Apr 29th 2010 7:37PM Yoh said

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Good work Rubi, keep us well informed.

It's good that Arenanet has finally opened the floodgates of information, and from the looks of things, GW2 doesn't look too far away.
We may even see it released later this year, or early next.

But you have to hand it to them, at least they try to do things differently then everyone else. I hope it works out for them.

Posted: Apr 29th 2010 8:31PM Nearly Departed said

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what i keep seeing is , players grouping, players grouping. This is not exactly what was said by the devs.

They did say that you will wander upon other players and just being in the same area benefits you the same as being in the party/group.

A random ranger can use the ele firewall to shoot flaming arrows through it and still gain the bonus flame dmg, xp, and loot that you would as if you grouped. Even more so that you would not share it, just have it.

This is huge potential, you no longer have to worry about random stealing your mobs, you will automatically get the rewards. It's not 'you kill 10 bandits', it's, '10 bandits must die'.

Adding onto that is the branching, once they die, the story and quest line branch for any in the area. Now its fortify the defenses from the next assault, or if the bandits live, its save the town, for anyone in the area who cares.

Posted: Apr 29th 2010 11:51PM Vlo said

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With the removal of secondary professions, they also removed the Companion system (GW2's equivalent to henchmen/heroes) since the Professions are pretty good on their own.

Posted: Apr 30th 2010 7:45AM (Unverified) said

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I noticed that, everywhere in those articles, 'Elementalist' was spelled with a capital letter but 'warrior' with a lower-case letter. This makes me wonder. The Warrior-profession will undoubtedly return, but will it return in the same form as in GW1? The ability to wield a rifle sounds promising though; my Warrior in GW1 has a bow with him at all times, but it's only good for luring since it doesn't do much damage; I really can't spend points in Marksmanship if I need them for my Warrior-attributes.

Posted: May 4th 2010 6:52AM (Unverified) said

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Woah. Like, really? People, this will be nothing like World of Warcraft, unless you're one of the people that think 'Hey, it's got jumping and it's an MMO! IT'S A WOW-CLONE!'.

We'll still have a limited skillbar (10 skills), we'll have the Events that encourage automatic teamwork, without actually partying, we'll have instances (Dungeons) where perhaps henchmen will be available (Not in normal PvE; since the normal PvE world is solo-able and scales to how many people you're with), we'll have awesome PvP, and also,... We're going to have physics and environmental weapons. Tell me that isn't cool.

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