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Reader Comments (24)

Posted: May 4th 2010 5:10AM (Unverified) said

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As far as I can tell, they've diminished the flexibility of individual skillbased tactics (fixed weapon skills, less skills to twiddle around with), and added team combo tactics (1 person casts a firewall, other shoots arrows through it resulting in fire arrows, etc) and environmental tactics (pick up boulder, use it to cast meteor storm, stand in pond, your weapon based skills change, start casting water tridents, typhoons etc).

Looks like they wanted to boost the player awareness of the use of team combos and the environment at a slight cost of single player skill flexibility.

I'm hoping that the 5 skills linked to the weapon will change depending on what item you have equipped, so that not just any staff will be the same, but that you one staff has a somewhat different skillset than another staff; that would make item hunting even more interesting :D

Posted: May 4th 2010 7:02AM (Unverified) said

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true !

Posted: May 4th 2010 12:37PM (Unverified) said

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It is not really possible for me to come with a proper opinion on this until I got the chance to actually test the system. However, at a first glance, I like it. I find myself sticking mainly to the skills of my primary profession anyway; as a Warrior, I only used Resurrect for a long time, and since you only need a Resurrect skill if your monks aren't very good, which you should avoid anyway, I eventually removed it, now running a Strength/Swordsmanship build with a few PvE skills. The same goes for my Dervish, which only uses Dervish skills, and my Necro uses only Bane Signet for a bit of additional damage (I must add that I am not a very good Necro, only lvl 14-ish). The system might sound restrictive, but if you take a close look at Guild Wars, many restrictions already existed, only they weren't really defined and it was easy to break them, with huge consequences. I had Sever Artery and Gash in my build. Whenever I encountered an enemy that couldn't bleed, two skills, that's a quarter of my build, instantly became useless. I now use Barbaric Slash instead of Sever Artery, which deals some additional damage aside from the bleeding, but it's still less effective than some skills against non-bleeding enemies, and Gash is still useless.

I will not have a final verdict on the new system till I get to try it. But so far, I like what I see.

Posted: May 4th 2010 12:44PM Tom in VA said

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Basically, GW2 is removing 2 of my all-time favorite features of GW1 -- the Heroes/henchmen and the subclass/dual-class feature -- and I am really disappointed by this.

GW2 does, however, add something I like that GW1 does not have -- a persistent world.

So, as far as I can tell at this point, apart from updated graphics and whatnot, GW2 is taking one step forward and two steps backward. This is not what I'd call progress.

But I am willing to wait and see what else is coming in GW2 that may make up for the great features they unfortunately decided to take away.

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