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Reader Comments (27)

Posted: Nov 29th 2010 5:55PM Ariolander said

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The more I read about this game the less I am liking it. All the parts about the Guild Wars that I like seem to have been changed, removed, or otherwise lobotomised in order to make it more WOW-like.

No, not liking this at all...

Posted: Nov 29th 2010 6:23PM Doba said

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@Ariolander Same its so sad where are the original MMO's that actually try like Eve and Darkfall and well even APB (even though they died trying lulz)
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Posted: Nov 29th 2010 10:20PM Drunken Irish Sniper said

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@Doba. APB is the only game that's dead, and it's mainly because it's a bad game.

As for GW2, I'm not seeing a problem with them improving the game, from what I've seen of the gameplay it's nothing like WoW.

I have not felt this confident that a game will not disappoint me in a long time. I'm really looking forward to it but I will stay cynical because I'm no religious fanboy nutcase.
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Posted: Nov 30th 2010 12:06AM Ariolander said

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@Drunken Irish Sniper What defined Guild Wars 1 for me was the low level cap no-grind gameplay, the limited skillbar but high amount of skills allowing for a variety of cominations, multi-classing class diversity, and and fast paced almost tactical team centeric PVP.

To me the use of potions, the expansion of energy bars, the raising of level cap. What I see here is an attempt to appeal to a wider demographic and a rounding down to a lowest common denominator in order to increase mass appeal.

In doing so ArenaNet has taken one step foward but three steps back and have striped their game of exactly the elements that defined the first game and made it unique.
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Posted: Nov 29th 2010 6:34PM Yoh said

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Geez, how long has it been since we had a class reveal?
I hope they have a summor class..... even thou the necro sort of does that.

...... I still hate the idea of classes thou. Too restrictive for my tastes.

Posted: Nov 29th 2010 6:49PM Eamil said

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@Yoh Wasn't the Necro revealed just a month or two ago?
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Posted: Nov 29th 2010 7:38PM Yoh said

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@Eamil Yeah, about that long ago.
It is kind of cool how they can summon minions without corpses now, which kind of makes them like summoners.

But I kind of would like to see something a little more like FF11's summon's. They were kind of badass.
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Posted: Nov 29th 2010 6:59PM Sigtyr said

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Well I was REALLY interested in this game . . . until I read this. This sounds like an advanced Diablo or something similar. WoW sounds hardcore in comparison, but of course it depends on how much damage the mobs do to you, but if the whole game is about potion popping it may still be a commercial sucess but hardly the MMO we hoped for. I hope I am wrong though.

Posted: Nov 29th 2010 7:04PM Eamil said

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@Sigtyr Doesn't it say right there in the article that they're making sure the only measure of how easy an encounter is isn't how many potions you can chug?

The fact that potions have a cooldown alone keeps it from being anywhere remotely near as bad as Diablo.
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Posted: Nov 29th 2010 11:32PM GaaaaaH said

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@Eamil

Didn't Diablo 2 have a potion cooldown?

If not, the regen acted in a similar way by not givving the effects at once making multiple potions useless in one go
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Posted: Nov 30th 2010 3:19AM Eamil said

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@GaaaaaH It didn't have a potion cooldown but as I recall if you chugged potions and took damage with the regen still active, some of the damage would be to your health but a good chunk would just be subtracted from your regen. Consuming multiple potions did actually have an effect because the more health you haven't regenerated yet, the longer you have a buffer against taking full damage.

This is Diablo 2 of course. As far as I can remember Diablo 1 just straight up let you chug potions for instant health/mana, again with no cooldown.
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Posted: Nov 29th 2010 7:32PM kgptzac said

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it's unfortunate that GW1 style of hp/energy manage is going away and GW2 will cater for a system that is more similar to potion system that is present in existing MMORPG.

Posted: Nov 29th 2010 7:36PM Darkmoone said

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VaporWare

Posted: Nov 29th 2010 7:47PM Solp said

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I don't think the point they were putting across, came across very well.

Potions are necessary? Or can they be used to boost your character? If that's the case, then everyone's going to want them if they're so "abundant", making them necessary and therefore pointless.

If potions have to be used, why not just redesign energy regeneration to NOT require them?

Nothing bugs me more than having to have stacks of potions that I have to continually use, it's distracting from the gameplay.

Posted: Nov 29th 2010 9:41PM Irem said

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What they're saying is that the potions aren't necessary if you're really skilled, or if your group works well together. Having them there gives them a little leeway to reward skill, because in an MMO there's only so much you can do to punish playing badly before you're frustrating everyone.

Basically, a skilled individual or group will play mostly proactively. Characters in the line of fire will know how to avoid enemy attacks without draining their bar, they'll know when to relieve each other, and they'll know when to use their skills to interrupt attacks or control enemies. But if you're the support character in a group and that one guy is taxing your energy bar because he doesn't know that dragon breath is made of fire and pain, and it's a good idea to not stand directly in its hellish embrace, having a supply of potions on hand is going to make you beat your head into your desk a lot less.

While that might sound like it's super casualizing things, it actually gives ANet the ability to make combat a little more complex. A good player is going to learn how to make their character do cool things, and improve to the point where they're not potion spamming, because it's more fun that way. Your incentive for not wasting energy is feeling like a total badass when you do things right, and the game becomes more complex for you without beating that new player who is just learning how to tank into the ground, or making your playtime a chore because your teammates aren't exactly Dante Sparda-ing their way around the battlefield.
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Posted: Nov 30th 2010 5:56PM Solp said

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@Irem

Thanks for that, I wasn't intentionally trying to beat the post with a stick, I just didn't understand clearly what they were trying to say.
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Posted: Nov 29th 2010 8:13PM DevilSei said

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Alright... the well I see it is this.

Offensively, the energy system isn't going to play too much of a point, you'll be dealing more with recharge times of your skills.

Defensively though, is more energy intensive. Rolling will be useful for both, but the DPS won't have to rely on it quite as much as a tank. You can spam the roll, burning through your Stamina like crazy, or use it in controlled bursts as needed. Healing is the same way from how they worded it, as it seems to be energy intensive as well (though I'm sure some cooldowns apply as well).

These energy potions are not going to factor into any encounters design. Instead, it serves as a way for an unskilled tank to buffer his effectiveness slightly. Skilled tankers won't need a lot, because they'll be rolling, blocking, and such at the right times. Unskilled ones however, might need that few extra stam boosts because they aren't sure.

Posted: Nov 29th 2010 8:40PM Eamil said

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@DevilSei Yeah. I think if they find that players are relying too heavily on potions they'll tweak the system some. Even Blizzard changed it so you could only use one potion per fight when people started relying on them heavily for fights that lasted longer than the cooldown.
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Posted: Nov 29th 2010 8:58PM Irem said

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That's what I got from it, too. I'm not seeing where the comparisons to WoW are coming up, because it looks like they're actually rewarding strategic play, with slower encounters and more player control over how well things go. I'm actually really excited about this, because it sounds they've tried to make it feel like you're in an actual fight.


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Posted: Nov 30th 2010 5:06AM Xan said

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Sorry, but the mention of potions is disheartening. Especially when you read a comment like this:
"potions can be used as another measure of success"
and this:
"it became almost a subconscious decision to pop a potion"
Why take an existing system that works so well and replace it, essentially, with mandatory potion spamming. It seems like they're trying so hard to create an MMO that doesn't conform to every other MMO out there and yet they get rid of their current unique potion free system and replace it with a generic MMO staple.

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