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Reader Comments (38)

Posted: Feb 2nd 2011 9:15AM Greyjoy said

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Quoted from the blog:

"No allied targeting

This is one of the big ones. There are no skills that specifically target allies. Everything must be done using positioning, ground targeting or other unconventional methods. This keeps every profession focused on their allies in the world, which adds a tactical complexity to the combat. Instead of watching red bars, we want you to watch your allies in the world. Making sure you are dropping ground-targeted spells effectively and moving into position to block attacks on allies is how we want players to defend each other."

Pure unadulterated GENIUS, this game is truly going to ROCK the genre for the better

Posted: Feb 2nd 2011 10:16AM Fabius Bile said

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@Greyjoy couldnt agree more friend, couldnt agree more
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Posted: Feb 2nd 2011 11:14AM Alex Oglitchkin said

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@Greyjoy Ya TERA says hello to those mechanics they have bragged about for quite some time now.
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Posted: Feb 2nd 2011 11:58AM Utakata said

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@Greyjoy

I see sphincter muscles quivering over at Blizz HQ when their retentive development hubris gets a look at this.

Not to mention...and my favorites:

"That is why we want to eliminate things that we felt were burdens on the game such as:

•Group LF Healer/Tank…
•Party wipes when you lose the wrong person.
•Watching the interface instead of the world.
•Playing with people because you have to, not because you want to.
•Being stuck in the same combat patterns over and over again."
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Posted: Feb 2nd 2011 9:16AM kjhasdfjkhk said

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I'm glad they tried to clear this up. I'm sick of reading comments everywhere that say "oh this is a monk, oh he's a healer", before they even read what the class is all about. He is no more a healer than a warrior is for that matter. He is a protection support character, and support DOES NOT equal healer. He uses buffs and abilities to negate damage and block allies, he doesn't HEAL them.

Posted: Feb 2nd 2011 10:10AM Jade Effect said

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I don't trust the majority of the current Guild Wars players to stay inside beneficial wards. The typical Guild Wars player is simply too intent on running after mobs to see anything beyond their tunnel vision. Unless the ground-targetted skills affect an area as large as current ranger spirit buffs, this is gonna be such a pain.

This will end up as one of those good ideas that look good on paper, but don't really pan out so well in practice. The top players who can coordinate well among themselves will have lots of fun, though.

Posted: Feb 2nd 2011 10:23AM aurickle said

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@Jade Effect
I disagree. There is a responsibility for the support person to be intelligent in where he places his AoE's -- but there's also a responsibility for the recipient to be intelligent about not leaving that area unless absolutely necessary.

"Where was my heal?"
"Right back there where you left it."

It'll only take most people one or two times going through that before they wise up and start playing smarter.

Remember also that there's a synergy here. If the person tossing down the heal wants the other player's protection, he can't stray too far away. It's up to both parties to play smarter.

I think there will be a bit of a learning curve. Some people will hate it and go back to (you get the picture). But I also have a hunch that once someone has made the jump to this system they'll start feeling that other game's are kind of shallow on the combat side.
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Posted: Feb 2nd 2011 12:01PM GryphonStalker said

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@Jade Effect

"The typical Guild Wars player is simply too intent on running after mobs to see anything beyond their tunnel vision. "

Everyone also has a healing skill slot, so that guy running off to a degree is self reliance and NO ONE is responsible for healing him or anyone else. The onus is on each individual player to stay alive and contribute and frankly - that's awesome!
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Posted: Feb 2nd 2011 3:00PM Irem said

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@Jade Effect
If the average PSU player could grasp "Move out of range of Resta and you'd better be ready to pop Trimates," I don't think it'll be that big of a deal. Players will adjust to what's expected of them based on the game's design, and while there will always be idiots, eventually "Stand on the circle of good stuff/dodge when stuff tries to hit you or you'd better be ready to use your healing skill" will become the accepted mindset. In GW1, it's acceptable to run after stuff and ignore positioning for beneficial effects because there's a dedicated healing class and it's their responsibility to keep their teammates alive. Without that safety net there, people are going to -have- to be more aware.
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Posted: Feb 2nd 2011 3:28PM Irem said

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@Jade Effect
To clarify: in GW1, when that guy goes running out of range of your buffs or heals, he can still scream at the monk for not somehow sensing that he was in danger and teleporting over through sheer will to save him from himself. In GW2, there's no one with a direct heal to scream at. That guy who just ran off after the mobs is entirely on his own, and if he doesn't want to spend a lot of time getting to know various patches of floor intimately, he's going to learn to stay in range of the buffs or take care of himself.
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Posted: Feb 2nd 2011 10:10AM DemonXaphan said

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Got to agree that GW2 will rock the MMO foundation. Even if it does not come out this year, just the intent of what Anet is doing makes it the most anticipated game of the year.
Just knowing that all classes are useful in a fight and all can revive a fallen player goes a long way to getting into a fight and not worry about finding healers.

Posted: Feb 2nd 2011 10:16AM Holgranth said

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@Jade Effect maybe you will be surprised, when I was playing WoW right after the 4.0 patch a good 20% of the DPS learned to shelter under the big glowing bubble after only 10-12 deaths!

The other 80% just had to content themselves by calling me the worst healer ever.........

Posted: Feb 2nd 2011 12:15PM Utakata said

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@Holgranth

Lol! :)
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Posted: Feb 2nd 2011 10:21AM Holgranth said

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On the topic of GW2 I think people are overhyping the "revolutionary" aspects. It might work good, it might not. People might like it, they might not.

I hope it is good and carves out its own neiche, but honestly there is no way to tell until it's out. Have we not learned this after a decade of bitter experience?

Posted: Feb 2nd 2011 10:24AM Baromega said

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@Holgranth I think more people are simply excited that A-Net is putting the effort to deviate from the norm. For too long, we MMO fans have been playing rehashes of the same game.
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Posted: Feb 2nd 2011 12:59PM Randomessa said

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@Holgranth

Well, you're the first person to use the word "revolutionary" on this comment thread, so I'm not sure it's the fans who are the ones overhyping it.
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Posted: Feb 2nd 2011 5:54PM Droniac said

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@Holgranth During that decade of bitter experience, ArenaNet brought us Guild Wars. A game that was no less 'revolutionary' than Guild Wars 2 looks to be and managed to make it all work beautifully. As such, past experience has only told us that ArenaNet is capable of delivering on ridiculous promises.

That doesn't mean they actually will manage to pull it all off this time around, but I think they've earned the benefit of the doubt. Besides, it's certainly the most promising and innovative upcoming MMORPG, so it's nice to see these interesting features explained and to discuss whether such things will actually work in practice.
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Posted: Feb 2nd 2011 10:23AM Baromega said

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Take all of my money.

JUST TAKE IT!

Posted: Feb 2nd 2011 10:37AM Poordevil said

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This is the only MMO on the horizon that I have any interest in. No interest in Star Wars, no interest in Rift, no interest in DC comics.

Dunno exactly what it is that makes me think GW2 may be something special, but I do. I'm not even a Guild Wars player, other than giving it a trial run years ago.

Posted: Feb 2nd 2011 11:03AM Daegalus said

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I read this yesterday and I am glad they did a run over all the points to explain it all. Its the only MMO I am interested in. Hope it does amazingly well.

In the mean time, I'm just work on HoM achievements.

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