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[Massively]Arenanet teases Guild Wars 2 'Heart of Thorns'(UPDATE) - Page 2

post #11 of 103
I don't think the issue would have been the coding, but rather balancing the game with +800 skills along with combinations of attributes and professions. Three shot R/D with Vow of Strength was pretty OP for a while along with touch rangers before paragons were introduced.

And, yeah the focus on individual stories instead of coops makes the game less fun along with weapon tied skills.
post #12 of 103
My biggest complaint with GW2 was the amount of time ANET spent experimenting and reinventing wheels that didn't need to be reinvented. The game is 2 1/2 years old now and we are just barely moving to get an expansion? Eh...

By this time in GW1, we had all campaigns and expansion in place.

I maintain that ANET would do well to remember GW1....
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post #13 of 103
I completely forgot I own this game. Got the delux edition at launch and Star Wars: The Old Republic came out the following week and all my friends ditched me in GW2 and i haven't played it since... Will have to give it a try again. I remember level progression being ungodly slow, is it still the same?
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post #14 of 103
Thread Starter 
Quote:
Originally Posted by vmatt1203 View Post

I completely forgot I own this game. Got the delux edition at launch and Star Wars: The Old Republic came out the following week and all my friends ditched me in GW2 and i haven't played it since... Will have to give it a try again. I remember level progression being ungodly slow, is it still the same?
IMO, mostly the same. There was a fundamental change on story progression & scale with level. Instead of proceeding the personal story every 1-3 levels, they're released to you in blocks of 10. For example, the first part of your story, lets say the charr ash legion, will start off with every mission in the ghostbore musket thing. Once that's done, and 10 levels later at 20, you will start your father missions.

They also revamped character progression for newbies, what i said above is part of it. Personally that's the only thing I like about it.
post #15 of 103
Fool me twice and all that, no ty. Bought into the hype of gw2(up there in the top 5 hyped games ever easily) then me and the usual mmo players (guild/friends/gf) quit within a month. Was one of the most shallow mmo's I had every seen at end game, though it was very pritty and the exploring was fun.
post #16 of 103
Quote:
Originally Posted by vmatt1203 View Post

I completely forgot I own this game. Got the delux edition at launch and Star Wars: The Old Republic came out the following week and all my friends ditched me in GW2 and i haven't played it since... Will have to give it a try again. I remember level progression being ungodly slow, is it still the same?

As far as I'm concerned, leveling has always been reasonably fast as long as you're not just running around killing things. Exploring and doing events will give you a huge portion of your experience while leveling.
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post #17 of 103
For it's $50 pricetag GW2 has been INCREDIBLE. Easily the most visually appealing MMO I have ever played (you can play it just to explore the graphics + art design), incredible exploration aspects, great audio/ambiance, well-designed combat mechanics. Easily the most immersive game I've played...put on your headphones and it's very easy to lose track of time and get completely absorbed into the world. Awesome-looking armor sets too! There are too many good things to list about the game.
Unfortunately couldn't really get into PvP because there are no Oceanic servers and playing at 350ms+ in a fast-paced game like GW2 is suicide.

That being said...after hitting max level, exploring the world, farming the heck out of fractals and obtaining some decent gear...I only find myself logging in once a fortnight (or month) to catch up to the living story. I'm not sure why I'm even doing that, as I stopped reading the story text a while ago.

For my "hardcore" purposes I've found myself back into WoW with active progression raiding with a nice guild and plenty to do. It has it's own satisfaction I guess.

Still, easily the most redeeming quality of GW2 is the lack of subscription and the ability to pick it up any time and start playing.
Edited by Tippy - 1/14/15 at 9:20pm
post #18 of 103
Quote:
Originally Posted by Millillion View Post

I wouldn't say avoiding cooperation, more that you just don't need to explicitly cooperate in order to do most things. It is really good about allowing people to cooperate.
I definitely miss being able to use more abilities, but GW1 may have went a little overboard. It wasn't so much a coding nightmare as it was a balance nightmare.




On the original topic, maybe this will get me back into it. I've spent so many hours on it I may just be burned out for good, but we'll see.

Balancing was hard in GW1, but they did a pretty darn good job at it.

Another thing to consider though is that with the nearly infinite number of combos possible, the game was very capable of self balancing. Leave an "OP" build in the game for a few weeks and suddenly everyone is finding ways to bring it down and it falls back out of favor without Anet having to do anything at all.

For instance, everyone in my guild thought 55 monks were OP for PvP. I took on a full team of them myself as a life stealing necro and laughed to victory.

When you look at it this way, it really wouldn't be all that impractical for a team like Anet that specifically already has experience working in such a system to create a new one that is fairly balanced.



As for the bit about cooperation in GW2... I really have to disagree. The game basically punishes you for teaming up.

Yeah, they have the level scaling thing for certain areas, but that doesn't really make new players strong enough to do any of the high level content with any effectiveness, and it doesn't make high level players weak enough to not just breeze through everything (or reward either group with any useable loot either). That is the only "saving grace" when it comes to teamwork in this game, and it isn't a very strong one.

In all other scenarios, the closest thing to encouraging teamwork in GW2 is dungeons that require you to do some tedious task a half billion times in a row, or world bosses with stupidly high single target damage output and HP. This isn't really teamwork however so much as many individuals simultaneously but completely independently doing the same task.

There is no way to directly help your "team mates", other than perhaps getting them up from a downed state, which more often than not the in-game community frowns upon and discourages because it usually takes longer to do that than to just kill the enemy yourself and let the ally respawn.

Heck, it wasn't until like a year after launch that you could actually party with your friends unless you just happened to get really lucky and randomly get placed into the same instance... I mean, come on man!
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post #19 of 103
Quote:
Originally Posted by Zero4549 View Post


Heck, it wasn't until like a year after launch that you could actually party with your friends unless you just happened to get really lucky and randomly get placed into the same instance... I mean, come on man!

You could always right click and join team mates, but that was pretty terrible for doing anything large-scale.

And on the thing about team work, I was more referring to open world and such events that encourage random passersby to join in by sharing all loot and exp with all participants. Other than that, yeah, teamwork has sort of fallen to the wayside.

If only dungeons and conditions (or damage in general in some ways) weren't so broken, I think a lot of the game's problems could be alleviated more easily.
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post #20 of 103
hm ima check to see if my laptop can run this game, do you have to pay for this expansion?

I never got gw2 and im really interested in the B2P model of MMO's, i hate subscription fee's.

50$ for the original and then have to get expansion??

Is the game highly populated? or is there alot of dead servers?
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