• WoW: Mists of Pandaria opens first raid
    67 replies, posted
GW2's combat for me was ruined by the huge advantage ranged people get. I have insane damage output as a greatsword warrior but I implode unless I use my longbow or rifle and have the luxury of distance. So WvWvW is essentially a gigantic ranged cockfight with the occasional sitting and attacking a wall for 5 minutes.
[QUOTE=Protocol7;37909306]GW2's combat for me was ruined by the huge advantage ranged people get. I have insane damage output as a greatsword warrior but I implode unless I use my longbow or rifle and have the luxury of distance. So WvWvW is essentially a gigantic ranged cockfight with the occasional sitting and attacking a wall for 5 minutes.[/QUOTE] Then use Greatsword and Rifle. Like you said you have insane damage output, of course they aren't going to let you just roll on in there and kill everyone. Provided you spec right, and use the correct utilities to suit your playstyle, you should be okay. Not to mention all the people that waste their endurance on simple attacks. Sword/axe or axe/axe is a fine combo for me in PvP.
[QUOTE=Lukeo;37909343]Then use Greatsword and Rifle. Like you said you have insane damage output, of course they aren't going to let you just roll on in there and kill everyone. Provided you spec right, and use the correct utilities to suit your playstyle, you should be okay. Not to mention all the people that waste their endurance on simple attacks. Sword/axe or axe/axe is a fine combo for me in PvP.[/QUOTE] Yeah, I mean I'm pretty sure that's the entire reason they gave ranged weapons to warriors and have a button to instantly switch weapons. Just have a ranged and melee equipped for any given situation.
[QUOTE=Meller Yeller;37909439]Yeah, I mean I'm pretty sure that's the entire reason they gave ranged weapons to warriors and have a button to instantly switch weapons. Just have a ranged and melee equipped for any given situation.[/QUOTE] Guardians definitely have it worse on the ranged front. The game has been out slightly longer than a month so there's still going to be some balance issues.
Well even with like dungeons it's hard to understand how aggro works so you sit there and suddenly poof and you're in last stand mode. That's one thing I like about WoW is the trinity model since I don't have to worry about being glasscannon melee and suddenly having aggro (assuming your tank knows how to hold aggro worth a damn.)
Yeah honestly after having played games with and without the trinity model I actually prefer it. Tanking is fun, and the clarity of player roles makes things more convenient.
[QUOTE=Coffee;37896734]It's all about the art style.[/QUOTE] True but constant graphical updates and overhauls could have achieved this without their distinct style. Look at Eve.
[QUOTE=Strider*;37910413]True but constant graphical updates and overhauls could have achieved this without their distinct style. Look at Eve.[/QUOTE] Updating EVE art is vastly easier than updating WoW art.
I disagree,I think the trinity is very restrictive.
[QUOTE=Strider*;37910413]True but constant graphical updates and overhauls could have achieved this without their distinct style. Look at Eve.[/QUOTE] WoW still really needs an polycount increase when your sword has more polygons than your playermodel...
[QUOTE=Raidyr;37910423]Updating EVE art is vastly easier than updating WoW art.[/QUOTE] True it's a different beast but it's not impossible for example, for Blizzard to change the old models and textures of the early races.
[QUOTE=Protocol7;37910427]WoW still really needs an polycount increase when your sword has more polygons than your playermodel...[/QUOTE] It's nice they finally upgraded druids travel form. I swear it was made of like 17 polygons.
[QUOTE=Raidyr;37910447]It's nice they finally upgraded druids travel form. I swear it was made of like 17 polygons.[/QUOTE] yeah, they've been incrementally doing it but just look how detailed the pandaren are vs like the undead where the arms are literally like 10 polygons
[QUOTE=Protocol7;37910464]yeah, they've been incrementally doing it but just look how detailed the pandaren are vs like the undead where the arms are literally like 10 polygons[/QUOTE] They said they are currently reworking all of them and will be done in MoP at a later time, apparently they said they got the Human and Dwarf done but they havent shipped them.
[QUOTE=Protocol7;37910464]yeah, they've been incrementally doing it but just look how detailed the pandaren are vs like the undead where the arms are literally like 10 polygons[/QUOTE] The human female face is like 5 really, really big polygons.
Is my shaman worth coming back to? I kind of enjoyed healing on 'em.
[QUOTE=Protocol7;37910427]WoW still really needs an polycount increase when your sword has more polygons than your playermodel...[/QUOTE] As Blizzard have said, they need to be very cautious when updating player models, otherwise everyone is going to flip the fuck out. Just look at all the bitching when the male Orc shoulder models got smaller suddenly... If they suddenly change a major character model, people are going to be very unhappy. It might seem like nothing, but that shits important.
[QUOTE=HoodedSniper;37900515]I felt the opposite, I hated GW2 because none of the spells or attacks were interesting, was all just boon this, condition that, and then I realized how much I love WoWs combat, all the spells just look amazing and feel really unique from one another.[/QUOTE] They really don't when you have one thousand of them cluttered around your UI.
[QUOTE=Killuah;37919981]They really don't when you have one thousand of them cluttered around your UI.[/QUOTE] Thats why you get an addon and have them all in one nice little place. Also addons are the shit.
[QUOTE=Killuah;37919981]They really don't when you have one thousand of them cluttered around your UI.[/QUOTE] What. You personally have a shitty interface so the spells don't look amazing or feel unique? How does that even work...
I think it makes more sense to have the smaller skill bar and select for each one. Obviously that's the general consensus since most recent MMOs do it that way. GW2's system of weapon skills makes more sense in it than it would in other games because of the dynamic weapon switching. If you strategically go back and forth in battle, you don't want to worry about what skills you have equipped with it or anything like that.
[QUOTE=Raidyr;37900667]GW2 combat is faster and flows really well but the skill limits are really restrictive, especially coming from someone who played a WoW druid for several years.[/QUOTE] What do you mean "especially"? Druids have 4 entirely different skill sets, of course anything else will seem restrictive compared to that. Even in WoW, where every other class got AT MOST 3 different roles, druids got all 4: tank, melee, ranged, and healer. That aside, I do agree that the GW2 skills can seem restrictive sometimes. I'm fine with the utility skills, since they seem to have plenty of variety and you can choose from any of them, but the weapon skills can seem restrictive. I wish that you had about 10 or so different weapon skills to choose from for each weapon (or about 6 or about 4 for main hand and off hand respectively), but still could only have 5 at once for each. The skills would still focus on the same thing (eg. shields still for protection, ranger short bow still for conditions, guardian staff still for support-ish stuff, etc. ), but would have a bit more variety. Because it gets annoying when you're fighting a boss with a short bow, and mean to press 2 but accidentally press 3, so your character jumps off a ledge and is suddenly swimming in lava. Or when you're fighting with a sword and you can't actually move your character because their auto-attack is an auto-leap. Also, GW2's targeting system could use some tweaking. I do love how they got rid of the trinity, though. Instead of having to wait forever for either a tank or a healer (the later of which is basically playing whack-a-mole) in order to do a dungeon, everyone's in charge of healing themselves and reviving others. It leads to everyone helping each other out, and a lot more frantic gameplay sometimes.
[QUOTE=Last or First;37923736]What do you mean "especially"? Druids have 4 entirely different skill sets, of course anything else will seem restrictive compared to that. Even in WoW, where every other class got AT MOST 3 different roles, druids got all 4: tank, melee, ranged, and healer. That aside, I do agree that the GW2 skills can seem restrictive sometimes. I'm fine with the utility skills, since they seem to have plenty of variety and you can choose from any of them, but the weapon skills can seem restrictive. I wish that you had about 10 or so different weapon skills to choose from for each weapon (or about 6 or about 4 for main hand and off hand respectively), but still could only have 5 at once for each. The skills would still focus on the same thing (eg. shields still for protection, ranger short bow still for conditions, guardian staff still for support-ish stuff, etc. ), but would have a bit more variety. Because it gets annoying when you're fighting a boss with a short bow, and mean to press 2 but accidentally press 3, so your character jumps off a ledge and is suddenly swimming in lava. Or when you're fighting with a sword and you can't actually move your character because their auto-attack is an auto-leap. Also, GW2's targeting system could use some tweaking. I do love how they got rid of the trinity, though. Instead of having to wait forever for either a tank or a healer (the later of which is basically playing whack-a-mole) in order to do a dungeon, everyone's in charge of healing themselves and reviving others. It leads to everyone helping each other out, and a lot more frantic gameplay sometimes.[/QUOTE] I think the trinity is needed, it makes classes unique, its what sets them apart and gives people roles, once everyone is doing the same role that uniqueness goes away. I dont get why people think its bad, with it you can have very different roles for all types of classes. The Druid is a perfect example, its so unique because it can focus on one role out of all the roles in WoW, no class is like that. Warriors can be tanks with shields or duel two handers for dps, there skills are really different from other classes, they are all about bleeds and heavy hitting 2handers or one of the best scaling tanks in the game. Shamans can be ranged and melee along with being healers but there healing is different from Druids, so now shamans arent the same as druids because there healing is a different type of healing. Priests can be 2 types of healers, disc for being very good at single target healing because of shields, or holy for raid wide heals because of the mastery. Or shadow priests for DPS. Now all guild wars 2 has is you can be the same as other classes with a few name changes and every class is pretty much the same, no one really has roles because everyone can pretty much be those roles, but not at a great extent. The only unique class is the mesmer because of the clone mechanics which I thought were cool and a lot of there spells were really cool, but other classes just felt the same, spammy, boring, with spells that are the exact same as others, everyone has a gimmicky heal. Also boons and conditions are so boring and lame. The trinity is what makes classes more unique and Arenanet always trys to say how bad it is and people just go along with it, except its the opposite.
You can make classes unique without the trinity you know Ever played a game besides an MMO?
[QUOTE=Untouch;37924049]You can make classes unique without the trinity you know Ever played a game besides an MMO?[/QUOTE] Yeah obviously I have, but the trinity really fits in with MMOs that have shit like PvE dungeons/raids and im talking only about MMORPGS.
[QUOTE=Untouch;37924049]You can make classes unique without the trinity you know Ever played a game besides an MMO?[/QUOTE] OK and I don't see what Oblivion's class mechanics have to do with MMOs seeing as Oblivion is not an MMO
[QUOTE=Untouch;37924049]You can make classes unique without the trinity you know Ever played a game besides an MMO?[/QUOTE] The Holy Trinity is a very old RPG concept. It's used so much because it works.
gw2 dungeons aren't that much fun because any trash mob can wreck any one player's shit because nobody is a tank. even if they nerfed the dungeon mobs, then if they aren't a threat then whats even the point? either they'll fuck everyone dead or they won't even matter. [editline]5th October 2012[/editline] at least in wow there was some kind of strategy to doing dungeons which in a lot of cases was just the tank keeping aggro. In Gw2, it's just graveyard running the boss (which you can't even do in wow)
And then more people find out you have to farm rep for good raid gear
Blizzard are actually going to update all player models (aka your characters model and shit) to be more detailed like the Pandas (They look a shitton better than for example Orcs, detail wise)
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