You've got to be **** me. Switching builds is hard? How do these people maintain homeostasis?Eric: This is an issue that we’re looking at, but it isn’t as simple as it might seem. We don’t want to encourage people to feel that the way they need to play is to constantly switch their builds. That’s a pretty advanced sort of mentality and we can’t balance our game around it.
Another mechanic that required a modicum of skill.Because of many issues with collision in a persistent world, players will not be able to collide with one another in Guild Wars 2.
Big surprise there.Eric: One of our primary goals is to make Guild Wars 2 as accessible and fun as possible for more casual players.
I guess pressing F2 occasionally is also too much of a challenge.A warrior can easily switch between his two active weapon sets in combat as needed, but swapping weapons triggers a cool-down that prevents warriors from constantly flip-flopping between weapons.
Wait, so they've 'streamlined' every other thing about the game to make it easier to balance but added a bunch of weapon types?A warrior can use nine different weapons. He can combine any of the nine weapons available to him in 19 different ways.
Why would they do such a cruel, cruel thing?Klas wrote:Deep wound is gone!
They should both be of importance. In an FPS I can pick a sniper rifle which supports one playstyle at the expense of another. Or I might elect to pick an assault rifle for a more 'balanced' kit. In Guild Wars the sniper rifle saturates the map with nuclear warheads, but that's more of a fault of the skill balancing 'team' (read: Izzy) than the nature of the skills themselves.Klas wrote:I think the idea is that in GW2 it's not so much your build that matters but how you use it, similar to different weapons in FPS games.
I don't know. A lot of builds weren't viable in the sense that if you fill your bar with random skills you're obviously going to get screwed. It's not like there were a lot of promising concepts that were left untapped. Things like hammer bash firestorm warriors were useless because they were built on fundamentally broken concepts, not because of useless skills.Klas wrote:You've got to break out of the GW1 mindset where there are drastically more nonviable builds than viable ones. They're just trying to cut the **** so to speak by offering a much smaller pool of skills.
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