by tycn » 25 Jun 10, 7:01 pm
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.
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: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.
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.
It sounds like they're trying to remove all the build differentiation so you'll play just about the same way regardless of what skills you have equipped. The bigger skillbar and mandatory slots seem to support this. While it might fare better with the really casual players, to me they're taking away everything that made the first one tactically and strategically deep. I loved how your playstyle could change drastically if you swapped out a single skill (especially from the now defunct secondary profession). Maybe it won't negate the tactics portion entirely but instead force everyone to adopt a 'balanced' build - which I can see getting boring pretty fast, because the viability of novel concepts is a large part of what made the PvP fun (until they became vastly overpowered, of course).
Body blocking was a useful mechanic and even though the occasional rubberbanding was annoying, I doubt that they removed it out of consideration for any of us - a server in our half of the world would be a lot more useful in that regard. It sounds like it will make positioning a lot less important, since you can kite away from people by running through them.
Funny thing is, even if it turns out to be horrifically gimped it'll probably the most enjoyable MMORPG on the market. Maybe we'll get some more insightful videos later.