"Do we gain more power in order to fight, or do we fight in order to gain more power?"-Some badass
Compared to new era MMOs such as Warcraft, Rift or The Old Republic? Yes, but in ways that skew GW2 closer to action games like Devil May Cry, Dark Souls, Kingdoms of Amular and so on.
Most attacks in GW2 are effectively skill shots. There is no GCD limiter. Only animation frames, similar to the aforementioned Devil May Cry or Dark Souls.
There are hard CDs on some skills. Yet no class is without an infinitely useable, auto firing [if you chose] skill. Can fire or swing without a target too. Can even turn off tab target and free swing as in those more action orientated games above.
Nearly all attacks or skills can be used while on the move as well.
Combat emphasizes timely knockbacks, interrupts, stuns and dodges. Many of which are very quick-- like 0.5 a second to react. Similar to Guild Wars 1 in that regard.
Combat statistics like damage, defense and crit are greatly de-emphasized. So much so it hardly makes a difference if one shows up to a dungeon party in full "glass cannon" or "full tank" gear provided they have the reaction times to keep pace.
The only metric that seems remarkably noticeable is health pool. Mostly the game is a centered around movement, positioning and timely skill use [like a knockback] ala a MOBA or your Dark/Demon Souls of the gaming world.
Somewhat. Encounters are structured closer to Diablo than World of Warcraft. The volume and frequency of combat in GW2 is very high.Was also wondering if playing any of the classes feels like a hack n slash style of game play. . .that would be a huge pro for me ;~;
There are no mounts, so without resorting to creative escape, one is forced to fight quite often. Similarly encounters follow Diablo/ARPG/Hack n Slash patterns where by one typically fights a few peons. Run into rare or champion, or as GW2 terms it, veteran and champion packs of of mundane mobs. Like a Diablo or Torchlight.
Loot is keyed to you, again like an ARPG. Small areas of the map are densely packed with mobs or a kick off event which you can run for a little chest or reward. Kinda like a Dungeon Siege or Torchlight 2.
Guild Wars 2 is also highly repetitious over a given area. That is to say you are suppose to desire running Kessex Hills for the monster variety, atmosphere and so on-- just as one would run Travincal or an area in Darksiders 2.
The game is fairly "action-y" and combat heavy to a greater degree than many other MMOs.
Last edited by Fencers; 2013-02-01 at 10:43 PM.
Pros = Artwork, graphics, classes and even the story is well done. Exploration is outstanding as the game world is huge! The "event" system is great and crafting is one of the best I have seen.
Cons = Lack of a good dungeon finder tool such as what WoW has. I know some will disagree with this, but it is still how I feel. Lack of color choices when it comes to chat functions. Esp guild chat. Really bad.
All in all a great game and well worth the purchase price. But it still trails WoW when it comes to the best MMO.
I don't exactly agree with the "looks empty" comment reemi made. Now, I have played a few MMOs and I always pick as high population on my servers as possible. Usually, I am rather used to just 5-20 people in the same zone as me, and most of the time I see none of them because we are in separate areas, doing our own things.
Guild Wars 2 certainly feels more crowded per zone than other games (and I have noticed quite a bit more players than I am used to as well in zones on my server (Desolation EU) ), but what really makes the "crowded" impression stick is how everyone flock to events. It just makes it feel like there are always other people around.
That combined with the fact that helping each other is basically encouraged by the experience system, and no one has to fight for any mob or node EVER, it just feels like the game is heavily encouraging a friendly attitude. It is just nice to chat and help with random people again, mostly because they just don't annoy you, and you'd want to thank that guy or that woman for just stopping and killing that mob that nearly killed you.
In any other MMO I played (and I have played 5 other ones), the other player would just usually run past, not really caring. >_<
Buy gems for gold, dont need to spend IRL currency
Pve events every month
A big world to explore
Giant wars to defend your server in wvwvw
Lots of customization options
I guess jumping puzzles is a fun idea, never tried them though :P
No viable competitive pvp
Neglection to spvp in terms of updates
Company principle on no hotfixes, leaving bugs in place for much longer than needed
Still too many childhood bugs left since beta
Company lacks proper communication to it's playerbase, with long wait on updates and no communication it's way frustrating most of the time
To me the cons are over the pros at this point, I have found joy in another game atm leaving GW2 on the shelf. But there will be updates hopefully, and then I will try it out a little again... since I already bought the game for a onetime fee
Sign + avatar by Visenna
The only real con for me is the quality of the dungeons. It really does not feel as good as it should be and most fights are lack luster, it has some great moments in the dungeons but they were few and far between. Also outside of WvWvW the pvp is just standard mmo pvp, which honestly imo is about as bad as it gets.
I agree with many of the Pro's been told and can sympathize with some of the Cons as well.
One other Pro is you don't have to either level up nor grind PvP gear in order to play sPvP or WvWvW.
No real endgame PvE content is actually a Pro for me since I'm sick of grinds, and end-game is just that. So if the leveling is the game, then as limited as that may seem for some, that means the time I do play is a blast. Indeed, it is, and together with a one time fee allows you to play the game casually. GW2 is very casual friendly (a Pro).
My biggest Con in GW2 is I miss my WoW friends. I normally don't easily connect to strangers in MMORPG because I know it is just something probably rather temporary, so who cares. In GW2 I try different because I see myself playing the game long term. Thus far it seems rather shallow. I'm in a guild with always 10+ people online but there just doesn't seem much social interaction, and I miss that because in WoW I've always played in two types of guilds: the small ones, where I considered (nearly) everyone a friend (e.g. my 1st guild in GW2 is a small PvP guild with WoW friends but it is dead cause everyone moved on) and the big leveling guilds (where someone just talks in public and you reply or vice versa and you learn to know people like that). However it also isn't some kind of requirement because you can just play with whomever you meet. I just really miss my best friend in WoW, we were supposed to level up a char in GW2 and he bailed due to RL
---------- Post added 2013-02-02 at 05:36 PM ----------
Regarding the clothing options the inks are aplenty, and the ability to customize the looks with the inks works very well. There also seems transmog available, I don't know how it exactly works. I'm not (yet?) bored with cloth customization at all. But I can't easily use my RP clothing set (which I bought with gems) and it won't work in combat so that's a bit of a bummer.
The default keybinds aren't good enough btw, but that's a problem I have with nearly every game. For example the mesmer execute abilities are F1-F4 and the elementalist attunements (similar to weapon swap with other classes) are F1-F4 as well and those are common keys to use. The amount of space between 1 and F1 is too high even on my gaming keyboard. At worst I'd use CDs there, but since I have a Naga, in a game like WoW I just use that instead. I haven't bound my Naga yet (remember the 1-12 mouse buttons on side of Naga register by Windows as key presses) because its just not required.
"When i am done with you, you won't trust your own mind."
oh and DR.
It's far too limiting to treat as an actual MMO, funny part is grind is required for pretty much anything in the game yet you aren't allowed to grind.
+ Jumping puzzles
- Hard jumping puzzles xD
---------- Post added 2013-02-02 at 10:32 PM ----------
And trading post
EDIT: Moved this post to the thread "So now that you've had a little time to gather your thoughts", since it seemed to fit better there
Last edited by Cthulthe; 2013-02-03 at 12:23 AM. Reason: Misplaced post
con: DoT management system from the last decade.
when a shitty diablo-clone thats over 6-years old manages dots in a better way then you do, you fucked up.
Last edited by mordale; 2013-02-03 at 01:31 AM.
1) Easy peasy lemon squeezy
2) Dynamic events are at least an attempt at something different
3) No subscription fee (if you are broke and cheap and find gaming expensive)
4) You will find yourself outside more, as the game gets old fast
1) Easy peasy lemon squeezy
2) Questing, even dynamic questing, still pretty boring
3) No subscription fee means some lamo mechanics (mystic chests, money sinks) that make you want to go to cash shop
4) Game gets old fast, not really even worth $60. Wait for $30 special...
No monthly fee, you can have long stretches of inactivity between content patches and not have to pay for it
Easy to level, can progress from 1 to 80 on drops and quest reward gear
No such thing as a tagging a mob, everyone participating gets credit
Rewards you for exploring
Crafting has alot of built in conveniences, and is the current gold standard on how to design a crafting system
PvE Content is finite, once completed, you feel like there is less to do than comparable MMOs
Gear doesn't matter by design, progression may feel lacking
PvP battlegrounds are very generic and lack any variety in objective
No raids (some may see these last two as a plus, mileage may vary)
While the crafting wasn't the best, it wasn't that bad either, certainly better than a lot of crafting I've done in a lot of the major mmos I've played.