Guild Wars 2: Opinions?

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Sarah Frazier

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I was a bit let down with GW since leveling was relatively quick and the instanced world was a very lonely and frustrating place since I had no friends playing. Only one character got anywhere near 20, thinking back on it... Everything was so much simpler as well since I only had eight slots for abilities, forcing me to choose wisely which is rarely ever the case without some sort of guide to decent builds. Despite the frustration and boredom I'll give GW2 a try if only to see how much they could improve on the original. Having more than one actual race certainly adds a bit more diversity to what you'll see standing around the quest hubs.
 

Korten12

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Emergent said:
I play GW1 pvp heavily, and from the point of view of a pvp'er GWII is the end of the world. (5 man gvg instead of 8, no monks, no interrupts, no shutdown, no targeted prots... it's not even the same game anymore, it just uses the title)

It's World of Guildcraft, make no bones about it.
*face palm*

You say World of Guildcraft? Last time I checked the first game had one similarity to WoW, the Holy Trinity. Both games have those but in GW2 that no longer exists.

So how is it similar to WoW? Well its not.

They haven't even announce much about PvP except for some tid bits of info, not even enough to make a judgement.

Savagezion said:
Nice post. :D
 

Emergent

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Korten12 said:
So how is it similar to WoW?
Introduction of open world ganking. Reduction of guild battles from 8v8 to 5v5 (the WoW format). Removing bodyblocking (crucial to high end GW pvp, not present in WoW), turning the ranger into a dedicated pet class, adding SIXTY LEVELS to the characters, REMOVING SHUTDOWN-BASED PVP (all serious pvp in GW is shutdown-oriented), and removing the /dedicated/ healer from PvP teams, to be replaced by... dodge rolling? Seriously?

World of Guildcraft.

I'm getting my information from the developer interview with Izzy, who is in charge of PvP development (and was the pvp balance guy for GW1). Where's yours coming from?
 

Korten12

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Emergent said:
Korten12 said:
So how is it similar to WoW?
Introduction of open world ganking. Reduction of guild battles from 8v8 to 5v5 (the WoW format). Removing bodyblocking (crucial to high end GW pvp, not present in WoW), turning the ranger into a dedicated pet class, adding SIXTY LEVELS to the characters, REMOVING SHUTDOWN-BASED PVP (all serious pvp in GW is shutdown-oriented), and removing the /dedicated/ healer from PvP teams, to be replaced by... dodge rolling? Seriously?

World of Guildcraft.

I'm getting my information from the developer interview with Izzy, who is in charge of PvP development (and was the pvp balance guy for GW1). Where's yours coming from?
Open World Ganking... Uh... Where did you get your info from? Are you thinking of the mists? PVP exclusive areas?

Also its Eighty levels and when you enter the mists you go up to 80.

Also You realize that Wow had a dedicated healer? So that makes it different from WoW.

Um, myn is coming from offical game site info. The ArenaNet Blog.
 

Emergent

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Korten: We'll compare notes when the game comes out, I guess. Hell, I even hope I'm wrong. One last thing, though... 60 + 20 = 80, k?
 

Polock

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Emergent said:
Korten12 said:
So how is it similar to WoW?
Introduction of open world ganking. Reduction of guild battles from 8v8 to 5v5 (the WoW format). Removing bodyblocking (crucial to high end GW pvp, not present in WoW), turning the ranger into a dedicated pet class, adding SIXTY LEVELS to the characters, REMOVING SHUTDOWN-BASED PVP (all serious pvp in GW is shutdown-oriented), and removing the /dedicated/ healer from PvP teams, to be replaced by... dodge rolling? Seriously?

World of Guildcraft.

I'm getting my information from the developer interview with Izzy, who is in charge of PvP development (and was the pvp balance guy for GW1). Where's yours coming from?

Well the benefit here is that Guild Wars 1 will still be running when GW2 comes out.

You can play GW1 for its PVP (which I agree , is excellent).
I can play GW2 for its PVE. :D
 

Emergent

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Polock: I'm going to have to assume you aren't invested in GW pvp. The problem with the "play GW1 for pvp and GW2 for pve" logic is that GW pvp is a competitive online game where people play on a persistent ladder and engage in monthly tournaments. You have to go where the competition is if you want to compete, you don't have the luxury of playing a dead game like a PvE'er.
 

SketchyFK

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I liked Guild Wars. I started playing in Factions. I stopped just after the last/first expansion was released because there was an extent that the only thing keeping me playing was the pvp elements to the game (not the elementalists, the different things in the game).

In my opinion I feel that the Pvp aspects of the original were the BEST pvp aspects of ANY mmorpg, mainly because getting great gear and max level was something done quickly. The story line and pve were good but could have been better with things like mounts and a 3D axis utilised so effectively in WoW.

Guild Wars for me was about TACTICS, something that other mmorpgs (like WoW) only focused on when u get to end game content, instead of earlier on like with GW.

Unfortunately with the new release a much higher level cap and sevearl other things that make it seem all to simialr with WoW. And this, for me, is why I don't see myself going back to the sequal.

On a different note, I like the new graphics. Unfortunately I also realise that with updated graphics it DOES limit who the game is avaible to. One of the upsides about WoW is that the engine it runs on is 10 YEARS OLD (and yet the designers have managed to keep it looking fresh and hide the dust). Many computers (especially old ones) can run it. My fear is that with all the new toys Guild Wars 2 comes with, alot of people won't be able to run it on their systems.

Thank god its still free.
 

Paularius

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Scarim Coral said:
I however eventually quit three years ago since the current game is different from when I first play it. I hated how the game is now focusing of farming gold, loot etc and people rely more on premade builds (set of skill/ spell) then using their own and I also hate those hard dungeon can the only way to complete it is everyone use the premade team builds.
Yes that was one of the reasons i lost interest in Guildwars when they released HM. You can no longer create your own team set up or customize your skills. To do HM you need a specific team set up and a specific skills build. Which really annoyed me as the customization of the party and skills was one of its unique selling points.
I was leveling with 3 others friends but we couldnt do HM together as our characters didnt meet those needed team set ups.
Which is why im so miffed about the HoM needing HM titles/achiviments and a hell of a lot of plat to buy.

Im sure 'Leetist' wont agree but i hope they keep HM the hell away from GW2.
 

2xDouble

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I could sit here and rebuff a lot of people's misconceptions, or I can let Jon Peters do it for me:
http://www.arena.net/blog/jon-peters-talks-combat

...and add a little side note that they haven't talked about PvP at all in any detail. Only that it exists and what some types will be (WvWvW [and what that means], Bar Brawl, Charr Arena, Lion's Arch Colosseum...), and that skills will be different in PvP than PvE.
 

Korten12

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SketchyFK said:
People who think it has become like Wow, seriosly never played WoW.

Only things that are similar is: Jumping and Swimming which should be in all MMOs anyway.

No istancing of zones.

And thats really it.

Theirs No:

Raiding

Holy Trinity

Open World PVP

Factions (except for zone specific factions.)

Single Armor that is best for that class

What it does have that Wow Doesnt:

Dynamic Events

Combining your skills

All classes have a skill to heal and can revive each other.

Personal Story Line

Dynamic Dungeons (some bosses may or may not appear)

Ability to take stats from armor and put them on another armor, sort of stat switching so you can have the armor that looks the coolest to you.

Dying the color of your armor

No monthly fee.

Many other things that are still TBA.

-Also about the graphics, they said the requirements will be similar to that of GW1.

So overall, the game isn't a Wow Clone, you want a wow clone, go to RIFT. Got into the beta and its WoW with better graphics and less fun.
 

SketchyFK

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Korten12 said:
SketchyFK said:
People who think it has become like Wow, seriosly never played WoW.
I play Wow. Driftwood (85 on runetotem, look him up, i also have sevearl others), I know the differences.

Korten12 said:
Only things that are similar is: Jumping and Swimming which should be in all MMOs. No istancing of zones.

And thats really it.
Wow have does not have instancing of zones. The outside inviroment is shared with everyone on that your server (i.e Runetotem or Anachronos) whereas the outside inviroment in Guild Wars is shared by YOU and whoever is in your PARTY.

Korten12 said:
Theirs No: Raiding
I'm sorry but both Wow and Guild Wars have Raiding to a certain extent. Things like ICC, Naxx are all raids. Alot of end level content in Guild Wars is considered raiding. You need highly advanced tactics and specific team setups. JUST LIKE WOW. Wow doesn't, however, go into the exact details to the same level as Guild Wars does. There are MANY places where Guild Wars requires 10 or more people to complete an area. Alot of which are in Factions.[/quote]

Korten12 said:
What it does have that Wow Doesnt:
Dynamic Events
Wow has lots of Dynamic Events. They use the phasing technology massively throughout Wotlk and in Cata. These events change the game as you progress through the story.

If, however, you mean events like holidays, I can garentee you Wow has more than many of them. They even have a special mount if you manage to attend them all.

They also have world bosses which take 40+ people to kill.

Korten12 said:
Combining your skills, Personal Story Line, Dynamic Dungeons (some bosses may or may not appear)
Combining skills both have. Wow has alot of research into a build's rotation and which skills work best with which. They don't have as many options as Guild Wars have but they still have the ability to combine them.

Personal Story Line: I'd be willing to say that in both games the Story line doesn't feel that significant. Wow does have you follow your hero's story all the way through. Although few people follow the story and just jump into raids and dungeons.

And Dungeons. Both Guild Wars and WoW have dungeons. Guild Wars have hundreds of dungeons dotted throughout the game and each incorperate themselves into the story, you generally have to beat these dungeons to proceed with the story. WoW have probably slightly more and throughout Wotlk they were pretty much all you could do. In cata thousands of people will tell you that the dungeons are hard, very very very hard, and that you need tactics to defeat each boss and if you don't follow the tactics, you'll die.

Ability to take stats from armor and put them on another armor, sort of stat switching so you can have the armor that looks the coolest to you.

Like i said earlier, having all your skills avaible to you (instead of the original 8) seems like the setup they currently use in wow. Wow rarely uses more than 8 in a rotaion, so its up to you which you see.

You mentioned earlier about the open world pvp. I forgot to quote this but there are many servers which are PvP dedicated. This means you can go out and kill or be killed by any member of the opposing side. Alliance and Horde. Kurzick and Luxon. Open world PvP is in the new Guild Wars 2, isn't it?
 

SketchyFK

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SketchyFK said:
Korten12 said:
SketchyFK said:
People who think it has become like Wow, seriosly never played WoW.
I play Wow. Driftwood (85 on runetotem, look him up, i also have sevearl others), I also have characters on Guild Wars, Flint Kisser and many other Kissers, I know the differences.

Korten12 said:
Only things that are similar is: Jumping and Swimming which should be in all MMOs. No istancing of zones.

And thats really it.
Wow have does not have instancing of zones. The outside inviroment is shared with everyone on that your server (i.e Runetotem or Anachronos) whereas the outside inviroment in Guild Wars is shared by YOU and whoever is in your PARTY.

Korten12 said:
Theirs No: Raiding
I'm sorry but both Wow and Guild Wars have Raiding to a certain extent. Things like ICC, Naxx are all raids. Alot of end level content in Guild Wars is considered raiding. You need highly advanced tactics and specific team setups. JUST LIKE WOW. Wow doesn't, however, go into the exact details to the same level as Guild Wars does. There are MANY places where Guild Wars requires 10 or more people to complete an area. Alot of which are in Factions.
Korten12 said:
What it does have that Wow Doesnt:
Dynamic Events
Wow has lots of Dynamic Events. They use the phasing technology massively throughout Wotlk and in Cata. These events change the game as you progress through the story.

If, however, you mean events like holidays, I can garentee you Wow has more than many of them. They even have a special mount if you manage to attend them all.

They also have world bosses which take 40+ people to kill.

Korten12 said:
Combining your skills, Personal Story Line, Dynamic Dungeons (some bosses may or may not appear)
Combining skills both have. Wow has alot of research into a build's rotation and which skills work best with which. They don't have as many options as Guild Wars have but they still have the ability to combine them.

Personal Story Line: I'd be willing to say that in both games the Story line doesn't feel that significant. Wow does have you follow your hero's story all the way through. Although few people follow the story and just jump into raids and dungeons.

And Dungeons. Both Guild Wars and WoW have dungeons. Guild Wars have hundreds of dungeons dotted throughout the game and each incorperate themselves into the story, you generally have to beat these dungeons to proceed with the story. WoW have probably slightly more and throughout Wotlk they were pretty much all you could do. In cata thousands of people will tell you that the dungeons are hard, very very very hard, and that you need tactics to defeat each boss and if you don't follow the tactics, you'll die.

Ability to take stats from armor and put them on another armor, sort of stat switching so you can have the armor that looks the coolest to you.

Like i said earlier, having all your skills avaible to you (instead of the original 8) seems like the setup they currently use in wow. Wow rarely uses more than 8 in a rotaion, so its up to you which you see.

You mentioned earlier about the open world pvp. I forgot to quote this but there are many servers which are PvP dedicated. This means you can go out and kill or be killed by any member of the opposing side. Alliance and Horde. Kurzick and Luxon. Open world PvP is in the new Guild Wars 2, isn't it?
 

Korten12

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Aug 26, 2009
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SketchyFK said:
SketchyFK said:
Korten12 said:
SketchyFK said:
People who think it has become like Wow, seriosly never played WoW.
I play Wow. Driftwood (85 on runetotem, look him up, i also have sevearl others), I also have characters on Guild Wars, Flint Kisser and many other Kissers, I know the differences.

Korten12 said:
Only things that are similar is: Jumping and Swimming which should be in all MMOs. No istancing of zones.

And thats really it.
Wow have does not have instancing of zones. The outside inviroment is shared with everyone on that your server (i.e Runetotem or Anachronos) whereas the outside inviroment in Guild Wars is shared by YOU and whoever is in your PARTY.

Korten12 said:
Theirs No: Raiding
I'm sorry but both Wow and Guild Wars have Raiding to a certain extent. Things like ICC, Naxx are all raids. Alot of end level content in Guild Wars is considered raiding. You need highly advanced tactics and specific team setups. JUST LIKE WOW. Wow doesn't, however, go into the exact details to the same level as Guild Wars does. There are MANY places where Guild Wars requires 10 or more people to complete an area. Alot of which are in Factions.
Korten12 said:
What it does have that Wow Doesnt:
Dynamic Events
Wow has lots of Dynamic Events. They use the phasing technology massively throughout Wotlk and in Cata. These events change the game as you progress through the story.

If, however, you mean events like holidays, I can garentee you Wow has more than many of them. They even have a special mount if you manage to attend them all.

They also have world bosses which take 40+ people to kill.

Korten12 said:
Combining your skills, Personal Story Line, Dynamic Dungeons (some bosses may or may not appear)
Combining skills both have. Wow has alot of research into a build's rotation and which skills work best with which. They don't have as many options as Guild Wars have but they still have the ability to combine them.

Personal Story Line: I'd be willing to say that in both games the Story line doesn't feel that significant. Wow does have you follow your hero's story all the way through. Although few people follow the story and just jump into raids and dungeons.

And Dungeons. Both Guild Wars and WoW have dungeons. Guild Wars have hundreds of dungeons dotted throughout the game and each incorperate themselves into the story, you generally have to beat these dungeons to proceed with the story. WoW have probably slightly more and throughout Wotlk they were pretty much all you could do. In cata thousands of people will tell you that the dungeons are hard, very very very hard, and that you need tactics to defeat each boss and if you don't follow the tactics, you'll die.

Ability to take stats from armor and put them on another armor, sort of stat switching so you can have the armor that looks the coolest to you.

Like i said earlier, having all your skills avaible to you (instead of the original 8) seems like the setup they currently use in wow. Wow rarely uses more than 8 in a rotaion, so its up to you which you see.

You mentioned earlier about the open world pvp. I forgot to quote this but there are many servers which are PvP dedicated. This means you can go out and kill or be killed by any member of the opposing side. Alliance and Horde. Kurzick and Luxon. Open world PvP is in the new Guild Wars 2, isn't it?
um, when I said combine skills I literally meat combine them. You don't even know what you're talking about.

If a Mage summons a fire wall, an archer that shoots through it, their arrows will be lit on fire. Whirling defense.

Also what the f* are you talking about now? Earlier when I was talking about how their wasn't open world PVP in Guild Wars 2, I think your honestly confusing WoW with it. In GW2 their is only one faction.

Also Personal Storyline is much different then you think it is. Personal Storyline is akin to playing like Mass Effect, you choose what your character says. All the characters are voiced, no giant walls of text that no one reads.

Also I will no longer argue with you because you read the post all wrong. I said both MMO's DONT HAVE INSTANCING OF ZONES! You started to argue that Wow doesn't have instanced zones!

Learn to read and learn more about Guild Wars 2 before you try to insult it.
 

Midnight Crossroads

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I won't be impressed until I've played the game. Right now, it doesn't register on games I'm interested in playing. Personally, I'm not terribly interested in the world they're creating. I can pick up many other high fantasy MMOs for free, and the lore I've read isn't much different from any other game. They can call elves and gnomes whatever they please, but they're still elves and gnomes to me. Their manifesto trailer also did a lot to hurt their image for me.
 

SketchyFK

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If you feel I am arguing with you then I apologise. I dislike being told I don?t know what I?m talking about. However since you talked about Mages and Archers, I have to ask which game you?re actually taking about here.

Elementalists, from Guild Wars, have no such spell as ?Fire Wall.? However for sending fire arrows they do have Lava Arrows.

On the other hand, Rangers, also from Guild Wars, can use Conjure Flame on their bow (provided it has an elemental flame string mod) to deal fire damage. This is normally very effective with moves like Barrage. They also have Exploding Arrows, which I think WoW?s Hunter?s also have a variant of.

However since you mentioned Whirling Defence, this must be about Guild Wars.
?Full: For 8...18 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5...10 damage?
?Whirling Defence does not protect against projectile spells like Flare, since they are not attacks.?

I don?t know where you chose that example from, however I do know what you?re talking about. Rangers, in particular, have the ability to combine skills from different professions (like the infamous Touchers, who would have high expertise to reduce the cost of Vamperic Touch and its variants.)

WoW has no such ability. Wow cannot combine the skills from a Ranger (or their Hunter) with their Warrior (Warrior), Monk (Priest), Elementalist (Mage), Ritualist (Shamman), Paragon (Paladin), and such like.

I think, stress THINK, they have mentioned something about having a high level cap in Guild Wars 2 and world PvP. I read this a while ago and it may have changed. Though both feel both very WoW like to me.

Korten12 said:
?I said both MMO's DONT HAVE INSTANCING OF ZONES! You started to argue that Wow doesn't have instanced zones!?
Please, no caps. Both MMO?s don?t have instancing of zones. The original Guild Wars does. If the new one doesn?t, then they are doing something WoW has been doing for years. WoW, as you have correctly pointed out, has the same zone areas throughout. The only exception to this is when you move from one continent to another. Even then when you move out and re-enter, a friend will still be there waiting for you (or an enemy).

When you initially started quoting me, you never specified whether it was Guild Wars 1 or 2 you were talking about. I was talking about both. Guild Wars 1 did have many things unique to it however a lot was still similar to WoW. There are many MANY changes in Guild Wars 2 and, since there is hardly a beta for it yet, it seems pointless to judge the two now.
 

2xDouble

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SketchyFK said:
Korten12 said:
*also snip*
I think I can save you both a lot of time.

Please, read this [http://www.killtenrats.com/2011/01/14/world-of-warcraft-players-guide-to-guild-wars-2/] again.

That is all.
 

Tsunimo

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God I'm excited for Guild Wars 2... So far I'm thinking of a Sylvari Guardian, if that combo can work... but I supposed I should wait for the other three classes to be announced first...
I'm planning on buying it day one of release, whenever that day may be...
 

Korten12

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SketchyFK said:
When you initially started quoting me, you never specified whether it was Guild Wars 1 or 2 you were talking about.
I was specificaly talking about GW2, thus why I listed many of the things I did. That should have been obvious.

also it should have been more obvious in what you said:

Unfortunately with the new release a much higher level cap and sevearl other things that make it seem all to simialr with WoW. And this, for me, is why I don't see myself going back to the sequal.