Someone who never played a warlock. (I know other classes could do this as well, but warlock's the one that comes to mind for having videos made of soloing instances and elite quests intended for 3-5 players in BC.)Skyy High said:In my experience with WoW, you simply did not have the abilities to survive against and kill anything about 3-5 levels above you. The fight was absolutely impossible, regardless of your spec, because the monsters would resist your CC and their attacks were unavoidable in any way, and they'd inevitably win the shin-kicking contest.
Me too. I have grown to hate RNG influencing anything in online games. In GW1 it was essentially non-existent, but in GW2 the ugly mug of RNG has managed to pop up in certain runes and sigils used to augment gear.Shjade said:Nice to hear that resists and the RNG are a minimized factor in GW2 as it's one of the things that annoys me most about RPGs.
You're right, I never played warlock, I have no idea what they were capable of. I played a mage (and a little of a hunter), for about 3 months or so, and my experience didn't change much during the general leveling content over that entire period. Fights consisted of using my skills on rotation (it helps that most of my damage skills were also snares, gogo Frost line), using the occasional blink as an "oh shit" button if I aggroed too many foes. Against ranged foes, it basically didn't matter what I did; I had one interrupt, but there was zero information that I saw to tell me if it was worth interrupting a skill or not, so most of the time I ignored it and just did my same rotation. Context was only barely important in any fight I experienced in the open world.Shjade said:Someone who never played a warlock. (I know other classes could do this as well, but warlock's the one that comes to mind for having videos made of soloing instances and elite quests intended for 3-5 players in BC.)Skyy High said:In my experience with WoW, you simply did not have the abilities to survive against and kill anything about 3-5 levels above you. The fight was absolutely impossible, regardless of your spec, because the monsters would resist your CC and their attacks were unavoidable in any way, and they'd inevitably win the shin-kicking contest.
People get down on WoW for being casual and easy to play. That's true - it has a very low skill-cap for someone to enjoy playing the game. That's not to say it lacked players who could basically break the game doing things most couldn't or weren't intended to do.
It sounds like both games actually share the same conditions for failure: if you attack something bigger and meaner than you, and then you just stand there and trade attacks with it, you're going to die. If you use the abilities available to you to their utmost, you can tackle much tougher opponents than the stats suggest should be possible. It's overused, but when being wielded accurately, this is exactly what the term "learn to play" is meant to describe.
That said? Nice to hear that resists and the RNG are a minimized factor in GW2 as it's one of the things that annoys me most about RPGs. Of course, there's still probably the issue of lag making your dodges end up being not as effective as it looks like they are (I've "dodged" things in Vindictus only to have it hit me anyway...from five feet away), but that's a different kind of RNG you have to deal with in online games anyway. Can't really hold that against the game unless it's significantly worse than it should be. Sounds like a nice change of pace for RPG combat, though I have to think it means "boss" type enemies are going to have whomping unavoidable attacks to compensate, otherwise you'd have entire teams of thieves or whatever squishy damage class doing things they're not "supposed" to be able to do by their players just never getting hit by anything, ever.
Thanks for helping me understand it won't be worse. I honestly wasn't aware there was that much RNG in GW1. I played a mesmer almost exclusively. I barely touched on anything outside of interrupts and e-denial. Stuff that landed 100% if the target simply met the activation condition. The only RNG I could think of when I posted my last post was 'wanding'. lolSkyy High said:@RedFeather: The sigil and rune RNG in GW2 is tiny compared to the RNG we had in GW1. Sigils and runes proc occasional (mostly small) effects, and they're all limited by timers that govern how often, at maximum, they can proc. They're not going to decide if you live or die, at least not terribly often. GW1 RNG, on the other hand, was all over the place: almost every single block skill in the game gave you a % chance to block. Yeah, they still needed to be skillfully used, but with (for example) Guardian up you still had a non-negligible chance of getting hit with a full chain of attacks from a warrior or assassin and dying miserably. Then you had the incredibly important half cast time / half skill recharge weapon sets that were used by every caster in the game, which only proc-ed 40% of the time (roughly). One of those could turn a skill from interrupt-bait to interrupt-proof, randomly. It could also effectively double the number of condition or hex removals on your bar, randomly. I never really minded the RNG, because I thought that it averaged out pretty nicely over the course of a match, but to claim that GW2 has more RNG is just ignoring how many effects triggered randomly in GW1.
You're right, skills-wise, you won't see much RNG for most classes. The monk probably has the most, because they have most of the enchantments that make you block. Every blocking stance in the game (like the Mesmer's Distortion) is based on percent chance, though. And "under the hood", so to speak, there's a lot of it going on. Every wand and scepter you ever owned had a % chance modifier on it.RedFeather1975 said:Thanks for helping me understand it won't be worse. I honestly wasn't aware there was that much RNG in GW1. I played a mesmer almost exclusively. I barely touched on anything outside of interrupts and e-denial. Stuff that landed 100% if the target simply met the activation condition. The only RNG I could think of when I posted my last post was 'wanding'. lolSkyy High said:@RedFeather: The sigil and rune RNG in GW2 is tiny compared to the RNG we had in GW1. Sigils and runes proc occasional (mostly small) effects, and they're all limited by timers that govern how often, at maximum, they can proc. They're not going to decide if you live or die, at least not terribly often. GW1 RNG, on the other hand, was all over the place: almost every single block skill in the game gave you a % chance to block. Yeah, they still needed to be skillfully used, but with (for example) Guardian up you still had a non-negligible chance of getting hit with a full chain of attacks from a warrior or assassin and dying miserably. Then you had the incredibly important half cast time / half skill recharge weapon sets that were used by every caster in the game, which only proc-ed 40% of the time (roughly). One of those could turn a skill from interrupt-bait to interrupt-proof, randomly. It could also effectively double the number of condition or hex removals on your bar, randomly. I never really minded the RNG, because I thought that it averaged out pretty nicely over the course of a match, but to claim that GW2 has more RNG is just ignoring how many effects triggered randomly in GW1.
Speaking of wanding, I'm so glad GW2 got rid of basic weapon auto-attacks. I like how a mesmer with a scepter has a completely different auto-atack then an elementalist with a scepter.
While true that Guild Wars had and still has a bit more complexity and planning behind skill loadout's, there are meta builds that just make it all moot point really.Gardenia said:*snipped to save space*
There was a stress test going on yesterday for everyone who pre-purchased the game. It's over now though. As for it being the same or better than GW1, it really depends on what you liked (or disliked) about the original, and what you expect going into the sequel.wackyzacky said:This looks fantastic. I WANT... NOW!! I can't wait to give it a go. Hopefully, it'll be as good, if not better than the original Guild Wars.