At Grupthink, you can vote for as many answers as you like, and rank them under "rank your votes." Your rankings will have an important effect on the overall results! More...
So it's not just 5 skills pre-based but 7, the 6th healing and the 7th an Elite which means that from the huge possibility of 7 skills to make your unique build as it is in GW1 now you have just 3 skills to arrange and combine with the Elite !!! So I think that all the players will have less options to make a certain unique build which satisfy them.
Really don't know what are you thinking and how you have seen it working but already you have said that will be no second profession and now that will be only 3 skills fixed by the player for me that means Less Flexibility. I wonder how the players could combine 3 skills and an Elite to make a great build as Invisible Monk or Shadow Form or other great builds in GW1. Perhaps you believe that the freedom of choice to make such builds must be reduced as you have done by nerfing such builds in GW1, or perhaps you think that is a good way to give a push to players to work together.
So perhaps is better to consider that this flexibility was one of the greater success which made people love GW1 and if the whole game gives a push in the team working without the players loosing time waiting hours to make a mission or a quest then skill bar should have more freedom.
I had thought when I initially saw the 5 fixed skill idea that it would be modifiable by equipping weapons with mods, having weapon sub types etc. - pretty much as MathewF who asked the question assumed. That would actually be a very good system IMOP. However, Eric Flannum seems to make it clear that the skill system will actually be fixed for every weapon in the game, so that a short sword of any type will have exactly the same 5 skills as any other short sword.
This seems so crazy that I'm still not sure that I really believe that this system will make it to release. Apart from anything else they lose the ability to make lots of interesting new loot.
Really the idea as it stands or as it has so far been presented would be a massive dumbing down of the skill system.
So reckon you get my vote - at least for the moment :)
The first three skills are for your main hand and the second two your off hand. So if you have a short sword and shield you will have 3 skills for the sword and 2 for the shield. For double handed weapons, staffs, bows etc. all 5 fixed skills relate to that weapon.
Oh about the secondary profession. I don't think thats so much of a problem. What they are going to do is to release a lot of different racial skills, so that essentially your race is equivalent to your secondary profession.
In GW when PvEing with H/H (and guildies) my favourite skill was rebirth so that I could res toons easily from a distance without getting into trouble. But of course having to choose a monk secondary for that tended to mean I couldn't take other tempting options. If they implement the racial skills well it may be possible to avoid this. Of course, some of the weird and wonderful build ideas from GW will no longer be possible....
As much as I am a huge guild wars fan and supporter of the Arenanet's philosophy and towards development and innovation in games. I must admit I am skeptical of this system. Though I can see how it can be appealing for the new to GW's franchise user who has no idea what the original was like, I do feel like the hardcore fan is being a bit undermined here.
The whole reason I fell in love with GW and kept coming back were the immense array of skills available for me to customize my combat techniques in the game itself. The very basis of how I played the game renewed itself, just by the number of options I had to choose from on my skill bar. I was always trying to approach the way I played the game differently, even if the content was the same. And in pvp, it made it a great challenge playing against others since everyone had their own unique approach to playing. You could even learn new ways of fighting just by observing someone you are fighting against.
The incredible uniqueness in play-style that skills created in GW1 I think was the foundation of this great franchise. And Anet has brought up many times before that they realize this. And they have also said that they wanted to stay away from a symptom that other MMOs suffer from, Where the user keeps using the same exact sequence of skills over and over again systematically until you just sort of become numb to everything you are doing. I am sure that they have thought about and implemented their new skill system extensively. But even still I also realize that Anet is constantly listening to the players and they are willing to go the extra mile to plz us. So if they find out something isn't working, they will scrap the idea and move forward to improve it.
So while I admit I am bit worried about this new skill system and it's limitations. I will still keep an open mind about it and have faith in Anet's previous development knowledge and willingness to please its immense audience of fans.
I agree with you and as I have played Conan from the release day up to 6 months and after stopped for ever disappointed.
I was all the times compare and wondering how can be an old game like GW 1 to have a greatest skill system which provides balance between the professions and a new one game totally failing to do the same.
I try to understand if new people in Guild Wars need a guide to arrange the skills for them but in an contrary the 6 million players of the old GW 1 why should loose the ability to custom their own skill bar and what if they will not like it?
I believe in Arena Net and also in the economical data which says if you have 6 million market you will make all your efforts to satisfy them and also gather more.
As in the end if something will not go well then you risk your own market and there are examples about this in lot of games as also in Guild Wars.
A lot of the information, on both combat & professions, released so far has been ambiguous and confusing - I think it was mainly intended to just give a flavour without giving too much away about specifics - so deducing much from it is akin to trying to read tea leaves.
It may be then that there are are some major elements missing from the picture. For instance recently Martin (Anet) has mentioned that there will be a "traits" system and that choosing different traits may have an effect on how the first five skills work. We also have no idea how weapon modding will work in GW2 and it may be that although the five skills will retain the same names mods might alter their functionality to some extent.
Comments
Add a Commenthttp://www.quartertoth...stcount=121
I had thought when I initially saw the 5 fixed skill idea that it would be modifiable by equipping weapons with mods, having weapon sub types etc. - pretty much as MathewF who asked the question assumed. That would actually be a very good system IMOP. However, Eric Flannum seems to make it clear that the skill system will actually be fixed for every weapon in the game, so that a short sword of any type will have exactly the same 5 skills as any other short sword.
This seems so crazy that I'm still not sure that I really believe that this system will make it to release. Apart from anything else they lose the ability to make lots of interesting new loot.
Really the idea as it stands or as it has so far been presented would be a massive dumbing down of the skill system.
So reckon you get my vote - at least for the moment :)
hey Roq I noticed Eric kept saying First 3 skills in that article, not 5. You have any idea what he means by that? or How the other 2 are affected?
Hi Gigo
The first three skills are for your main hand and the second two your off hand. So if you have a short sword and shield you will have 3 skills for the sword and 2 for the shield. For double handed weapons, staffs, bows etc. all 5 fixed skills relate to that weapon.
In GW when PvEing with H/H (and guildies) my favourite skill was rebirth so that I could res toons easily from a distance without getting into trouble. But of course having to choose a monk secondary for that tended to mean I couldn't take other tempting options. If they implement the racial skills well it may be possible to avoid this. Of course, some of the weird and wonderful build ideas from GW will no longer be possible....
The whole reason I fell in love with GW and kept coming back were the immense array of skills available for me to customize my combat techniques in the game itself. The very basis of how I played the game renewed itself, just by the number of options I had to choose from on my skill bar. I was always trying to approach the way I played the game differently, even if the content was the same. And in pvp, it made it a great challenge playing against others since everyone had their own unique approach to playing. You could even learn new ways of fighting just by observing someone you are fighting against.
The incredible uniqueness in play-style that skills created in GW1 I think was the foundation of this great franchise. And Anet has brought up many times before that they realize this. And they have also said that they wanted to stay away from a symptom that other MMOs suffer from, Where the user keeps using the same exact sequence of skills over and over again systematically until you just sort of become numb to everything you are doing. I am sure that they have thought about and implemented their new skill system extensively. But even still I also realize that Anet is constantly listening to the players and they are willing to go the extra mile to plz us. So if they find out something isn't working, they will scrap the idea and move forward to improve it.
So while I admit I am bit worried about this new skill system and it's limitations. I will still keep an open mind about it and have faith in Anet's previous development knowledge and willingness to please its immense audience of fans.
I agree with you and as I have played Conan from the release day up to 6 months and after stopped for ever disappointed.
I was all the times compare and wondering how can be an old game like GW 1 to have a greatest skill system which provides balance between the professions and a new one game totally failing to do the same.
I try to understand if new people in Guild Wars need a guide to arrange the skills for them but in an contrary the 6 million players of the old GW 1 why should loose the ability to custom their own skill bar and what if they will not like it?
I believe in Arena Net and also in the economical data which says if you have 6 million market you will make all your efforts to satisfy them and also gather more.
As in the end if something will not go well then you risk your own market and there are examples about this in lot of games as also in Guild Wars.
A lot of the information, on both combat & professions, released so far has been ambiguous and confusing - I think it was mainly intended to just give a flavour without giving too much away about specifics - so deducing much from it is akin to trying to read tea leaves.
It may be then that there are are some major elements missing from the picture. For instance recently Martin (Anet) has mentioned that there will be a "traits" system and that choosing different traits may have an effect on how the first five skills work. We also have no idea how weapon modding will work in GW2 and it may be that although the five skills will retain the same names mods might alter their functionality to some extent.