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Current information indicates that Guild Wars 2 will have a ten skill bar with:
- First five slots are fixed for the weapon/s you choose
- Next 3 slots are optional and so can be chosen by the player
- Ninth slot is a self heal
- 10th slot is your elite skill
*Information as of 6th May*:
The fixed skills in the first 5 slots may not be quite as restrictive as they appear to be at first sight. To quote Martin from Anet:
"The first five skills may also be affected by traits. Traits are passive abilities that are earned and then equipped by the character. Traits can have a pretty dramatic effect on how two characters of the same profession and using the same weapon set will play. We’ll be going into more depth on the trait system in a future update."
Some players are already complaining that having five skills fixed according to your weapon choice will dramatically reduce flexibility. However, exactly how this will work out rather depends on how Anet implements this. People are assuming that all Warriors with say a two handed sword will have the same 5 skills. However, this may not be the case if Anet includes weapon mods (as in GW1) - it may be for instance that a sword with a flaming blade mod has a different set of fixed skills from one with some other mod.
If the above is the case - then I reckon GW2 will allow more viable build flexibility than GW1, its just that instead of varying your build only by choosing skills you do it (partially) by choosing weapons and mods... With the ability to switch weapon sets this system could give a great amount of variety whilst making it harder for less experienced players to sabotage their builds.
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 always thought the 8-skill limit was a nice way to keep the gameplay simple; It also made skill choices more important. I hope that adding two more slots adds to the fun without watering things down.
The 3 choices that the player makes (5 preset by armor and weapon...with an additional healing slot...and your elite) will give the player the flexibility to play their chosen character in a unique way...but will limit players to their choice of characters. Hopefully this means no more monk or ele tanks, no "everyone runs shadow form", The exclusion of a secondary will further isolate a players choices to remain the character that they decided on in the beginning...and not a 'jack of all trades'.
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