Sorry for constantly spamming our WoW forums with GW2 vids, but hey, get over it.
This one shows some melee combat with the Thief profession wielding swords against a few tough looking mobs. As you can see, you need to keep on your toes to avoid damage. That guy only took a few hits and lost about half his HP, so you need to keep your brain awake to stay alive. There is a self heal, but avoiding the damage is usually more ideal.
You might have noticed the roots on the ground; they grabbed him and rooted him in place, something to try to avoid from these mobs. A nice thing to add to a random world trash mob I think; don't really need to be that alert against trash in WoW these days.
Still really, really looking forward to the release of this game.
The combat system looks nice tho..
Edit: Tho I will hate this game until I see a pic of your face in the "Who u playing with thread"! =)
Edited by Tufarc on 24-11-2011 09:06
I think my real problem with what I'm seeing atm in GW, is whats it all for. I understand the usual mmo grind mentality of WoW, where we kill stuff for cash and drops, or for quests, to progress us lvl wise and gearwise, I understand the PvP grind, for gear, and secondarily for titles, but I dont understand what the aims are in GW. Not that I wanna keep comparing GW2 to WoW, but, its usually a pretty standard mmo thing, from my limited experience, to push to lvlup so you can compete in endgame experience. Which WoW has been all about for some expansions now. Whats the endgame in GW2, and whats the gearing/levelling all about? Or is there a different rationale behind the gameplay
I think they're just aiming to make it fun at the moment, since when the game's released no one's gonna be doing end game, they're gonna be leveling their characters. So they're aiming to show a fun and new way to level up, without the boring grind; which I think they're doing well with by removing quests and auto-attack. At the moment, we haven't really seen anything past level 50, and that's only just past halfway up to the level cap. There's still a long way to go until it's released, so there will probably be a lot of things shown off before then. I'll keep the videos coming as I find them.
I think it's a little difficult to compare GW to WoW in the sense that Arenanet tried to be different. While some things are the same (you play an avatar in a virtual world with other people), there are a lot of things that they tried to keep different, doing their best to eliminate the boring grind. In WoW we kill raid bosses over and over until what we want drops, while in GW, you just got the armour that you thought looked the best from an NPC crafter, then put it on and added insignias and runes to give it stats.
As for aims, there will more than likely be things like titles in GW2, since there were in GW1. Lots of them. And they're gained in different ways. Some are from reputation, while some are from just playing well, such as the survivor title -- which is kinda like the undying title in wow, only you need to not die for 100 levels worth of XP (1337,500xp ). Some titles required you to complete every mission in a campaign pluss the bonus missions, then to do it again on hard mode. The rewards were mostly cash, but you got the titles too. There is the one title called 'Kind of a big deal' which you could only raise by getting more titles. Most of these things were only really for bragging rights though.
There were other things in GW1 that they might bring over to GW2, like guild halls, which I don't know too much about, but I do remember reading somewhere that you worked together with other guild members to deck them out, through PvP and PvE. There were challenges in GW1 with leaderboards. The challenges were very unique and extremely fun or frustrating, depending on your skill and level of patience. Holding the top spot is really difficult, but you gain rewards for it, so it's worth aiming for.
I've recently found out that there WILL be instanced dungeons in GW2, which aren't going to be soloable. As far as the soloable content goes, I'm beginning to think that it's only open world stuff that scales in such a way, which would make sense. I'm expecting dungeons to scale too, but to have a minimum requirement of how many people you have in your party. That way it keeps with Arenanet's policy of "play with who you want, not with who you have to", while not making content too easy by having a massive number of people, however that's just my guess. The link in this paragraph has all the info on dungeons, which are a bit like WoW's, but different in ways.
I really don't understand why I can't write a simple two sentence paragraph about this game! There's way too much to say.
"Dungeons can be run with a group of friends, or a pickup; these dungeons contain weapons and armor unique to the specific dungeon, and you can run them as many times as you want in order to get this"... Yeah, arena net are really working on being different
I REALLY want a playable demo before I buy this game, because from what Ive seen so far I'll either really like it, or, not at all.
People liked it in WoW and probably other games with the same feature, so I don't blame them. It worked well in GW1, too. I did a dungeon the other day and it was amazing. Killing stuff is only a part of it, there's so much else you need to focus on that makes it awesome. If they make the dungeons like that in GW2, then they'll definitely be 100 times more awesome than WoW's dungeons.
The dungeon I did had one part where I was required to defend a person while he channeled a spell, but at the same time, I had to travel in different directions away from him to collect some crystals that were being held by mobs that I had to kill to get, after killing my way to them. The general tactic is to leave people behind to defend him while another group go after the crystals; it took me two tries because the people I left behind got overwhelmed and we failed. A bit of tweaking and we got it the second time. That was one part; another part involved me posing as a slave, making all the enemies friendly to me while I scouted the place out and got some info, doing slave-jobs at the same time. Following that, I had to escort a dwarf called 'Kilroy Stonekin' through part of the instance while he yelled his name and charged into groups of mobs (guess the reference ). After all that, I had to kill the last boss, which was a giant ass robot being powered by groups of mobs. There are three mobs spread out that need to die quickly after one another, that doesn't sound too difficult, but they're fairly spread apart and the boss is kicking your ass; after that there's three badass fire elementals to kill that spam AoE and nuke your group down fast. If you had split up to kill the previous three guys, then you were going to die to the three new ones almost instantly since your healers were spread out. All in all it was incredibly fun, and unlike anything I've done in a WoW dungeon comparing to the level of intensity.
There's nothing like this in WoW at all from regular dungeons, in fact. You have to get to raid content before things even begin to become nearly as fun and intense. Defending Brann while he fiddles with a computer, getting a spirit to body slam chains, avoiding fire, interrupting a spell and other crap gets tedious fast, which is the reason I'd rather get my VP from Firelands than trolls.
I do see your point, however. When I try to look at everything through the eyes of someone that hasn't played GW1, then I can see the kind of 'Marmite effect'. Having played GW1 though, I already know Arenanet's way of thinking, so can predict how imaginative they're going to be. I'm expecting a level of fun that died out in WoW way back in TBC.
I played Classic until I was nearly level 60. It needs The Burning Crusade really for me though. I am lurking around Daggerspine again for a while, trying to get used to the changes lol