What kind of indicator do you think would work best? They did have an indicator in that it would "red out" the number of your hotbar slot if it were out of range, but I really wish Devs would red out the entire slot by default, not just the numeral. It also isn't nearly as useful in this game since it's not so target-based like the typical MMO is.
I haven't played LoL, but I like the sound of that.
I played in the GW2 event this weekend. I was impressed with how solid the game played for a beta. I have become somewhat of a jaded MMO player with most games getting a 'meh' from me. With GW2 I can't wait to play again, which is a very good sign.
My favorite class out of those that I tried, Hunter, Guardian, Engineer, Necro, and Elementalist, was definitely the Hunter. The Engineer seemed lackluster to me despite enjoying the pistol firing. I hope to be able to try the warrior and others I missed in upcoming events. From what I read on the boards, FOTM seems to be thief with dual daggers.
I think the problem with engineer is lack of weapon skills in the beginning, they only have access to pistol/shield/rifle for their weapon skill, so without any utility point, the most skills you will have access to is 12 unlike every other class.The Engineer seemed lackluster to me despite enjoying the pistol firing.
But once you unlock kit skills then engineer becomes much more versatile.
quick question, anyone know if you can respec utility skills? I know you can respec traits, but I didn't see anywhere to respec utility skills.
If you mean what I think you mean by respec, I doubt it will be an option.
respec, reset, etc etc..
I don't think you can reset your points, but I think eventually you get enough to unlock everything so it shouldn't be that big a deal.
I hate not having reset for anything that permanent... especially some skills cost 7 points.
Maybe they will sell something in cash shop.
Oh, yeah, I bet they will do that. But at level 11 I had all three healing skills and 3 or 4 utility skills unlocked on my Guardian character. It's supposed to be all about flexibility, and you aren't constrained by 1 skill point per level, so I don't see it as a very high pressure decision.
There are some low-hanging fruit skill challenges in each newbie zone, and it's not hard to get to the other newbie zones since you can just hop a portal from Lion's Arch. You could probably have 20 points or so by level 10 if you wanted.
The PvP let's you try all the skills out for free, so it's a nice way to see what they actually do in practice, how they interact, and which ones go with trait bonuses.
If you looked at the map, you would see how many skill points are in the world - combine that with a skill point you get per level and you will end up with many skill points. Even though the elite skills can be expensive, you'll eventually have enough skill points to buy lots of skills, so I don't think you'll need to be worrying about that.
I was browsing Youtube to locate some video of Guild Wars 2's WvW to show to some folks I used to play DAoC with and I came across the following video. I think it's an excellent counterpoint to all the big siege battle videos floating around and shows that there is fighting to be found that isn't zerg on zerg warfare. It also shows how awesome Guardians are. There are two of them in the group and they seem to be making full use of their Virtues and defensive skills.
http://www.youtube.com/watch?v=kxW83...feature=relmfu
Parts 1 and 2 are decent as well, but I really enjoyed Part 3 for some reason.
Thanks for the video :)
I liked the Greatsword Ranger far more than the bow ranger, but the class I spent the most time with this weekend was the engineer. The flamethrower kit was a lot of fun with great spell effects!
~C~
So one thing that drives me nuts and I really hope changes is that you can't use modifiers in the keybindings, unless I missed it? By that I mean I can't assign something to SHIFT+1 or CTRL+1. I really want to rebind the F1-F4 abilities to Shift-1 through Shift-4, because those keys are not easy to reach on my keyboard.
Does anyone know if there's a way to do so and I just missed it?
EDIT: Saw a big thread at the top of the beta forums asking for just this, so I suppose I'm not the only one.
Last edited by KevinC; 05-01-2012 at 07:18 AM.
Yeah, that's a scepter he's using with the shield. It's the ranged set-up for Guardians. The 1 key is a decent single target ranged attack, the 2 key is a nice AoE ranged attack centered on whoever you have targeted at the time (rather than one of those AoEs that you ground target); and the 3 key is medium ranged root/immobilize which is great for slowing down fleeing opponents.
I never tried the staff in WvW, but it's primary attack is a decent cone shaped AoE attack that's excellent against bunched up groups.
Man, this game has the biggest "I see a class in play and I want to play it now" effect ever. :) Next beta, Guardian it is!
Also, that guy has a really good rig. I can only dream of performance like that (although it's better in PvP, I guess due to fewer overall entities running around (no mobs, no wildlife etc)).
Guardian was surprisingly entertaining. I found the staff to be pretty underwhelming but the scepter is hilarious. Completely different to playing with a greatsword (that thing is evil!) or a 1h sword & shield/torch/whatever. Both of which are highly amusing setups as well.
There's been very few combinations in this game that haven't given me a big grin.
The main issue with the Thief (in my opinion) is that the class feels like it has the fewest options of any class. The options it does have are all quite nice, but when you look at the spread of weapon combos that some other classes get, it's easy to get envy.
In addition, the Thief uses a unique resource mechanic in the initiative system. Until you get used to managing your initiative, it's easy to feel underpowered because you'll be wondering why your skills aren't triggering properly.
Plus, I think a lot of folks who play similar classes in other games, don't like that the Thief's stealth is so situational.
All I know for sure is that I saw a lot of them in structured PvP and far fewer in WvW. Which I found moderately surprising as I thought their shortbow attacks were highly suited for fighting large groups of opponents.
They are, but I suspect a lot of people who chose a thief didn't want to touch ranged gameplay. And the shortbow is merely OK compared to the AOE abilities of most other professions.
The thief is seriously squishy and takes a lot of finesse. It's even less forgiving than the mesmer, and it's not really a surprise that people struggled with those two classes. I don't think either of them need a lot of fixing, it's more about people coming to terms with the complexities of GW2's combat system.
My problem with the thief was mainly lack of utility. Most classes have some good support options, the thief had very few, from what I saw. I also didn't feel like the thief made up for the lack of utility by being more offensive or anything like that.
I did feel very survivable as a thief, though. Love all those stealth and teleport abilities.
Some interesting survey data from Reddit here.
Was surprised to see Mesmer and Necro as the least desirable classes to play as coupled with far more wanting to play Asura than Charr. Although very much subject to change, I'll be playing a Sylvari Elementalist.
Charr is ugly, even though asura is ugly it's still slightly better than Charr.
Norn's quest are weird, steal bunny food? chasing down jackalope? snowballing some norn kids...
Guess people really didn't like the Norn and Charr starting areas. I haven't played either class yet, but I was thinking Mesmer (kinda saving this one for release) or Necro as my main.