Guild Wars 2 is the sequel to a popular MMO made by a company called ArenaNet. It was most famous for being free to play online (with the only cost mandatory was buying the box), as well as for the profession system and being able to dual class essentially. GW2 is set to change the MMO world, from things WoW and LoTRO did to what its predecessor did. Hopefully, I'll be able to wade through the developer updates and information to bring you a concise list of reasons GW2 will be the best MMO to date.
Let's start off simple, with characters.
- Characters will be used across all game modes, including PvE, Structured PvP, and World PvP. What this changes is what Guild Wars did, i.e. having separate PvE and PvP characters.
- The game is designed for solo and cooperative gameplay to both be viable side-by-side. Hopefully no more needing to have that healer in a group and getting away from the trinity of DPS, Tank, and Healer. The ways both of these are achieved will be told later in the post. (Which is pretty much a change from every MMO ever.)
- The level cap has been raised to 80, from GW's measly 20. However, there is a plateau of power, where, once reached, characters won't gain as much power as they would underneath that point. There is also a sidekick system that allows lower level players to play with higher level players at no disadvantage. (Also seen in City of Heroes as well as others.)
- Character creation, so far, seems to be in depth, with you creating a story as well as your race and profession. The most we know about this comes from the Gamescom demo, like the image below. (This will hopefully help to bring more story driven gameplay to a genre that is severely lacking in storytelling.
Next, let's talk about Races.
- Playable races are new to the GW universe. In Guild Wars you were a human, plain and simple. In GW2 you get to pick between five races, which are Human, Norn, Charr, Asura, and Sylvari.
- Each race will have distinct advantages and disadvantages, such as the Norn being able to shapeshift and the Asura being strong at magic and controlling a golem. Each race will also have unique characteristics which do not provide advantages but rather give each race’s backstory some flavor, like the Sylvari’s seasons.
- No profession will be restricted based on the race you pick. The developers are making each race a viable choice for the profession, and vice versa.
And, logically, now professions.
- There are eight professions in all, but only four have so far been released. They are the Elementalist, the Warrior, the Range, and the Necromancer. There is no guarantee other professions from Guild Wars, but some may be inspired from the original.
- Sadly, there will be no secondary classing. (i.e. No dual classing.)
- They will be split between three types, which are three adventure professions (which include the Ranger), three scholar professions (which include the Elementalist and Necromancer), and two soldier professions (which include the Warrior).
- Different professions will have access to different weapons and armor, with overlap.
- The traditional roles of DPS, Tank, and Healer will be superseded by mechanics that encourage or require direct involvement in combat. Healing, in general, will be superseded by support skills on the skill bar for every profession, and making self-heals much powerfully than party heals. This boils down to every class will be able to DPS, Tank, or Heal, depending on the situation.
Weapons, skills, and traits are up next, which, to me, are the biggest bit of excitement when it comes to Guild Wars 2. The combat is being revamped completely, and I love the sounds of it.
- Weapons will be divided into three categories, which are one-handed (axe, dagger, mace, pistol, scepter, and sword), two-handed (greatsword, hammer, longbow, shortbow, rifle, and staff), and off-hand only (focus, shield, torch, and warhorn). Additionally, they can be sheathed which allows the character to run faster as opposed to one who is combat ready. There will also be environmental weapons, which will alter a character’s skills, such as a siege machines or a beer mug. (Which will be explained under skills.)
- There will be fewer skills than GW, but with emphasis of quality over quantity. Skill animations are attempting to create a clear indicator of range and effect of the skill.
- A character will have a total of ten skills on the skill bar, five of which are weapon and profession dependent, and can only be changed by switching to another weapon. That means that if you equip a sword and shield, you will have less damaging skills but something like shield bash, or if you equip two one-handed axes you’ll have a higher damage output and the ability to hit more than one foe, or if you pick up a rock from the environment, you’ll be able to use it in combat. I will let that sink in a little. That means switch to daggers to do quicker damage, or a staff to help power your magic just a little more, or a gun/bow to catch that enemy on the run. Again, you will gain skills by which weapon you equip.
The other five skills are profession and race dependant, and can be changed in an outpost, with one being reserved for a heal skill and the other for an elite skill. This helps to create a wider variety of viable builds while at the same time decreasing useless skills. - Weapons can be swapped mid-combat to change up skills on the fly.
- Traits are achieved by completing specific challenges throughout the game, and include such things as increased power or armor, quicker weapon swap, or adding special effects to weapons (Like Swordsmanship, which causes bleed on enemies.).
- Traits are intended to be swappable in town, much like skills, and there is a limit to the number of traits you can have in use at one time.
There is, of course, more to tell, which I will be doing in a post later on, but hopefully, this will all help to clue you in on what's going down on Guild Wars 2 and why it's in my top two of can't wait games. (Diablo 3, of course, being the other one.)
Information Continuation
Last edited by ephie on Mon Dec 06, 2010 8:11 pm; edited 3 times in total