I do like GW2, and I agree the classes feel very different from one another. Still, they have balancing problems as well. Has GWEN* ever really been resolved?
(*GWEN is the acronym for Guardian, Warrior, Elementalist and Necromancer. These four classes have since the beginning of the game dominated all group play, leaving little to no room for the five other classes)
Yeah, GW1 was great! It also helped that classes had unique mechanics.FrancisCrawford wrote: »My favorite class/skill system was actually the one in Guild Wars (not GW2). Key elements included:
- Almost all skills were unique to a class.
- Each class had a few different skill lines, and you had points to invest to scale skill lines. IIRC, you could max out 2 skill lines pretty easily, but that was about it.
- Your skill bar could have skills from your class plus ONE other one. You could NOT invest points to scale any skill lines outside your class.
Assassins could chain attacks together with the finishers being quite powerful so the game rewarded the times you managed to deliver a skill sequence without interrupting it with other skills or actions inbetween.
Dervish could access enchantments like other classes, but they also had unique skills that worked together with those enchantments - enchantment stripping to trigger these unique effects was a very interesting aspect of playing Dervish.
Red_Feather wrote: »since arenanet abandoned it they won't mind!
im sure there are other games too, but GW2 is very similar to ESO in the first place.
for instance in reference to how a class plays, the rogue in GW2 has a pretty neat "stacks" system of building stacks passively, or with skills, and uses them as the primary source of skill use rather then magicka. some skills cost a lot of stacks, some few, etc.
warrior is very passive tanky based while guardian is far more spikey defense with low cooldown auto block procs (like auto block the next attack ever x seconds, honestly somewhere between these two classes is DK, for real)
etc. etc. like I said im sure there are other games and other examples of how to do it, but GW2 was designed in a very similar core class direction and gameplay style as ESO (5 skills mainly, any class can pretty much solo, yada yada.
maybe things like NB shadow shot or DK dots should be incorporated into passives for the classes. such as DK light attacks applying a dot, or NB building shadow shot stacks leading up to a big hit as class passives.
im sure there are other games too, but GW2 is very similar to ESO in the first place.
for instance in reference to how a class plays, the rogue in GW2 has a pretty neat "stacks" system of building stacks passively, or with skills, and uses them as the primary source of skill use rather then magicka. some skills cost a lot of stacks, some few, etc.
warrior is very passive tanky based while guardian is far more spikey defense with low cooldown auto block procs (like auto block the next attack ever x seconds, honestly somewhere between these two classes is DK, for real)
etc. etc. like I said im sure there are other games and other examples of how to do it, but GW2 was designed in a very similar core class direction and gameplay style as ESO (5 skills mainly, any class can pretty much solo, yada yada.
maybe things like NB shadow shot or DK dots should be incorporated into passives for the classes. such as DK light attacks applying a dot, or NB building shadow shot stacks leading up to a big hit as class passives.
ugh.. no thanks.
Guild Wars 2 had some of the most boring game play ever. It's guild Wars 2 that should be taking notes from ESO.
https://www.youtube.com/watch?v=NPftNbraj6o In ESO class identity pertains to the fact that each class plays a role differently than the other.
A Warden Healer and Templar Healer don't play the same
A DK Tank and Nightblade tank don't play the same
playing a DPS character with any of the classes is going to be a different experience
Red_Feather wrote: »since arenanet abandoned it they won't mind!
yeah when I read that I just slowly took off my hat and shook my head, always a sad day when you see that happen.
MLGProPlayer wrote: »Red_Feather wrote: »since arenanet abandoned it they won't mind!
yeah when I read that I just slowly took off my hat and shook my head, always a sad day when you see that happen.
Arenanet didn't abandon the game. NCSoft did.
im sure there are other games too, but GW2 is very similar to ESO in the first place.
for instance in reference to how a class plays, the rogue in GW2 has a pretty neat "stacks" system of building stacks passively, or with skills, and uses them as the primary source of skill use rather then magicka. some skills cost a lot of stacks, some few, etc.
warrior is very passive tanky based while guardian is far more spikey defense with low cooldown auto block procs (like auto block the next attack ever x seconds, honestly somewhere between these two classes is DK, for real)
etc. etc. like I said im sure there are other games and other examples of how to do it, but GW2 was designed in a very similar core class direction and gameplay style as ESO (5 skills mainly, any class can pretty much solo, yada yada.
maybe things like NB shadow shot or DK dots should be incorporated into passives for the classes. such as DK light attacks applying a dot, or NB building shadow shot stacks leading up to a big hit as class passives.
ugh.. no thanks.
Guild Wars 2 had some of the most boring game play ever. It's guild Wars 2 that should be taking notes from ESO.
Joy_Division wrote: »Or they could just look to their own game circa 2014-2015.
FrancisCrawford wrote: »My favorite class/skill system was actually the one in Guild Wars (not GW2). Key elements included:
- Almost all skills were unique to a class.
- Each class had a few different skill lines, and you had points to invest to scale skill lines. IIRC, you could max out 2 skill lines pretty easily, but that was about it.
- Your skill bar could have skills from your class plus ONE other one. You could NOT invest points to scale any skill lines outside your class.
Thus, your skills that scaled (damage, healing) were basically confined to a couple of skill lines, but your utility skills could be chosen much more broadly. The whole thing worked very well.
I also liked the "Elite" skill system.
- Unlike ESO's ultimates, Elite skills had the same mechanics as other skills, in terms of resources and cooldowns.
- Some Elite skills were big-bang types with long cooldowns, but others were spammables or whatever. So there was a lot of diversity in what your best skill did for you.
- You unlocked Elite skills by killing bosses.
MLGProPlayer wrote: »Red_Feather wrote: »since arenanet abandoned it they won't mind!
yeah when I read that I just slowly took off my hat and shook my head, always a sad day when you see that happen.
Arenanet didn't abandon the game. NCSoft did.
Which is wierd why ArenaNet sticking with NCSoft after GW2 when they already proved to have access, funding and ability to run their own game with out. you know the Devil's influence.
GW2 will probably be immediately 1000x better once ArenaNet gets the clue and goes solo from NCSoft. Their fan base alone could help the company survive damn near anything, probably a kickstarter for their own indie office to run the game - far far FAR awat from nazicontrol software.
MLGProPlayer wrote: »MLGProPlayer wrote: »Red_Feather wrote: »since arenanet abandoned it they won't mind!
yeah when I read that I just slowly took off my hat and shook my head, always a sad day when you see that happen.
Arenanet didn't abandon the game. NCSoft did.
Which is wierd why ArenaNet sticking with NCSoft after GW2 when they already proved to have access, funding and ability to run their own game with out. you know the Devil's influence.
GW2 will probably be immediately 1000x better once ArenaNet gets the clue and goes solo from NCSoft. Their fan base alone could help the company survive damn near anything, probably a kickstarter for their own indie office to run the game - far far FAR awat from nazicontrol software.
They've already laid off most of their staff as part of NCSoft's latest cost cutting measures. Anet is finished as a AAA MMO developer.
MLGProPlayer wrote: »MLGProPlayer wrote: »Red_Feather wrote: »since arenanet abandoned it they won't mind!
yeah when I read that I just slowly took off my hat and shook my head, always a sad day when you see that happen.
Arenanet didn't abandon the game. NCSoft did.
Which is wierd why ArenaNet sticking with NCSoft after GW2 when they already proved to have access, funding and ability to run their own game with out. you know the Devil's influence.
GW2 will probably be immediately 1000x better once ArenaNet gets the clue and goes solo from NCSoft. Their fan base alone could help the company survive damn near anything, probably a kickstarter for their own indie office to run the game - far far FAR awat from nazicontrol software.
They've already laid off most of their staff as part of NCSoft's latest cost cutting measures. Anet is finished as a AAA MMO developer.
Another good company that NCSoft has thrown into the giant pit. Sigh. At least, the good side of it, those gone will eventually will get picked up. Hopefully ZoS/Beth will reach out their hands to those given the boot. Would be an absolute dream come true seeing ZoS/Beth pick up ANet crew return back to their known quality and wiping NCSoft off the face of the gaming world. (*fingerscrossed* make it happen!)
Ragnarock41 wrote: »
Idk, lately bethesda/zenimax doesn't seem much better than the likes of NCsoft/EA. I don't really care what fanboys want to believe, but whenever they start touching how developers create games, problems begin to show. A lot of the bethesda fans praise boring, soulless games like skyrim or fallout 4, while I'm enjoying games like PREY or DOOM a lot more than their widely known AAA titles.
Ragnarock41 wrote: »
Idk, lately bethesda/zenimax doesn't seem much better than the likes of NCsoft/EA. I don't really care what fanboys want to believe, but whenever they start touching how developers create games, problems begin to show. A lot of the bethesda fans praise boring, soulless games like skyrim or fallout 4, while I'm enjoying games like PREY or DOOM a lot more than their widely known AAA titles.
I was playing legacy of kain: soul reaver recently (still listen to the soundtrack) and as I was playing through it (and a couple older games I revisit from time to time) I think one of the biggest things missing from modern games is actually confusion in the layout / puzzle to progress.
a lot of older games I guess you could say pad out game time by creating interesting levels. I mean cmon in a lot of older games you have all of like 1 attack and jump, and yet somehow we look back on them as super deep. (though the story was good)
I noticed as a I was playing a lot of time you had to stop and really look around at where you were supposed to go and faff out how you were supposed to get there. though I suppose a lot of that is ruined by modern playthroughs and looking things up online, didn't really have access to it back in the day, oh well.
one thing I had thought about when summerset came out and people were complaining about overland difficulty was actually having a progressively harder wilderness, summerset being an example as it had effectively a core area of the map and long divergent sections of map off that, have the wilderness get tougher (while providing better rewards) as you get further out, an example of rewards (sticking with summerset) would be things like greater chance for alchemy mats on mobs, motif pages from the chapter, actual resource node mats, etc. but give the extremity mobs the difficulty and density of vet dungeon mobs.
also you mentioned prey and doom, old or new? and have you play dishonored 2? I personally LOVE the level creation of arcane studios, they go into such depth and detail to give you so many ways to navigate or move around, the asylum in dishonored 2 is a fully built architectural marvel, same with the clockwork mansion, loved that game.