Ten Skills To Kill

April 28, 2010 at 7:12 pm | Posted in Guild Wars 2, mmorpg | 2 Comments
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Charr Effigy

The other thing updated on the Guild Wars 2 site today was Combat (baby).  I would so insert a sound file here if I had the ability and if it was legal.  I could go off on a whole anti-music label rant here, about how they have their heads stuck up their posterior, and they don’t even allow music videos on youtube half the time which is effing *crazy* since they’re promotional videos  but I’m way way off topic now.

Eric Flannum wrote a piece about combat in GW2. He talks a lot about just what makes combat fun, and then goes on to describe something I have to quote. Two game designers are attacking a Drake.

Jon is using his shield to deflect the fire breath of a drake, when Isaiah hits the drake from behind with a skill called Devastating Hammer, launching it into the air. The drake is sent flying over Jon’s head, who immediately turns and uses a skill called Savage Leap to impale and finish the drake right as it hits the ground.

I feel like a bit of a fanboy when I say that sounds awesome. I’ll temper that complete idolatry with a little criticism, why so much text in your website Anet, visuals speak louder than words.

He goes on to talk about the skill system, which is again limited to a set number of skills. However I’ve noticed a sort of them going on where, before, they’ve said that there won’t be as many skills, and the comic (there’s a couple comics on the page) suggests the complexity of the GW1 skill system was too complex. Now while I admit it had too many skills, the complexity is one of the things that made it great. I was hoping they could reduce the number of skills but keep it complex. Here they give only a slight inkling that maybe they’re dumbing it down a bit? I might be reading into that too much. Well probably.

That’s when we get into the real meat of things. You wanted 8 skill slots like in Guild Wars? FU it’s 10 skill slots so eat it! They might put it slightly more politely. I’m just paraphrasing. The first 5 skills are determined by what profession and what weapon you’re wielding. A Warrior wielding a sword will have different skills than a Ranger wielding a sword. Most professions can have two different weapon sets, a Warrior can switch to a Rifle for long ranged combat.

The last 5 skills are from a pool of the player’s choice. One slot is dedicated to an Elite skill, whom everyone who has played Guild Wars (sorry mmogc) is familiar with. Another is a dedicated self healing ability. I can already hear the tremendous whining coming from the Guru2 forums. I’m not even going to go over there today.

Let me quote a particularly interesting paragraph from the bottom of the page.

Elite skills are designed to be infrequently-used, ultra-powerful skills that have a dramatic impact on the game. An Elementalist can call upon the power of the wind to shapeshift into a tornado that knocks enemies around and inflicts heavy damage, while a warrior might choose to harness the power of Destruction, to make all of his blows inflict area-of-effect damage.

I can be a tornado! Sigh. There’s some concept art, a couple screen shots, those comics, and way more detail than I’ve included here so go check the site out. Best part? There’s more coming tomorrow on Weapons, Professions, and Races.

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2 Comments

  1. Some people are a little concerned that they aren’t going to be able to make their farming builds any more with only 3 real skills to choose from (5 being your weapon, 1 being a heal, and 1 being your race skill).
    So, having said that and seen that one skill must be a heal of some sort what do you think the odds are of having removed the dedicated healer from the list of professions?

    • It’s pretty much up in the air. If there is a monk, I’m sure they’ll have as many offensive skills as healing skills. Surely there will be some kind of buffing class and I can’t see them making that kind of giant departure from just about every other mmorpg out there.


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