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Topic:
GW2 world v world v world footage [Locked] |
Scarne Title: Capo di Scientifico
Posts: 1,087
Registered: 2001-7-23 15:24:34
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
NuEM posted:
I think many of you have a totally misguided idea of what makes a good pvp game. Maybe GW2 will be your wake up call.
What makes a good pvp game? Dedicated healer classes?
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Elocism Title: Pseudonym
Posts: 787
Registered: 2002-5-3 01:50:00
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
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Walker_ID Posts: 673
Registered: 2002-5-29 10:20:09
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
Scarne posted:
Walker_ID posted:
crawling around at snail speed across a huge map and not being able to catch someone who decides to just run away because you can't close on them is epically stupid
Various classes have leaps or pulls or teleports to close distance. Others have access to skills to gain the Swiftness boon which gives a temporary +33% run speed buff. Then there is stuff like the Guardian's force fields which can cut off escape routes.
Finally, there are all the standard root, stun, knockdown, etc abilities to stop someone from running. 
yeah...i remember how it worked in gw/rift/wow/war
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You can't outrun Darwin
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
I have learned when studying which class and spec to choose for an MMO PvP character, always look for mobility and CC abilities, which is what wins fights, not raw power.
Also, keep away from pet classes no matter how tempting.
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Yukishiro1 Posts: 3,243
Registered: 2002-9-20 23:52:57
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
Walker_ID posted:
Scarne posted:
Walker_ID posted:
crawling around at snail speed across a huge map and not being able to catch someone who decides to just run away because you can't close on them is epically stupid
Various classes have leaps or pulls or teleports to close distance. Others have access to skills to gain the Swiftness boon which gives a temporary +33% run speed buff. Then there is stuff like the Guardian's force fields which can cut off escape routes.
Finally, there are all the standard root, stun, knockdown, etc abilities to stop someone from running. 
yeah...i remember how it worked in gw/rift/wow/war
Uh if you couldn't catch someone running away in wow you were awful.
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Walker_ID Posts: 673
Registered: 2002-5-29 10:20:09
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
Yukishiro1 posted:
Uh if you couldn't catch someone running away in wow you were awful.
this isn't a tiny BG map
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You can't outrun Darwin
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Yukishiro1 Posts: 3,243
Registered: 2002-9-20 23:52:57
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
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If you only PVPed in BGs in wow you were also awful.
Running away was a problem in DAOC because of DAOC's mechanics. I remember chasing a 40% health cleric all the way from cruach to the alb keep on my bard because I had neither meaningful dps nor snares (I did have speed obviously but there wasn't much point with no dps). But that was becaue of daoc's bad class design and bad mechanics.
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tenkly Title: Best looking Outposter.
Posts: 1,079
Registered: 2007-3-7 22:50:38
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
So the takeaway here is that we don't want walker in our 8 man?
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aymb Posts: 49
Registered:
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
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are the groups in GW 8 people? that would be a nice reversion from the 5 man groups rift and wow had.
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Scarne Title: Capo di Scientifico
Posts: 1,087
Registered: 2001-7-23 15:24:34
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Date Posted:
1/1/00 12:01am
Subject:
GW2 world v world v world footage |
aymb posted:
are the groups in GW 8 people? that would be a nice reversion from the 5 man groups rift and wow had.
For GW1, the group size varied depending on where you were in the world, but was usually 8 for endgame stuff.
For GW2, the PVE dungeons are 5 man. Don't believe it is fixed size elsewhere. But they aren't any buffs or such that affect the group, all such things are nearby allies, allies inside the ground targeted AOE, etc. I would guess that such abilities do have some sort of max # of targets built into them to prevent abuse so in practical terms you may want to limit your group size to whatever that is.
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