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Author Topic: GW2 world v world v world footage [Locked]
Scarne  4 stars
Title: Capo di Scientifico
Posts: 1,087
Registered: 2001-7-23 15:24:34
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  3 stars
Title: Pseudonym
Posts: 787
Registered: 2002-5-3 01:50:00

 

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Walker_ID  3 stars
Posts: 673
Registered: 2002-5-29 10:20:09
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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Corky_Aloof  2 stars
Posts: 445
Registered: 2004-6-2 07:33:41
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  4 stars
Posts: 3,243
Registered: 2002-9-20 23:52:57
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.
Walker_ID  3 stars
Posts: 673
Registered: 2002-5-29 10:20:09
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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Yukishiro1  4 stars
Posts: 3,243
Registered: 2002-9-20 23:52:57
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.
tenkly  4 stars
Title: Best looking Outposter.
Posts: 1,079
Registered: 2007-3-7 22:50:38
So the takeaway here is that we don't want walker in our 8 man?

 

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aymb
Posts: 49
Registered:
are the groups in GW 8 people? that would be a nice reversion from the 5 man groups rift and wow had.
Scarne  4 stars
Title: Capo di Scientifico
Posts: 1,087
Registered: 2001-7-23 15:24:34
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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