Ok... this thread I am creating as a result of a conversation I had in Mumble last night about how many MMO players are scared of Guild Wars 2 for how much ArenaNet is changing in regards to combat. Also the different lingo and terminology used that causes everyone to have to go read and relearn stuff before they can play.Death and Downed Mode:
Defeat in Guild Wars 2 is intended to be an experience, not a punishment. Let's face it: dying never feels great, even without a death penalty. As weird as it might sound, we decided to look into what would make dying a more enjoyable and memorable play experience.
Rather than being presented with immediate failure, when a player loses all of their health in Guild Wars 2, they are put into "downed mode." In this mode, the player has a number of downed skills they can use to target enemies and fight for a chance to survive. A downed player can still be attacked, which will send them into a defeated state, leaving them to either wait for an ally to resurrect them or to resurrect at a waypoint.
Downed skills are less-powerful skills that a player can use in a last-ditch effort to turn the tide. A warrior might daze an enemy by throwing a rock. An elementalist might lock down their foe with Grasping Earth. While you are downed, if you manage to kill an enemy, you will rally, returning to life to fight again. When you rally, you are thrust right back in the action. This potential to rally from the edge of defeat adds greater drama to combat and gives a player some tactical control while in a state where they normally have none.
If you choose not to be revived or rally, you can release to a waypoint. This brings up the world map and allows you to return through any discovered waypoint.
The cherry on top of all of this: Guild Wars 2 will have a much milder death penalty.
Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint. It's as simple as that, and why not? Why should you be de-buffed, have experience taken away, or run around for five minutes as a ghost instead of actually playing the game? ArenaNet couldn't think of a reason. Well, they did actually think of a reason--it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. ArenaNet wants to get you back into the action (fun) as quickly as possible. Defeat is the penalty; there is no need to penalize you a second time.
Instead of the traditional trinity, every Guild Wars 2 profession is self reliant--not only can they all help each other by reviving in combat, but all professions have ways to build their characters differently to make them more versatile for group play.
Ultimately, DPS/heal/tank just didn't cut it in ArenaNet's book...er, game. Their players demand more from Guild Wars 2 and they intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun. Instead, we break these trinity categories down into a cooler, more versatile system:DPS --> Damage:
Call it whatever you like--DPS, damage per second--ArenaNet just calls it DAMAGE, and when it comes to making red bars go down, you can never have enough of it. Don't trivialize it though; damage is a very versatile aspect of combat. There are so many ways that a character can do damage. Let's take a look at a few.
- Damage over time. This is the perfect way to apply some heavy damage to an enemy with little time investment upfront. Set an enemy on fire and just wait for the burning to do its magic.
- Area of effect. Making one red bar go down is nice, if that's all you can do. We prefer to spread the love among many enemies. That's what AoE spells like Fireball are for.
- Projectiles. Some attacks require you to be close to your enemy, while others let you deal damage from afar. Projectiles are somewhere in-between; you shoot an arrow at a target and if it hits, apply the damage.Heal --> Support:
Don't belittle the SUPPORT role by calling it heal. Healing is the least dynamic kind of support there is. It is reactive instead of proactive. Healing is for when you are already losing. In Guild Wars 2 ArenaNet prefers that you support your allies before they take a beating. Sure, there are some healing spells in Guild Wars 2, but they make up a small portion of the support lines that are spread throughout the professions. Other kinds of support include buffs, active defense, and cross-profession combinations.
For instance, an elementalist can support his allies by dropping down a ground-targeted healing rain that rejuvenates allies in an area. He might also use Windborne Speed to help them chase down a target or escape out of longbow range. A warrior might shout "On My Target" to help his allies do more damage to a marked enemy, or use his warhorn to "Call to Arms" which improves the armor of his allies for a short time.Tank --> Control:
This is where Guild Wars 2 makes the biggest break from the traditional MMO setup. Tanking is the most rudimentary form of the most important combat fundamental, CONTROL. Every game has it, yet it always seems to get a bad name.
Control is the only thing versatile enough to get away from the rock-paper-scissors gameplay of other MMOs. It's healing when you need it, its damage when you need it. It is the glue that holds together the system. From controlling movement to controlling damage, there are tons of exciting dynamic scenarios that control can set up. You can use a stun to save an ally or to finish off a fleeing enemy. Immobilize that warrior to get away from them, or use it on an elementalist to close in on them. In order to use it well, ArenaNet had to understand the drawbacks of control too. How often can you do it? How excessive is the duration? How does it affect the difficulty of challenges you face?
There are a lot of different levels of control, from a simple cripple, to an immobilize, to a knockdown. Each one has its place. The more devastating control effects are, the more infrequently they need to occur, and their duration needs to be shorter. Knockdown is one of the strongest forms of control in Guild Wars 2, but you won't see a character that can just keep knocking someone down indefinitely, and you won't see a knockdown that puts an enemy out for so long that they won't be able to react. It's simply a tool that players have at their disposal to use at the right times to turn the tide of a battle.Boon:
Boons are a set of effects that are positive.
The duration of boons can be stacked, but their effectiveness does not stack. For example, if a 10 second regeneration buff was placed on an ally with 5 seconds of regeneration still remaining, that ally would not gain extra regeneration but the buff would have 15 seconds remaining.
: Block the next attack
: 33% damage reduction.
: Regenerates X health per second.
: 20% Critical Chance increase.
: X damage per attack increase. (Stacks intensity now.)
: Faster endurance regeneration.
: 33% movement speed increase.
: Does X damage to an opponent each time they hit you. (New boon.)Condition:
Condition are negative effects that can be inflicted against enemies.
Certain conditions can stack, commonly providing a longer lasting condition than normal or an increase in damage dealt over time. When a condition is removed using a skill, the entire stack of that condition is removed.
: Inflicts X damage per second. (Stacks intensity.)
: Inflicts X damage per second. Reduces outgoing heals by 33%. (Stacks duration now.)
: Inflicts X damage per second. (Stacks duration now.)
: 50% movement-speed reduction.
: 66% movement-speed reduction. 66% skill cooldown increase.
: 100% movement-speed reduction.
: Attacks result in a glancing blow 50% of the time and endurance regeneration is slowed.
: Lowered the amount of armor it reduces, but allowed it to stack so that it creates moments of super-high vulnerability for damage spiking.
: Your next hit misses.
: You flee from your opponent.
: Inflicts X damage each time a foe attacks. (New condition; stacks intensity.)