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Holy shit you like to speculate, dude. Here are my initial reactions:
On February 26 2011 02:58 NoobieOne wrote: Yes but i'm sure that those spells will be harder to aim and can be prevented. Why?
On February 26 2011 02:58 NoobieOne wrote: any of those lightning bolt/gun combos would probably be almost cheesy Why?
On February 26 2011 02:58 NoobieOne wrote: but it won't be good for a while What does this mean? Do you mean that it will only be good for a little while, and not for a long while? If so, that's not very surprising. Of course gimmicks will be good for a while, and of course eventually people will find ways around them. (Well, either that, or they'll get patched, or everyone will get bored with gvg in gw2 even faster than in gw1.) I mean, there was plenty of cheesy, gimmicky stuff in gw1.
On February 26 2011 02:58 NoobieOne wrote: I think that it will be mostly balanced builds for a while that rely on some spikes but nothing that can't be prevented by normal healing. Why?
On February 26 2011 02:58 NoobieOne wrote: Plus i though someone said it would be in capture the flag format Source?
On February 26 2011 02:58 NoobieOne wrote: I was recently looking at some vids for capture the flag on other games and they all relied on individual people going their own ways. Because other games definitely play like GW. Wait, no, that's not right. Anyway, even in other games, you have other people supporting the flag carrier. In a game with snares and conditions and knockdown, why wouldn't you need that even more?
Also, again, source on the ctf format?
On February 26 2011 02:58 NoobieOne wrote: If the maps are designed well enough then they would probably have multiple routes to the enemy base where a few spliters can easily go and get the flag. What's your point?
On February 26 2011 02:58 NoobieOne wrote: The cheesy spikes that I think were described Described by whom?
On February 26 2011 02:58 NoobieOne wrote: can't actually defeat splits since their damage (at least in GW1) was only barely enough to kill the strongest people, so if it was forced to split up with more than one person the build would fail. Yes, that's what makes them cheesy. What's your point?
On February 26 2011 02:58 NoobieOne wrote: Unless they keep the watchtower mechanism then spikes won't be able compete in this format How does giving yourself 10% more hp help you spike better? (Also, who calls flag stands watchtowers? Or is this just a translation thing or something?)
On February 26 2011 02:58 NoobieOne wrote: since forcing a split in 5v5 is much stronger than forcing a split in 8v8 (loose 1/5th of damage instead of 1/8th) This is true, but potentially less of a problem. After all, even with rawrspike, where everybody's in on the spike, you don't really lose a ton of spiking power by losing a monk. When you lose a spiker in 8v8, you're losing more than 1/8th of your damage.
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*grabs popcorn
Can't say I agree with everything noobie brought up, but he does know what hes talking about.
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On February 25 2011 17:21 NoobieOne wrote:Show nested quote +On February 25 2011 01:04 Obelisk7 wrote: We have members who've played competitive Guild Wars, WoW, Warhammer, Team Fortress 2, Dota, and many other games. All looking forward to GW2, and hoping our different backgrounds will allow things like our theorycrafting to really shine once more details come out.
I've played FPS's mainly before deciding to look for a MMO to learn to get good at, that being GW2, and I'm both nervous and excited to see if my experience can transulate to the MMO plane.
I'm pulling for the big guys from the MMO background to help me with managing my skill bar. For a while I made the builds for ScaR (a top 50 GW1 guild) so i guess you are referring to me.
Never heard of anyone who (dedicatedly) "made builds," builds were 99% mainstreamed with very little adjusting, especially if you weren't even top 10. Plus, most players liked to fiddle with their own bar anyway, I never would have just accepted some build someone gave me unless I would have chosen exactly the same skills. Can you elaborate please?
If that wasn't bad enough their philosophy on decentralizing healing and damage and distributing it around to every character sounds like the dumbest shit I've ever heard. There will be no single target healing or protection skills, no interrupts, only two weapon sets, and half of your skill bar is fixed based on your weapon. There is also no bodyblocking, which ruins the art of chiizu dancing entirely. Don't get me wrong, I will buy Guildwars 2, but I think it's PvP will not be as good as GW1's PvP.
This EXACTLY. Your concerns are exactly the same as mine, and I will be buying GW2 but I have a feeling that they're going B.NET .02 (don't read into this, analogy) on us and taking away what was some of the best parts of the game. I have a feeling the game is going to have too much emphasis on PvE, because that's what the majority of people (read: people who play the game for <50hours, but still want their opinion to matter as much as the real players') want.
I really wish they would separate mechanics (i don't want fucking last stand in an MMO please) between PvE and PvP as well as skills, like they did in latter parts of GW. Maybe they could take away the stupid skill sets restrictions due to weapon sets, the designated healing spot etc. so the game could be actually intellectually competitive, not I HITZ MY BUTTONZ BETTER THAN YOU.
I hope everything I said in this post is absolutely incorrect, for the sake of GW<3.
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The part about half of your skill bar filled with abilities based on your weapon seems really stupid. There is going to be only so much variety with that decision. Also, I can understand if they made it so the weapon would give you 1 or 2 skills but 5 freaking skills? Come on. So that leaves you for 5 customizable skills one of which is elite. Then also if there is some skill like resurrection signet(that was the name right?) that 99% of the people use then how much space really we got for customizing our character?
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On February 26 2011 07:54 Pyrthas wrote:Holy shit you like to speculate, dude. Here are my initial reactions: Show nested quote +On February 26 2011 02:58 NoobieOne wrote: Yes but i'm sure that those spells will be harder to aim and can be prevented. Why? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: any of those lightning bolt/gun combos would probably be almost cheesy Why? What does this mean? Do you mean that it will only be good for a little while, and not for a long while? If so, that's not very surprising. Of course gimmicks will be good for a while, and of course eventually people will find ways around them. (Well, either that, or they'll get patched, or everyone will get bored with gvg in gw2 even faster than in gw1.) I mean, there was plenty of cheesy, gimmicky stuff in gw1. Show nested quote +On February 26 2011 02:58 NoobieOne wrote: I think that it will be mostly balanced builds for a while that rely on some spikes but nothing that can't be prevented by normal healing. Why? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: Plus i though someone said it would be in capture the flag format Source? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: I was recently looking at some vids for capture the flag on other games and they all relied on individual people going their own ways. Because other games definitely play like GW. Wait, no, that's not right. Anyway, even in other games, you have other people supporting the flag carrier. In a game with snares and conditions and knockdown, why wouldn't you need that even more? Also, again, source on the ctf format? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: If the maps are designed well enough then they would probably have multiple routes to the enemy base where a few spliters can easily go and get the flag. What's your point? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: The cheesy spikes that I think were described Described by whom? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: can't actually defeat splits since their damage (at least in GW1) was only barely enough to kill the strongest people, so if it was forced to split up with more than one person the build would fail. Yes, that's what makes them cheesy. What's your point? Show nested quote +On February 26 2011 02:58 NoobieOne wrote: Unless they keep the watchtower mechanism then spikes won't be able compete in this format How does giving yourself 10% more hp help you spike better? (Also, who calls flag stands watchtowers? Or is this just a translation thing or something?) Show nested quote +On February 26 2011 02:58 NoobieOne wrote: since forcing a split in 5v5 is much stronger than forcing a split in 8v8 (loose 1/5th of damage instead of 1/8th) This is true, but potentially less of a problem. After all, even with rawrspike, where everybody's in on the spike, you don't really lose a ton of spiking power by losing a monk. When you lose a spiker in 8v8, you're losing more than 1/8th of your damage.
ok here we go i'll try to answer as much as i can, these are my opinions based on my knowledge that i have so far. If you want to have your own opinions I will respect them, but I know that I will design whatever team that I make in the mobile form that I am preaching. I am always open to suggestions and notice that you can have your ideas and I will consider them if you wouldn't .
1. The nature of Area selection spells means that it would be harder to do than a target select. Maybe they would be easy to aim but i know Anet would try to keep it balanced.
2. As I explained further down the build would have an inability to split and if it does not get kills then the pressure that mele characters which a full ranged lightning bolt style build does not have will eventually get to them. This means that as the rest of the people get better this build will fall out. It will probably win games right after release but once people get better they can stop it (similar to the cheese style in SC2)
3. I actually agree with you here. When i stopped playing GW1 competitively then the GW1 Pro level scene had stagnated. I agree with your point that the patching is required to eventually develop a balanced build, and I would love to see a gimmick build every once in a while to keep the game interesting.
4. I think that a nice spike would take a while to develop but hey maybe I underestimate the Guild Wars build makers.
5 and 6 well I think ninja mentioned it in one of our guild meetings so I took it as the truth I didn't bother to confirm it so if it is false then probably most of my speculation is wrong
7 not really any point there (god you don't have to examine every sentence I type)
8. By me of course, trust me as a source if you want, if not don't. I will stand by my opinion post release and you can stand by yours. I just don't see full spike builds succeeding long term, a balanced spike (adrenaline spike) can but not these.
9. Again thinking every sentence i say has a point, i was just relating it back to the other points i was making.
10. It helped them due to the need for the other teams to control area and a spike build is the perfect area control. They don't need the flag-stand as much as other teams need the health boost and the res sig recharge to beat them. At its strongest it can't actually be broken while timing is perfect. Also been playing SC2 way too much recently and said watchtower instead of flag-stand that's my bad.
11. (finally last point) In an 8 person spike build it is most often ran like this 1 Caller (either a increased damage on target or a reduced healing) 1 Backup caller (team buff and takes control when caller is killed) 2 Team buffs (x/P with shouts and chants keeping team alive with team buffs as well as a possible split if forced into it) 1 Runner (speed boost likely charge or fall back, also has flag running job if 100% needed) 3 healers (healing spells (additional healer because of lack of monk))
Each of these classes would also have the spike skills so sending one back is only 1/8th of the damage and it is acceptable to some extent since they can sometimes do 150% of the targets full health over 2 skills. They would still have enough damage to get kills if they have 1 less person. (at one point before even expansions I designed a build that would do 1000 damage over 3 skills from 6 spikers, but the 2 support characters i had for them wouldn't be able to heal well enough and by the time that the guild that i was in became good enough Factions was released with new skills and the build was no longer viable (also some nerfs hit the build kinda hard).) Assuming that the 150% damage is kept the same and healing still exists to some degree, 1/5th of 150% is 30% of your damage bring you down to 120% so unless there is like no healing whatsoever the spike would fail. Still i don't know if these numbers are exact this is just my speculation.
Thanks for expressing your opinion and would love to see if you are right or not.
Never heard of anyone who (dedicatedly) "made builds," builds were 99% mainstreamed with very little adjusting, especially if you weren't even top 10. Plus, most players liked to fiddle with their own bar anyway, I never would have just accepted some build someone gave me unless I would have chosen exactly the same skills. Can you elaborate please?
This was well before the builds were mainstreamed, even before matches were widely available to watch using the observers. There were no real build sharing communities at the time and the metagame was changing every few weeks as people found out new stuff. I was also the flag runner in addition to being one of the people who made builds. The build spike i explained earlier was with a different guild but it shows the point. Most builds are not made by top 10 guilds since they were mostly succeeding based on builds that only they had the skill to run at this time (well before the skill cap was reached).
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Has anyone considered that Traits will be the means which make the first five slots dedicated to the Weapon set grow to become unique?
Two warriors can use duel-axes, but because they set their traits differently they will have different playstyles and combat strats.
Also I'm not sure if this has been denied/confirmed but if the first five slots will be taken by the weapon set your using...what prevents you from choosing DIFFERENT WEAPON SKILLS in each of those weapon skill slots to use?
If it IS the case you can choose what weapon skills you use per weapon set. You basically get to customize five WEAPON-based skills, 2 other skills, 1 elite skill, and 1 resurrection skill (this may be part of healing I'm not sure). And thats for two weapon sets you can change in mid-combat.
Also I must point out that they are balancing PvP, PvE, and WvWvW DIFFERENTLY. Skills will work differently.
Also what has been pointed out earlier is that you can't just "target" your ranged attacks. You have to AIM your ranged attacks, and I believe healing is a small AoE around you when you use the skill.
What does this mean?
You have five race/class combinations with two weapon sets uniquely built through traits, with the healing skill being a small AoE and ranged attacks needing to "follow" the path of a target to hit them directly. Positioning, rotations, runby's, and formations will be important. Also the build and the numerous factors involved when 1 or more of the five players change their weapon set as a WHOLE determines what playstyle the team will attempt to execute alongside the four things I mentioned before this sentence.
With a reduction in the number of skills, and the change of how ranged attacks are approached with the game engine, comes a new play style that you should not deem as merely "mashing buttons". Instead, it will focus on controling gameflow, positions, awareness, healing/focus attack "run-by's", and different formations to execute different strats based on weapon set swaps made by the members of five in PvP.
The complexity of all this is increased tenfold when it comes to organized WvWvW or PvE.
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hey guys, sry about this newb question. but does the world vs world in GW2 means a mass PvP between worlds? like 100 people from a certain world vs 100 people from another world?
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Quick replies to parts of your post.
On February 26 2011 16:14 NoobieOne wrote: ok here we go i'll try to answer as much as i can, these are my opinions based on my knowledge that i have so far. If you want to have your own opinions I will respect them, but I know that I will design whatever team that I make in the mobile form that I am preaching. I am always open to suggestions and notice that you can have your ideas and I will consider them if you wouldn't. I didn't mean to be questioning your approach to builds. I just wanted to know where the stuff about skills was coming from. And of course those are opinions, to which we're all entitled. But opinions can still be better or worse, insofar as they're supported by good reasoning. I wasn't sure what your reasoning was, but I was pretty sure you had some, so I was asking for it.
On February 26 2011 16:14 NoobieOne wrote: 1. The nature of Area selection spells means that it would be harder to do than a target select. Maybe they would be easy to aim but i know Anet would try to keep it balanced. Ah, I see, yeah. I guess the only question then is whether making it easy to aim would really unbalance anything. I mean, if balance means retaining the potential for good spikes, then presumably they had better not be too difficult to aim. (But of course, Anet trying to keep things balanced is awfully different from them succeeding.)
On February 26 2011 16:14 NoobieOne wrote: 2. As I explained further down the build would have an inability to split and if it does not get kills then the pressure that mele characters which a full ranged lightning bolt style build does not have will eventually get to them. This means that as the rest of the people get better this build will fall out. It will probably win games right after release but once people get better they can stop it (similar to the cheese style in SC2) Got it. I didn't understand what you had in mind with the team build here.
On February 26 2011 16:14 NoobieOne wrote: 5 and 6 well I think ninja mentioned it in one of our guild meetings so I took it as the truth I didn't bother to confirm it so if it is false then probably most of my speculation is wrong I could've really easily missed the info. Or it could be that it's kind of like the speculation of mes, sin, and gunner professions remaining--unconfirmed but eminently reasonable. I just hadn't seen anything about it, that's all.
On February 26 2011 16:14 NoobieOne wrote: 7 not really any point there (god you don't have to examine every sentence I type) Sorry, that was poorly worded on my part. What I meant there was that it seemed kind of like you were suggesting that Anet was faced with a difficult line to walk. You seemed to be saying that in order for a map to be well-designed, it needed to have multiple paths, but that that would make balancing gvg harder, because then you'd need to be able to have one or two people split off to try to capture flags all the time.
I think I was wondering about the reasoning here again. But given what you've said elsewhere, I think I understand it pretty well now.
On February 26 2011 16:14 NoobieOne wrote: 8. By me of course, trust me as a source if you want, if not don't. I will stand by my opinion post release and you can stand by yours. I just don't see full spike builds succeeding long term, a balanced spike (adrenaline spike) can but not these. Yeah, I was just confused about what exactly you meant to be describing earlier. This makes sense now.
On February 26 2011 16:14 NoobieOne wrote: 10. It helped them due to the need for the other teams to control area and a spike build is the perfect area control. They don't need the flag-stand as much as other teams need the health boost and the res sig recharge to beat them. At its strongest it can't actually be broken while timing is perfect. Oh, okay. I thought you were saying that it was the actual morale boost that helped, rather than denying it to the other guild and forcing them to push for it. My fault!
On February 26 2011 16:14 NoobieOne wrote: Also been playing SC2 way too much recently and said watchtower instead of flag-stand that's my bad. Yeah sorry that was just me giving you shit. 
On February 26 2011 16:14 NoobieOne wrote: 11. (finally last point) In an 8 person spike build it is most often ran like this Got it. Sorry, I again was imagining something a little less spiky.
On February 26 2011 16:28 Obelisk7 wrote: what prevents you from choosing DIFFERENT WEAPON SKILLS in each of those weapon skill slots to use? That's just not how the system works. See, e.g., the first answer in this post: http://www.arena.net/blog/nine-gw2-follow-up-questions-with-eric-flannum.
More generally, here's how it works, as far as we know: 5 weapon skills, 3 utility skills, 1 heal, 1 elite. You get to pick the last five from their respective pools. The first five are determined by your weapon set (or, for eles, weapon set-attunement pair; this means that each weapon set gives eles four sets of 5 skills, and is balanced by not allowing eles to swap weapon sets in combat). Edit: Plus traits, as you've said, which can give stat bonuses, add or extend conditions, etc. They don't change how skills work in fundamental ways, but given what we know so far, they seem like important min/maxing tools.
On February 26 2011 16:28 Obelisk7 wrote: With a reduction in the number of skills, and the change of how ranged attacks are approached with the game engine, comes a new play style that you should not deem as merely "mashing buttons". Instead, it will focus on controling gameflow, positions, awareness, healing/focus attack "run-by's", Man, what game were you playing? Mashing buttons never worked in pvp, at least that I saw, so that'd hardly be a "new play style." Even the simplest of spikes needed coordination and positioning. (But like Noobie, I quit years ago; maybe this is what pvp is now? I dunno. From all my obsing, it doesn't really seem like it.)
Edit: Of course, this will be a huge difference for pve, which is super mindless in GW. And that's definitely good.
On February 26 2011 21:22 guyabs wrote: hey guys, sry about this newb question. but does the world vs world in GW2 means a mass PvP between worlds? like 100 people from a certain world vs 100 people from another world? Yes.
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On February 26 2011 16:28 Obelisk7 wrote: With a reduction in the number of skills, and the change of how ranged attacks are approached with the game engine, comes a new play style that you should not deem as merely "mashing buttons". Instead, it will focus on controling gameflow, positions, awareness, healing/focus attack "run-by's",
Man, what game were you playing? Mashing buttons never worked in pvp, at least that I saw, so that'd hardly be a "new play style." Even the simplest of spikes needed coordination and positioning. (But like Noobie, I quit years ago; maybe this is what pvp is now? I dunno. From all my obsing, it doesn't really seem like it.)
Edit: Of course, this will be a huge difference for pve, which is super mindless in GW. And that's definitely good.
Misread my post there. What I said was someone critizied the new system as only "mashing buttons". I was saying that the new Guild Wars 2 will not be about mashing buttons, but instead be about what I mentioned.
Even though some of my points in my post were not accurate, my main point still stands. What everyone is focusing on is what you guys are "losing" from GW1.
Instead you all nee to focusing what your getting. Arenanet has created a new paradigm outed the holy trinity, meaning everything about how the game is played will be different. With a new paradigm shift will come sacrifices. Also, being a new paradigm, you are introduced to new things.
And the focus needs to be on the new things, not the old things being left out.
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On February 27 2011 00:38 Obelisk7 wrote: I was saying that the new Guild Wars 2 will not be about mashing buttons, but instead be about what I mentioned. Ah, I see. My fault.
On February 27 2011 00:38 Obelisk7 wrote: Even though some of my points in my post were not accurate, my main point still stands. What everyone is focusing on is what you guys are "losing" from GW1. Sounds more like that's what you're focusing on in the posts you're reading. There's plenty of talk about both what's being lost and what's being gained, plenty of talk about there being tradeoffs, etc. Your posts read as though you think that nobody else has realized anything about how gw2 works, despite there being plenty of evidence to the contrary in the posts you're replying to.
Put another way: Starting posts with things like "Has anyone considered..." is a recipe for disaster. The answer will almost always be "Yes." Much more productive is to say something like, "Hey, I've been thinking that traits help with some of the concerns folks have been raising, because blah blah blah. What do you think?"
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/ignores arguing in background
... I think the game will be great!
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On February 27 2011 03:58 GiygaS wrote: /ignores arguing in background
... I think the game will be great!
Its not arguing, theyre both being very mature i think And yes, this game will be well worth the wait.
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On February 26 2011 15:51 Disciple7 wrote:Show nested quote +On February 25 2011 17:21 NoobieOne wrote:On February 25 2011 01:04 Obelisk7 wrote: We have members who've played competitive Guild Wars, WoW, Warhammer, Team Fortress 2, Dota, and many other games. All looking forward to GW2, and hoping our different backgrounds will allow things like our theorycrafting to really shine once more details come out.
I've played FPS's mainly before deciding to look for a MMO to learn to get good at, that being GW2, and I'm both nervous and excited to see if my experience can transulate to the MMO plane.
I'm pulling for the big guys from the MMO background to help me with managing my skill bar. For a while I made the builds for ScaR (a top 50 GW1 guild) so i guess you are referring to me. Never heard of anyone who (dedicatedly) "made builds," builds were 99% mainstreamed with very little adjusting, especially if you weren't even top 10. Plus, most players liked to fiddle with their own bar anyway, I never would have just accepted some build someone gave me unless I would have chosen exactly the same skills. Can you elaborate please?
I dedicatedly made builds in a top 20 GvG team, and almost singlehandedly made water eles usable in halls because of the holding setup I made. Team wide skill synergy is incredibly important. EP's edrain monk setup, for instance, wouldn't work vs competent offhand switches, but prior to people even learning about that, the build would have fallen apart if the entire double bond defensive net was broken. That means nearly every skill on every character is placed to deal enough damage to prevent pushes, and to deal with the current field of opposing teams.
+ Show Spoiler [Longer explanation] +If we're running an offensive earth ele, for instance, to drop foes in their monk line, I'll NEED that if I'm running a position based offensive. I'll also need my offense running position based damage to maximize on the game plan. Additionally, the typical 2-3 defensive characters on a team generally need to have answers to all of the prevalent offences in the game, which means carrying the right mix of removal, healing and protection on the right heros. But that's not all. If you're running a midfield warrior, for instance, part of your defensive strategy might be forcing a mes or ele to keep moving and not enter range of a certain monk. Maybe you'll lock him in place with something like a bull's charge, or maybe you'll just run a warrior with huge deeps to punish over extension.
That also works in reverse: if you have a certain monk that's going to be slightly more forward than your back-back line monk, the types of skills he's going to need to keep your offence going are going to need to synergize with your back-monk's ability to keep him casting those. Your midfield monk might want to be running lots of condition removal vs a blind heavy meta. Your back monk will probably want to have him pre-veiled to prevent hexes from shutting him down while he keeps your offense chugging.
Lets look at the example of aegis against thumper offenses. Aegis is a fucking baller spell, because it almost completely neuters adren building. Its a skill you'd want vs the majority of the team comps you'll come up against because 50% block rate makes warriors less than 50% as effective because warriors scale based on hit frequency, and 50% block rate makes ranger spikes a whole metric asston weaker. Can't kd the aegis caster because he had aegis and guardian up for the entire duration of the last aegis, and you couldn't work up the adren needed? Looks like you're boned. Hammers had a way around this: they would toss out Irresistible blows, which grants the hammer warrior an unblockable hit which kd's and spikes for a fuckton of dmg if the target would have blocked. If you run a runner that's got, say, heal party, you can drop aegis casts while he's got a flag time advantage to prevent IBs, which means you'd take more overall damage and get comboed faster, but you'd be able to disrupt the combo by running a midfield mez hero to disable the fully adren'd thumper when he hit 7-8 adren charges, which neuters his combo. If that's not your response, you might simply aegis up and eat the IBs, but then bait out IBs by pre-protting, then faking a high value spell (cast, then move as the warrior swings, costing you energy, but not the spell's cd.). Doing that would keep the warrior from spiking you, give you a comparatively small kd time, and keeps his adren low.
If you take out a single element out of your planned defensive net, you're going to lose people. If you take a single element out of your planned offense, be it a spike, pressure, flag interdiction, or split push, you might lose the game there too. Nevermind the skills you'd need to establish reliable 4v4 and 3v5 splits. Your build might not have answers to everything, but it needs to have answers to the most common problems. Most fotm builds end up having very specific counter builds which develop, which means they need to start changing what they bring in response as their opposition shifts to challenge them.
A concrete example:
Our hall holding build became a fotm. We specifically held in highly spectated fights to prevent people from just obsing us and taking our full build down. A week later, we still had complete dominance despite playing against our build in 70% of matches, holding 12+ times regularly, because our guild actually had enough people to run 3 groups, and 2 of those groups ran dummy copies of the build that left out 2 key skills. I've had hall holds in which 3 of the teams were all from the same guild because of that. That's the power of tailoring every skill to deal with problems on the field before they manifest.
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Yay for this back and forth, I am sorry for my tone in my reply to you, at the time I have never seen you before posting here and took you as some person who didn't really know anything trying to question every little thing. Since then I asked about your qualifications and learned that you are much more accomplished than even I could have thought. So sorry again for the tone of my reply, it was totally unprofessional of me.
On February 26 2011 23:57 Pyrthas wrote:Show nested quote +On February 26 2011 16:14 NoobieOne wrote: 5 and 6 well I think ninja mentioned it in one of our guild meetings so I took it as the truth I didn't bother to confirm it so if it is false then probably most of my speculation is wrong I could've really easily missed the info. Or it could be that it's kind of like the speculation of mes, sin, and gunner professions remaining--unconfirmed but eminently reasonable. I just hadn't seen anything about it, that's all. Yah after replying i tried to find info on the style and all that i was able to find was the 5v5 conformation with an "emphasis on mobility"
On February 26 2011 23:57 Pyrthas wrote:Show nested quote +On February 26 2011 16:14 NoobieOne wrote: 7 not really any point there (god you don't have to examine every sentence I type) Sorry, that was poorly worded on my part. What I meant there was that it seemed kind of like you were suggesting that Anet was faced with a difficult line to walk. You seemed to be saying that in order for a map to be well-designed, it needed to have multiple paths, but that that would make balancing gvg harder, because then you'd need to be able to have one or two people split off to try to capture flags all the time. I think I was wondering about the reasoning here again. But given what you've said elsewhere, I think I understand it pretty well now.
I think here is a decent point of both of us make decent points. Again ANet said that they wanted an emphasis on mobility and this is the way i interpreted it.
On February 26 2011 23:57 Pyrthas wrote:Show nested quote +On February 26 2011 16:14 NoobieOne wrote: 8. By me of course, trust me as a source if you want, if not don't. I will stand by my opinion post release and you can stand by yours. I just don't see full spike builds succeeding long term, a balanced spike (adrenaline spike) can but not these. Yeah, I was just confused about what exactly you meant to be describing earlier. This makes sense now. Show nested quote +On February 26 2011 16:14 NoobieOne wrote: 10. It helped them due to the need for the other teams to control area and a spike build is the perfect area control. They don't need the flag-stand as much as other teams need the health boost and the res sig recharge to beat them. At its strongest it can't actually be broken while timing is perfect. Oh, okay. I thought you were saying that it was the actual morale boost that helped, rather than denying it to the other guild and forcing them to push for it. My fault! Show nested quote +On February 26 2011 16:14 NoobieOne wrote: Also been playing SC2 way too much recently and said watchtower instead of flag-stand that's my bad. Yeah sorry that was just me giving you shit.  Show nested quote +On February 26 2011 16:14 NoobieOne wrote: 11. (finally last point) In an 8 person spike build it is most often ran like this Got it. Sorry, I again was imagining something a little less spiky.
Haha seems that all these were just mis-communication and us interpreting things in different ways. I never considered a balanced Adrenaline build a spike and it appears that you do so that's where we got confused.
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I wonder what they will release next. Last time we thought the release would be the sylvari and it ended up being the Norn. Perhaps asura this time? Has anyone heard anything to add to this?
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hoping to get the charr week next :D
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Excited for GW2. Gonna pull me away from sc2 something fierce.
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Can't wait for this game, was top 100 on the guild ladder for the first year and a half after GW1's release, plan to hold the same standard in GW2!!!
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question: I never played GW1 but is there like tons of open world pvp in GW games? or is it like instance based 5v5 sort of thing?
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GW1 was completely instanced, so there wasn't any open world PvP. The 5v5 and other types of PvP took place on instanced maps, almost like first person shooters. I'm hoping GW2 will include not only WvW but also some form of open world PvP. From what we've heard so far PvP will take place in a game area called 'the mists'. It's basically where spirits go when people die.
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