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Heart of Thorns Discussion Thread (Spoilers)
#41
Posted 24 January 2015 - 08:26 PM
#42
Posted 25 January 2015 - 10:50 AM
#43
Posted 25 January 2015 - 01:15 PM

#44
Posted 26 January 2015 - 08:17 AM
Sorrows, on 25 January 2015 - 01:15 PM, said:
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#45
Posted 26 January 2015 - 12:38 PM
It's just new stuff

#46
Posted 26 January 2015 - 12:58 PM
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#47
Posted 26 January 2015 - 01:10 PM
Or maybe it could end up being awesome if ANet is careful. Who knows? We'll have to wait and see.
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#48
Posted 26 January 2015 - 01:22 PM

I'm hopeful too, but I understand there could be some growing pains or anet may just get it wrong.
I'm personally hoping the new content will raise the skill ceiling for warriors somewhat. My growth with them has really been more fight tactics, movement and positioning that applies to all classes, rather than warrior specifically. I'd love a ceiling more akin to what elementalists or engineers have.
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#49
Posted 26 January 2015 - 03:36 PM
Biff Rangoon, on 26 January 2015 - 01:22 PM, said:

I'm hopeful too, but I understand there could be some growing pains or anet may just get it wrong.
But, of course, all that's irrelevant if they don't get it right, and I can't think of many examples of games with that many options that are remotely close to balanced. Most games struggle to achieve balance with half that. And I don't say that from a lack of faith in ANet--I've probably probably shown more confidence in their development team than most around here for sure up to this point--but there are simply limits to what any game company can do.
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Sure, there are builds with more or less depth for any class, but there is a ton of depth in the Warrior class. I think it's pretty telling that you hear pretty much every class variously described as both "easy" and as "hard". Some classes are definitely easier to be "decent" at than others, but being exceptional at any of them is roughly equally difficult. If you're convinced you've skillcapped Warrior, by all means, come play Shoutbow with us in tPvP more. Either will win a lot, or you'll uncover some depth you didn't realise was there--either way, sounds like a win-win to me.
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#50
Posted 26 January 2015 - 06:36 PM
Is there specific details out there yet?
#51
Posted 26 January 2015 - 11:09 PM
Slein Jinn, on 26 January 2015 - 03:36 PM, said:
I agree on the nuance point, but disagree on the complexity point. Elementalists have to make the same sorts of decisions you listed, but they do it with twice the number of equipped weapon skills that, when combined with traits, can lead to all sorts of interesting rotations and complexity. Engineers can do similar things through the use of kits.
I find thieves have the same level of complexity as warriors, though they're a bit more lethal at the high end. Mesmers have greater complexity and a higher ceiling and (perhaps) floor. I've no experience with rangers, necros, or guardians.
Don't get me wrong, I continue to main my warrior because I like it. I enjoy that I can continue to improve my skills by learning these nuances, and I love when I come across a warrior that's better than me so I can learn more things faster. But I can't help but feel this nuance mastery phase comes a lot sooner to the warrior than several other classes, and that means the ceiling is lower. Hence, why I'm hoping the upcoming changes to warriors adds to the class.
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#52
Posted 27 January 2015 - 05:59 AM
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#53
Posted 27 January 2015 - 08:19 AM
I read the map chat in Heart of the Mists a lot when I'm waiting for queues and whatnot. Not that I put much stock in the opinions of random map chat trolls, but it is a bit telling that, when players ask for an "easy" build to play, they're overwhelmingly directed toward D/D Elementalist. I wouldn't say they lack depth, either, but I will say I'd be hard pressed to come up with as lengthy a list of critical snap decisions for D/D ele as I just gave for Shoutbow warrior.
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#54
Posted 27 January 2015 - 10:14 PM
#55
Posted 28 January 2015 - 10:57 AM
PCG: With most of the expansion it's easy to see how it's an extension of the game. With the new WvW borderland map you've announced, that sounds more integrated into an existing thing. How does that affect World vs. World overall?
Colin: Yeah, so the new borderland map joins the rotation with the borderlands we have today. I think it just expands the depth of the World vs. World experience. Currently, the borderland is replicated three times as a home for each world, and our new borderland will give us a chance to get a lot more variety in gameplay. As a map itself, the borderland map is the strongest interpretation of how we believe the World vs. World experience should be played. Every location really provides key strategic value to the world that holds it. I think when you consider World vs. World as kind of like playing a giant RTS, and you're one of the troops, you want to have holding locations provide strategic value. That's a big part of that component of building a giant strategy and fighting with your army.
Towers are located at chokepoints in the new borderland map, and have walls around them that guard those chokepoints, so holding a tower actually helps you control movement in the map. It helps you prevent enemy armies from making quick assaults on your keeps. There are shrines that you can take, and the more shrines you hold, the more abilities that become available to your world around your keep, so defending your home becomes easier the more shrines that you hold. It becomes more important to hold each of those strategic locations. We're going to take the philosophy that we've built into this map, and we're actually going to apply it broadly to World vs. World as well, to make holding and defending key locations a bigger part of World vs. World. We think some of the most fun experiences in World vs. World are when you have these battles that happen at these towers and keeps—these epic siege moments—and we really want to get more of that experience and make that more of an important part of winning in World vs. World.
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#56
Posted 28 January 2015 - 11:49 AM
Tatiena, on 28 January 2015 - 10:57 AM, said:
Take note, people who think no white swords and uncontested flipping of objectives is a good thing!
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#57
Posted 29 January 2015 - 12:49 AM
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#58
Posted 29 January 2015 - 04:35 AM
Slein Jinn, on 26 January 2015 - 08:17 AM, said:
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So it will be exactly as bad as I expected.
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#59
Posted 29 January 2015 - 06:42 PM
UltraEM, on 29 January 2015 - 12:49 AM, said:
Just as long as the chokepoints aren't just a Necro funhouse of EotM-style fatal drops everywhere.
As for the class specialisations, I'm still hoping they're not a permanent switch if you choose to use them. I don't think it would be so bad if say, you could switch from druid back to regular ranger.
#60
Posted 29 January 2015 - 06:46 PM
Hatfox, on 29 January 2015 - 06:42 PM, said:
Just as long as the chokepoints aren't just a Necro funhouse of EotM-style fatal drops everywhere.
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