Why do so many ppl play Mesmer? I dont have any experience with Guild Wars games and i would like to know more about other classes![]()
cause mesmer has always been op as shit
One of the reasons could be that it was the last class to be revealed and we didn't have a lot of information on it. I'm sure a lot of people were curious about how the class played.
It was a good idea. The issue with PQs was that later on, after everybody already leveled to max and started warring for the world, nobody went back and did those PQs again. Which meant nobody that was currently leveling up could complete them unless you brought guild members... Which kind of defeated the purpose of them.
I've always liked the concept of PQs, but there are definitely problems with them once the game has been around for a while... Maybe somehow code them to scale the difficulty of the mobs based on how many people are doing the PQ.
Well, the problem being that you were always higher level than them. That's not going to happen. Not saying it won't get boring, but at least people won't be steamrolling lower content as level 80's.
I personally like the fact that i can go back and help people do them and i get bumped down. This'll be great for helping new friends getting into the game.
Guild system info
http://www.guildwars2guru.com/forum/...-2-t27966.html
I was under the assumption that the first few HoM rewards were "armor" or is it actually "town gear"?
Thats the kicker here. With them "scaling down" players to participate in the events, people have more of an incentive to hang out in lower areas. Also note, that Arena.Net is probably relying on less people completing events over the course of the game. Making the "negative" events more common as time goes by, fundamentally changing the experience for your alts, as different amounts of players participate in events over the life of the game. The question is, will we see new event chains being added to olderzones as the game gets older. Or will we at some point in time, "have seen it all".
You hit it on the head what they are doing as well. They have it coded where events scale from a "minimum" number of players on up. I will say, that some of the events just seemed to scale maximum HP instead of actual difficulty. I hope they iterate more on that. We won't truly see any real changes until they get some real players in there and not just "press". Sure we saw a number of people who will be members of their playerbase, but lets be honest. Most media members are not the best of players in any game, nor do they see every aspect of the game they are playing.
I think it's great that I can start an Alt and my wife can side kick down to me to help out with questing and/or personal story.
There's still going to be high level dungeons right Taki? You said end-game started at 1 because there isn't any, I assume you just mean world events? I had thought they said some of the harder dungeons would be recommended lvl x or above.
Yup of course there will be higher level events and dungeons, but its not like all of a sudden at level cap the entire game just drastically changes. Stuff you do at level 1 you will be doing at level 80, of course that stuff will be much more challenging and varied. With the trait system, support skills, gear, elites, A level 80 character would be amazingly versatile. Also to note that specific armor skins unique to the dungeon they are found in, so going back to a lower dungeon would happen alot, just cus you want that "look" since you can skin your max stat level 80 gear with it.
I think starting from 30 there is a new dungeon every 10 levels, with each having the basic story mode and a hard explorer mode, that also has multiple paths, to mix things up, and 3 for level 80 characters.
The whole idea of racing to level cap to start actually playing the game, is no longer valid.
also a level 30 dungeon will still be a challenge to a level 80 player.
will GW2 have subclasses like GW1? like being thief/ranger for example
Scaling your level to the rest of the group is great, but a true balance that make thing feel epic is still incredibly hard to pull, especially when you're looking at a wide range of contents and fight.
Reward, size and composition of the group, how satisfying it is to repeat the encounter, how harsh is the penalty for losing, the skills level of the average person you're playing with..these things are always difficult to tune perfectly. It doesnt take much to make the encounter too difficult or trivial.
Yup there are many things involved. Note you do not scale to the group, the zone is capped, you scale to the zone, so every high level in that zone will be scaled down to a suitable level in a level 3 zone. So every encounter in a specific zone is balanced around a level range, that has a max cap for that zone. Makes balancing a bit easier, as its not just the group that is taken into considerations but everyone.
Taken from official wiki
look at this screen, note the effective level in green and the stats in greenAny high level character in a low level zone or dungeon will automatically have their power reduced to match the area they are in.[4] Scaling works in the scaled character's favor to ensure they're still more powerful than an unscaled character. For example, a high level character doing level five content might be scaled to level eight.
The scaling down will affect attributes and weapon strength.
http://www.arena.net/blog/wp-content...nt-600x465.jpg
better be good.Originally Posted by GuildWars2
beaten.