I think it works. It's large enough that you can set up decent builds and synergies together, but it's small enough that it's easy to keep a handle on the skills you use in an instance and to allow for customisation.
Frankly, the ability to experiment is one of the things I really enjoy about Guild Wars - while I pay attention to what the flavours are, I tend to prefer to make my own builds and sometimes to go outside the flavour to give something a go - which has allowed my to pre-empt some of them, but is, on the whole, fun. In a conventional MMO, what you've got is what you've got, but the limited but easily changed skillbar is tight enough to feel like you're almost playing a different character with a sufficiently rejigged bar. Since my practise in previous games like Diablo 2 has been to only get up to the point at which the build has all its tools before growing bored and looking for a different build, this ability to rebuild a character to feel completely different is one of the pluses of the game.
Regarding persistence - I expect there will still be safe zones equivalent to outposts, where builds can be changed regardless (although you may find that what you face isn't what you prepared for). I expect there will be some zones that remain instanced as well.
Quote:
Originally Posted by aapo
- I wish RPGs would develop to direction of FPS's. One click to prime the grenade or meteor, choose location with mouse, hold button down for power and launch by releasing. Judgment is required on every step and the game can develop coordination. Instead we have one skill for flare, one for meteor, one for bit bigger flare, but everything is mutually exclusive and works by clicking that 1 button on your keyboard... and it always hits. Yawn.
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I have a suspicion this is pretty much exactly the sort of thing they're looking into - having fewer skills in total, but making those skills that are available more customisable on the fly. Maybe not to the point of being as 'twitchy' as you're typical FPS, but with the same skill having different effects depending on how its used.
(Although, to nitpick, it doesn't always hit - in fact, I get regularly frustrated when some projectile spell goes wide due to the prediction algorithm going horribly wrong...)