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GW Skillbar: How well did it work
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I see some very compelling arguments for 8 skills. Although I remember the time when you didn't know what was out there, what you were up against. There were no Wikis, no TS/Vent, nothing to really inform you of how best to prepare, except the experience of failure.
I always wanted just one more slot for that extra skill. I thought that either having the ability to load backup skills on the fly, or at least 10 skill slots would have been better. I do agree that having a finite amount and having to do some build planning is what makes GW stand out for me.
If I could just have that one more slot! (oh, and unlimited free storage and an ingame auction house, and a magic pony, and ...)
I always wanted just one more slot for that extra skill. I thought that either having the ability to load backup skills on the fly, or at least 10 skill slots would have been better. I do agree that having a finite amount and having to do some build planning is what makes GW stand out for me.
If I could just have that one more slot! (oh, and unlimited free storage and an ingame auction house, and a magic pony, and ...)
I like the 8-skill setup. 9-10 might have been my preference, but it's a good system overall. What I am looking forwards to in GW2 is the more limited selection of skills. Notably, I recall hearing that the skills themselves vary in functionality depending on the situation. I don't know how they're going to implement that, but tweaking skill functionality on the fly sounds exciting. It'll also help reduce the extreme redundancy in certain skill fields... i.e. healing prayers.
This one heals an ally!
This one heals an ally for more, but for more energy!
This one heals an ally for more, but with reduced range!
This one heals an ally for more, but gets interrupted easily!
And so forth. It gets silly. Those could all be put into one skill with modifiable stats.
I also hope GW2 does away with some of these ridiculous farming builds. Things like Shadow Form essentially put the player in a bubble. They're playing with themselves, not against the game anymore. Soloing should be possible, but in a way that rewards a player's skill, not their ability to remember when to hit 1, 2, and 3.
This one heals an ally!
This one heals an ally for more, but for more energy!
This one heals an ally for more, but with reduced range!
This one heals an ally for more, but gets interrupted easily!
And so forth. It gets silly. Those could all be put into one skill with modifiable stats.
I also hope GW2 does away with some of these ridiculous farming builds. Things like Shadow Form essentially put the player in a bubble. They're playing with themselves, not against the game anymore. Soloing should be possible, but in a way that rewards a player's skill, not their ability to remember when to hit 1, 2, and 3.
There still will be towns and such in GW2. Just because the areas are now persistent doesn't mean that Anet is abandoning the 8-skill system.
They can easily create some sort of feature that will differentiate between combat zones, and towns.
And the 8-skill system made you plan things out. Instead of just taking people, you had to think about what you were bringing and how they were setup. Especially for elite areas.
They can easily create some sort of feature that will differentiate between combat zones, and towns.
And the 8-skill system made you plan things out. Instead of just taking people, you had to think about what you were bringing and how they were setup. Especially for elite areas.
Do you know what is nice about this thread? For once we all pretty much agree that something did work right. It's nice to see we can from time to time that can happen.
EDIT: It's kind of funny that the thread stopped here. It's like people are saying OMG, WTF we agree on something , what I am I going to do?
EDIT: It's kind of funny that the thread stopped here. It's like people are saying OMG, WTF we agree on something , what I am I going to do?
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Most people that play the game now probably don't even remember why the reason is that you only have 8 skill slots on your bar.
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Probably says that on wiki somewhere.
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Limited skill use in a team setup encourages players to pick skills and make builds that will work together with the whole team. It is a core element of the game and I believe that it works very well.
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Wonder why the most popular team builds are those where every character has nearly identical skillbar (Ursan, Shadow Form, spikers...)
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Having an 8 skill bar goes both ways. With only 8 skills to bring, you need to plan your build carefully, but when you do finally have it ready, you're left with a very simple combat situation. You only have 8 skills to pick from, and it's not hard to know when to use which one.
Having all your skills available at all times requires no planning at all, but the "skill" part comes in knowing when to use which skills.
Each format has its own cons and pros, and neither is really superior to the other in terms of rewarding player skill.
Having all your skills available at all times requires no planning at all, but the "skill" part comes in knowing when to use which skills.
Each format has its own cons and pros, and neither is really superior to the other in terms of rewarding player skill.
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This is one of the reasons GW is superior to other activated-skill games (such as MMOs). Loads of options for a given effect.
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- 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.

