I'm really missing energy mechanics from GW1
wouldnt work with our auto attack being an actual skill.
wouldnt work with our auto attack being an actual skill.
I have written that auto attack would be free skill (no energy cost, no CD).
Not me. I’m not a fan of the energy based system of GW1 (or most mmo’s that use it tbh). It certainly wouldn’t work here as it was trialled (iirc) and scrapped for slowing the combat down too much, something I could see would be the case.
Some things I’m glad stayed in GW1 and for me personally, this is one of them
Thieves still use this mechanic… more or less.
I only played a Thief for a while in one of the Beta Weekends, but isn’t the Initiative mechanic similar to GW1’s energy mechanic?
Personally, I prefer the new system. I was never crazy about GW1’s energy system, which was okay, but nothing I got excited about. It probably didn’t help that I was a Ranger/Ele, which meant I was using a lot of energy-sucking fire skills with subpar energy regeneration, without access to Energy Storage. The GW2 system encourages me to use my other skills a lot more.
(In related news, just because GW1 had a ton of options didn’t mean they were all equally viable.)
Thieves still use this mechanic… more or less.
I know. I just like to play magic classes. ;/
The GW2 system encourages me to use my other skills a lot more.
Except that most of utility skills have some ridiculus cooldowns like over 30s to even 90s.
I honestly would rather see those cooldowns cut to 5-15s but limited by fast rengerating energy (along with skills that manage energy).
The same with weapon. The cooldowns are just to long, and for me it just no longer feel action, and more like wait an 30s to have action ;/
(edited by iniside.4736)
Maybe it’s just because I’m an elementalist, but I’m constantly flipping through attunements and letting rip with all, or most, of my skills. It’s a ton of fun, and what I was thinking of more so than utility skills, which generally have a longer cooldown than weapon skills. Even if I just stick to one or two attunements, or my two weapons on another class, I find myself using my other skills more freely than I ever did in GW1. If they feel too long to you, have you considered taking traits that reduce weapon skill cooldowns?
Well. Yes. The problem is I’m playing necromancer ;p.
The problem with having no resource system as GW2 does is that makes the game tactically shallower as it reduces the number of things that attacks can affect (the attack surface), effectively turning every skill into just another damage skill. It also promotes a spammy style of gameplay.
Energy would not necessarily have slowed the game down – just look at how thieves play – but it would have made it so that there were pauses in the combat and/or effort put into managing energy through skills/traits.
Personally I much prefer having a resource system as it makes for richer & more interesting combat, eg: denying energy to mitigate damage.
Elemental Attunement→ Fire Attunement→ Aura of Restoration→ Glyph of elemental power→ Intensity→Rodgort’s Incovation→Immolate→Rodgort’s Incovation.
I loved rodgort’s incovation so much I needed half my skill bar to support the energy spam. I would rather run around and dodge attacks than focus my whole build on energy management.
50/50 GWAMM x3
I quit how I want
It’s funny. I had my character set up to rarely have to worry about energy management in GW1. Ele/xxx. Very high energy pool – low energy-cost skills. So, GW2’s skill-management seems familiar to me.
Another case of some people want one of the ‘everything you loved from GW1’, and some people don’t. Lol.
The removal of energy is an additional layer of depth that was stripped away leaving behind a more simplistic combat system that requires less attention from the player. Another “nail in the coffin” is the allowance of cast-and-move, which removes an element of bad-decision punishment.
These and other game design decisions create a game that is easy to get into, but restricts the skill ceiling. This is less of an issue in pve, but more important in pvp. If you are the type of person that wants to pass a few hours farming mobs, you will welcome these changes. If you were looking for challenging gameplay, you may feel restless and unsatisfied.
Managing resource like energy wouldn’t be casual enough in GW2.
It’s funny. I had my character set up to rarely have to worry about energy management in GW1. Ele/xxx. Very high energy pool – low energy-cost skills. So, GW2’s skill-management seems familiar to me.
Another case of some people want one of the ‘everything you loved from GW1’, and some people don’t. Lol.
K, mr. pve hero, would love to see your management in a GvG especially on monk.
Managing resource like energy wouldn’t be casual enough in GW2.
It’s funny. I had my character set up to rarely have to worry about energy management in GW1. Ele/xxx. Very high energy pool – low energy-cost skills. So, GW2’s skill-management seems familiar to me.
Another case of some people want one of the ‘everything you loved from GW1’, and some people don’t. Lol.
K, mr. pve hero, would love to see your management in a GvG especially on monk.
I’m sure his Flare ele with Superior Energy Storage made the game quite exciting and challenging for him.
I’ve yet to see a game that offered an energy mechanic that didn’t also offer a way to build around it. That should tell you something.
I’ve yet to see a game that offered an energy mechanic that didn’t also offer a way to build around it. That should tell you something.
It doesn’t.
wouldnt work with our auto attack being an actual skill.
An autoattack by any other name is still an autoattack.
What I don’t understand is why skill cooldowns don’t automatically reset as soon as you leave combat.
It’s beyond ridiculous for skill cooldowns to only be useable once every 2 minutes or once every other set of mobs when the entire point of skill cooldowns is to reduce the number of times you can use them only on the same enemy/set of enemies.
I mean if the game is drawing to draw such a huge distinction between being in and out of combat that is seriously detrimental to the player when they are in combat (no hp regen, slower runspeed) then the game should realize this means that once the player has left combat then the next time they reenter it is a new encouner so they should have access to all their skills again.
I would like it just so it’s not possible to be 90% effective doing nothing but running in circles with #1 on auto.
I would also like it just because it could let us have short cooldowns (same reason Thieves have no cooldowns), and because we could have higher risk/reward attacks like Kill Shot.
I miss any form of meaningful energy management. Lots of depth and balancing tools were lost in ditching them.
Probably 80%+ of MMOs have resource management as a core gameplay element. If you dislike it, you can switch to practically any other MMO for the regular MMO experience.
Lol. First of all, you should change your mindset. Gaming isn’t just for ‘guys’. And second of all, I didn’t use any Elementalist skills on my character. I thought I made that clear. Thirdly, I’ve never claimed to be ‘good’, ‘elite’, or anything else. Merely remarking, that the way I, personally, played in GW1 was much the same as it is set up here. Why all the hate? Geez.
It’s interesting..because my understanding of energy management when it was first introduced in MMOs was for developers to slow down the game, so their servers could keep up with all the calculations. It DID add more depth to the game as an affect effect, but the main reason it was used was to slow down skill usage, so that there would be less lag.
Today servers can handle more, so it’s not as necessary.
Personally, I prefer the new system. I was never crazy about GW1’s energy system, which was okay, but nothing I got excited about. It probably didn’t help that I was a Ranger/Ele, which meant I was using a lot of energy-sucking fire skills with subpar energy regeneration, without access to Energy Storage.
So you didn’t like energy because you didn’t know how to play efficiently?
Gotcha.
Knowing the mentalities of the majority in this game (using your brain is an exploit), I can already imagine if it WAS implented; I can practically see the BHB threads now:
>_high sets are exploiting energy caps_
>_low sets are exploiting by hiding energy_
While high cooldowns and energy basically fulfill the same purpose (don’t waste your resource, use skills wisely) I feel like energy did it better. Energy denial was a great shutdown mechanic; their currently is no real form of shutdown involving the current interactions with players and skills (such as elongating cooldowns or disabling skills for a period; IN FACT, Guild Wars even had that. Blackout, Diversion, D.Shot). The only such thing may be Stun and Daze, which is hilariously shallow in comparison. Pop a stun break or cleanse, or wait the 2 seconds for it to expire. You know what you did when you get Diversioned? Watch your skill recharge for the next minute and spend your time reflecting on why you shouldn’t blindly cast spells like an idiot the next time.
[LOD]
It’s interesting..because my understanding of energy management when it was first introduced in MMOs was for developers to slow down the game, so their servers could keep up with all the calculations. It DID add more depth to the game as an affect effect, but the main reason it was used was to slow down skill usage, so that there would be less lag.
Today servers can handle more, so it’s not as necessary.
Ow, my brain. I need a source for this so I can properly dissect it’s contents.
What do you mean by “not as necessary”, by the way?
Also, I thought that the GCD was the major player with assisting and balancing lag.
(edited by Smith.1826)
Personally, I prefer the new system. I was never crazy about GW1’s energy system, which was okay, but nothing I got excited about. It probably didn’t help that I was a Ranger/Ele, which meant I was using a lot of energy-sucking fire skills with subpar energy regeneration, without access to Energy Storage.
So you didn’t like energy because you didn’t know how to play efficiently?
Gotcha.
I didn’t say I didn’t like it; it just wasn’t that interesting to me. There’s a difference between “I don’t like this!” and “Eh, I could take it or leave it.” I thought it was okay, regardless of my particular playstyle, which is exactly what I said. <__<
-facepalm-
Energy really added a whole extra layer of depth that the game is really lacking right now. Also removing energy basically destroyed the mesmer class. It went from a super unique technical shutdown class that fought indirectly to an idiot proof minion bomber pure dps. It’s pretty depressing. :c
Thieves still use this mechanic… more or less.
I know. I just like to play magic classes. ;/
The GW2 system encourages me to use my other skills a lot more.
Except that most of utility skills have some ridiculus cooldowns like over 30s to even 90s.
I honestly would rather see those cooldowns cut to 5-15s but limited by fast rengerating energy (along with skills that manage energy).The same with weapon. The cooldowns are just to long, and for me it just no longer feel action, and more like wait an 30s to have action ;/
No thanks! That was one thing i used to find most frustrating and annoying in gw1. You were forever running out of energy and then unable to use any of ur skills.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
City was a fantastic area. An excellent and devastating combination of energy denial mechanics and mobs.
And then you clear it in 3 minutes.
[LOD]
Thieves still use this mechanic… more or less.
I know. I just like to play magic classes. ;/
The GW2 system encourages me to use my other skills a lot more.
Except that most of utility skills have some ridiculus cooldowns like over 30s to even 90s.
I honestly would rather see those cooldowns cut to 5-15s but limited by fast rengerating energy (along with skills that manage energy).The same with weapon. The cooldowns are just to long, and for me it just no longer feel action, and more like wait an 30s to have action ;/
No thanks! That was one thing i used to find most frustrating and annoying in gw1. You were forever running out of energy and then unable to use any of ur skills.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
This is an example of someone that was overwhelmed by challenging gameplay. If you are running out of energy constantly, then examine your playstyle and your build for excessive energy usage and change it. That’s exactly what energy is supposed to do: make you think and choose your build and strategy wisely.
It’s interesting..because my understanding of energy management when it was first introduced in MMOs was for developers to slow down the game, so their servers could keep up with all the calculations. It DID add more depth to the game as an affect effect, but the main reason it was used was to slow down skill usage, so that there would be less lag.
Today servers can handle more, so it’s not as necessary.
Ow, my brain. I need a source for this so I can properly dissect it’s contents.
What do you mean by “not as necessary”, by the way?
Also, I thought that the GCD was the major player with assisting and balancing lag.
GCD also played a part of course, but the less system calls you handled the better you performed. Very often different programming problems are attacked from different angles.
The articles I read on this were written years ago, but I’m sure you can dig some of them up. Me….I’m too lazy.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
I didn’t play gw1 pve but usually people were hiding (or at least should be hiding) energy through different weapon sets in gvg/ha.
And then you clear it in 3 minutes.
Now, now that is total bull lol. There’s no way u clear City in 3 min in Hard Mode, not even by speed clear, or even in Normal Mode. What ur saying is pure exaggeration. Anyone that has done those runs would know that. You must have been listening to some bravado mate of yours lol. I’ve run full clear DoA runs 100’s of times in Hard Mode (including speed clears) and i know exactly what the place is about and how long it takes and it definitely takes longer than 3 minutes.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
I didn’t play gw1 pve but usually people were hiding (or at least should be hiding) energy through different weapon sets in gvg/ha.
I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit
GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.
Thieves still use this mechanic… more or less.
I know. I just like to play magic classes. ;/
The GW2 system encourages me to use my other skills a lot more.
Except that most of utility skills have some ridiculus cooldowns like over 30s to even 90s.
I honestly would rather see those cooldowns cut to 5-15s but limited by fast rengerating energy (along with skills that manage energy).The same with weapon. The cooldowns are just to long, and for me it just no longer feel action, and more like wait an 30s to have action ;/
No thanks! That was one thing i used to find most frustrating and annoying in gw1. You were forever running out of energy and then unable to use any of ur skills.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
This is an example of someone that was overwhelmed by challenging gameplay. If you are running out of energy constantly, then examine your playstyle and your build for excessive energy usage and change it. That’s exactly what energy is supposed to do: make you think and choose your build and strategy wisely.
I either run with my Mesmer or my Imba Paragon. It wasn’t so much me who had issues with energy denial but our monks did. if they run out of energy, which usually happened, it would result in a wipe or if we got a chance we simply ran till we lost aggro and their energy recovered.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
I didn’t play gw1 pve but usually people were hiding (or at least should be hiding) energy through different weapon sets in gvg/ha.
I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit
GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.
Leaving the blatant exaageration aside, I pretty much agree with this. Guild Wars 1 was too hard for the “masses”. That’s why Anet changed it. Too many people saw all those skills, tried to make builds, failed miserably, didn’t even know about PvX wiki, and just left the game.
One of the many differences between us is that I accept that any major MMO, due to the investment involved in producing one, is going to be rather easy from now on. To get something that really makes you think and sweat, you’ll probably need a single player niche game that needs far less money to operate.
I don’t think we’ll be seeing many MMOs that push players to think the way Guild Wars 1 did.
Am I happy about that? Not really.
But I understand why it is this way and can’t really see what can be done about it.
I accept it too Vayne, makes me sad, but nothing can be done unless some hero dev team comes out of the wood works and makes an awesome MMO knowing full well it won’t sell as good as some casual farmville remake. Let’s be real though, it’s always about the money.
I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit
GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.
Heh, I guess I expect too much from gamers.
I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit
GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.
Heh, I guess I expect too much from gamers.
It’s not just the gamers though.
When I started playing games, there are a handful of games I was interested in at any one time. There weren’t so many competing for my attention. They could be deeper games, because for a game to be successful it didn’t need millions of copies sold.
So I had six, maybe seven games all up that were worth playing at any one time. Console games back then…they were a joke. It was a computer game or nothing. I mean yah, you know, coleco vision and intellivision were fun and all, but you didn’t get the old games like Temple of Apshai on them, or the Infocom games.
Today, the competition not only for games, but entertainment generally is different. You can stream a zillion different tv series and movies. You can play a ton of free to play stuff. There’s just too much variety out there.
Gamers that play a game long enough to really get into it, to the degree I used to be able to, are few and far between, because there’s always another game to try.
If a game is to be successful today, you have to make it easy for people to come back to it. And again, what can you do about it?
I want a Battletoads MMO that is just as difficult lol it would have a population of 10.
I rather loved the energy system from guild wars 1, which is why I can’t really stand playing any class other than thief. Having no resource and just cooldowns to manage frustrates me, I’m just more of a fan of having that shared resource (initiative) and no cooldowns. I played GW1 as A/x (usually monk secondary for damage buffs) or Ra/A with 13 expertise and zealous daggers for a tankier assassin with basically free attacks. I feel like the thief now really captures that old feel, and despite having very few weapons to choose from compared to other classes, each has their place, is very viable, and the different combinations can have interesting synergies with trait choices.
When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.
I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.
I didn’t play gw1 pve but usually people were hiding (or at least should be hiding) energy through different weapon sets in gvg/ha.
I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit
GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.
Leaving the blatant exaageration aside, I pretty much agree with this. Guild Wars 1 was too hard for the “masses”. That’s why Anet changed it. Too many people saw all those skills, tried to make builds, failed miserably, didn’t even know about PvX wiki, and just left the game.
One of the many differences between us is that I accept that any major MMO, due to the investment involved in producing one, is going to be rather easy from now on. To get something that really makes you think and sweat, you’ll probably need a single player niche game that needs far less money to operate.
I don’t think we’ll be seeing many MMOs that push players to think the way Guild Wars 1 did.
Am I happy about that? Not really.
But I understand why it is this way and can’t really see what can be done about it.
Well honestly, I would pretty happy if all classes would share Thief initiative mechanic for that matter, on top of their own class mechanics.
It might not be as good as energy mechanic from GW1, but at least it would make game more action.
I loved gw1, but please for the love of god keep the stupid mana system there!! Elementalist was TOTALLY destroyed by this mechanism. 25 mana (and exhaustion!) costing skills that didn’t even have a big effect to begin with while others would spam strong no mana/only 5 mana skills and regain mana quickly. In the end, mana is also stupid cause the prof with best mana management skills wins most of time. Now at least you can keep attacking no matter what (and gw1 auto attack doesnt compare). The only place it might be good is pvp, but some profession were also not good there cause of the mana system.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
It’s interesting..because my understanding of energy management when it was first introduced in MMOs was for developers to slow down the game, so their servers could keep up with all the calculations. It DID add more depth to the game as an affect effect, but the main reason it was used was to slow down skill usage, so that there would be less lag.
Today servers can handle more, so it’s not as necessary.
Have you even stepped foot in W3?
I troll because I care
I loved gw1, but please for the love of god keep the stupid mana system there!! Elementalist was TOTALLY destroyed by this mechanism. 25 mana (and exhaustion!) costing skills that didn’t even have a big effect to begin with while others would spam strong no mana/only 5 mana skills and regain mana quickly. In the end, mana is also stupid cause the prof with best mana management skills wins most of time. Now at least you can keep attacking no matter what (and gw1 auto attack doesnt compare). The only place it might be good is pvp, but some profession were also not good there cause of the mana system.
I’m sorry about your poor memory, but, those 25 energy and exhaustion ele abilities hit like trucks and amazing effects to go with them. Elementalists also got up to 60+ energy without even trying. Each class had energy management mechanics to go with it, and instead of spamming exhaustion skills, they should be treated as though exhaustion is their cooldown. GW1 wasn’t just about choosing all the big skills you want and putting them on your bars and going spam happy, you had hundreds of choices and had to decide on just 8 skills that all worked together. For me, this usually ended up being 2-3 fairly spammable damage skills, 2-3 healing/buffing skills, 1-2 energy management skills, and 1-2 big cost skills. GW1 end game progression wasn’t designed around earning the highest stat armors or weapons, but about mastering your skills as a player, learning what your character can and can’t do, and customizing and playing around with all sorts of different build options.
The only place energy should have been a limiting factor was in pvp, where there was an abundance of energy denial builds, and controlling your opponents resource was one way to win a fight.
I can’t really say that I miss it all that much, and they could mimic some of it in GW2 without implementing a mana pool. For example, they could give an ele’s meteor shower more damage, and re-add the knock down. Just reduce its duration slightly and up the cool down timer.
Energy management wasn’t hard (at least to me) in GW1, whether I was SF eleing in pve, or Control Mes in pvp, or monking in either. Plenty of available options for recouping spent, reducing cost, hiding to coutner e-denial, etc.
Personally, I prefer the new system. I was never crazy about GW1’s energy system, which was okay, but nothing I got excited about. It probably didn’t help that I was a Ranger/Ele, which meant I was using a lot of energy-sucking fire skills with subpar energy regeneration, without access to Energy Storage.
So you didn’t like energy because you didn’t know how to play efficiently?
Gotcha.
Knowing the mentalities of the majority in this game (using your brain is an exploit), I can already imagine if it WAS implented; I can practically see the BHB threads now:
>high sets are exploiting energy caps
>low sets are exploiting by hiding energyWhile high cooldowns and energy basically fulfill the same purpose (don’t waste your resource, use skills wisely) I feel like energy did it better.
So basically for you efficiently means having to constantly spam autoattack instead of using the skills that the player wants to use.
To me, any game that requires the player to spend most of their time using a low damage autoattack is a failure. MP which generally forces the player to spend all or most of their time spamming an autoattack results in games whose combat mechanic will always be a failure (generally this applies more to mages and healers than fighters whose autoattacks might be doing nearly as much damage as their skill attacks).
Getting rid of mp which never really made any sense (mp makes sense as a mechanic when it relates to character fatigue because you’ve just used a hugely powerful spell that was at the height of your ability which caused you to become physically exhausted/injured but shooting off 3 fireballs that only do 0.1% hp damage to a boss hardly qualifies as hugely powerful spells), was a good idea but attaching ridiculously long cooldowns to abilities was a terrible idea as this results in players having to spend the majority of their time spamming their autoattack skill, which if you are a staff using necro for instance is an incredibly low damaging attack.
I especially hate autoattacks as they don’t make sense within the context of a game where any other attack causes you to be come exhausted but for some reason this one attack has no affect on you at all. So swinging your sword a little harder than normal, that kitten tires you out immediately. Swinging your sword normally, you can do that all day. The same with wand mechanics, not only does it look stupid but you’d still be using your magic to make the little magic orb that goes flying at the enemy so you should still be consuming mp, and because the attack is so weak it should actually be more mp inefficient especially if it is being used against a heavily armed opponent where that little attack will have no effect at all but a big fireball would not only scorch any exposed skin but also heat up and possibly melt the armor.
Also problematic is that MMOs forget the premise behind mp. The concept of player fatigue makes sense in an environment where the player engages in only a few encounters per day, so not being able to use all their abilities to their fullest extend only makes sense as the game is supposed to feel more realistic and having the players become exhausted if they overuse their abilities makes sense. You can only run so many marathons in a day. However in a game where you are spending hours wading through tons of mobs nonstop throughout the entire play session then mp doesn’t make sense. Because in that situation the game is not realistic and instead is focused on letting the player have fun by killing mobs to their hearts content and is completely divorced from any idea of realism (hp is to my mind one of the most unrealistic concepts). Once your game boils down fighting tons of mobs for hours on end there really is no reason to prevent the players from being able to use all their abilities at least once every encounter, and when the large majority of encounters take less time to finish than the large majority of skill cooldowns, those cooldowns need to be reduced accordingly. There is no reason why a player should be able to use their big fireball spell on encounter 1 but have to use nothing but autoattacks on encounter 2 simply because they don’t have enough mp or the skill is now on cooldown when they will be using their fireball on encounters 3, 5, 7, 9, 11 … 10,111, 10,113, etc. THe cooldowns in that instance are entirely arbitrary where the spell for some reason is available only once every other encounter. What reasoning is there for having it available every encounter?
I’m playing a game as a make things go boom, not spam a wand autoattack. So when I kill off a group of mobs in 15 seconds, leave combat and engage another group of mobs, there is no reason why my combat skills should not immediately reset along with my hp and faster runspeed.
Here is the thing about energy in gw1 vs long cool downs in gw2, gw2 takes energy out because some people have trouble understanding how to pace themselves, and now we have training wheels cooldowns to keep people at the lowest common denominator. Energy system said “hey, you might not want to use that expensive skill over and over, but it’s your choice and you deal with the consequences.” now anet just made decisions for us how often each skill can be used. among other things that were dumbed down, let’s not forget.
BIG GW1 fan… been here since 3 months after Prophecies and I sure do not misd the Energy mechanic
Even though it allowed Mesmers to have more punishment (and I miss punishing Mesmers), it’s unnecessary here
I’m usually typing on my phone
I loved gw1, but please for the love of god keep the stupid mana system there!! Elementalist was TOTALLY destroyed by this mechanism. 25 mana (and exhaustion!) costing skills that didn’t even have a big effect to begin with while others would spam strong no mana/only 5 mana skills and regain mana quickly. In the end, mana is also stupid cause the prof with best mana management skills wins most of time. Now at least you can keep attacking no matter what (and gw1 auto attack doesnt compare). The only place it might be good is pvp, but some profession were also not good there cause of the mana system.
I’m sorry about your poor memory, but, those 25 energy and exhaustion ele abilities hit like trucks and amazing effects to go with them. Elementalists also got up to 60+ energy without even trying. Each class had energy management mechanics to go with it, and instead of spamming exhaustion skills, they should be treated as though exhaustion is their cooldown. GW1 wasn’t just about choosing all the big skills you want and putting them on your bars and going spam happy, you had hundreds of choices and had to decide on just 8 skills that all worked together. For me, this usually ended up being 2-3 fairly spammable damage skills, 2-3 healing/buffing skills, 1-2 energy management skills, and 1-2 big cost skills. GW1 end game progression wasn’t designed around earning the highest stat armors or weapons, but about mastering your skills as a player, learning what your character can and can’t do, and customizing and playing around with all sorts of different build options.
The only place energy should have been a limiting factor was in pvp, where there was an abundance of energy denial builds, and controlling your opponents resource was one way to win a fight.
You really know nothing about it do you? Maelstrom etc while a 10 sec lasting skill where weak overall spamming a 5 mana skill (a good one) 5x (like discord) could do the same if not better. Secondly having base mana of 60-100 doesn’t mean a thing. You can burst a few more spells but that’s it, the MANA REGENERATION RATE was the same. And that hurted ele’s badly needing to cast 10-25 mana skills while professions like necro could get away with 5 mana skills.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.