So … while I salute Chris ultra dedication for this AMA (9 hours straight, wow) …
He didn’t give answers on the most important topic about current boredom :“PD1: GW1 had hundreds of skills for each of it’s classes. Can we expect skill additions for GW2 as well? If so, will they only be added in expansions? Are there plans to add them with major non-expansion content updates?”
(and moreover, PD1 to PD4)
I was waiting for this precise answer to know if I’d log on again …
People were so maniac with the gear questions that he duplicated the same answer about it around 10 times. I don’t play for gear, I play for playing the game. It’s crazy how majority of players are still obsessive with the shiny armor syndrome.
What you’re asking for may not be feasible in a dynamic world where balance is key. You simply cannot balance hundreds of skills and please everyone. Honestly, Gw1 and Gw2 are such different games, many of the mechanics are simply not translatable.
You won’t be seeing hundreds of skills like before, atleast not profession based skills. New skills will likely be tied to new weapon types. Simplicity in this case works, especially if this game is intended for casuals. Increasing the skill count makes it that much harder for people to learn the game and get into it.
Balancing skills is actually a job, where people are paid to work on it
It would be like saying “expecting a mmo world to be visually gorgeous is irrealistic, as it would require too much occlusion culling”.
(= intelligently using player’s available point of views to reduce the amount of distant visible objects)I understand it’s a job, but so many games already get it wrong. Hundreds of skills doesn’t make the game fun all of a sudden. To some people it just simply complicates things.
However, I too would like some new skills, but I don’t want this to be a game where there are too many to choose from. There are already balance issues, let them fix those first, and then let them worry about skills.
Actually we wouldn’t need “hundreds of new skills on our bar” to spice up the fights.
There are already tools in place in the game’s core design to allow some pretty amazing evolutions. For example, what if all skills were working like some classes’ first autoattack ? aka : press skill#1 -> effect 1, becomes skill#1b -> effect 2, becomes skill#1c, etc, and if you don’t press in time, it resets to skill#1a
This mechanic alone, which is already coded, could clearly add tons of depth into current system if it was applied to every skills (normals, utility, environmental, etc)
Want another layer of depth on top of that ? Make, for example, a trait that would give skill#2c the ability to turn skill#1 into skill#1c directly.
Another one ? Make a trait that would reset skill#3’s longer CD anytime you do a critical damage with skill#1b.
There, it’s just a rough idea, but you get it.
And for people who wouldn’t want that level of complexity, well they would just not take those traits, but simpler ones, like currently implemented.
For people who wouldn’t want their skills to change so dynamically on button press like skill#1, there could also just be some sort of “lock skill” option for each one. Balance the locking by making it slightly more powerful.
Anyway, just ideas on a forum during work pause time, but you get the idea.