(edited by Rymer.4017)
How close is GW1 professions to GW2?
Well, The GW2 elementalist makes a whole lot more sense than the GW1 version. The GW1 elementalist sounded very versatile on paper, but in practice, it was very limited. Back then, you would specialize in one, maybe two elements or focus on one element entirely.
Because of the limit of eight skills, you basically had to bring some form of energy management in the form of enchantments (auras), or glyphs. That would leave room for around five to six skills which made things really tough when you wanted to use more than one element.
With GW2, you can switch between four elements which each have their own set of skills ready to use. That alone is 20 skills at five skills per element compared to GW1’s possible two skills per element due to the eight skill limit.
You also need to keep in mind that two skills per element would be incredibly ineffective since you would have no energy management and attributes would basically be spread out. Spell effectiveness was governed by attribute level and spreading out points in four attributes was just really bad build planning. The only way to get more than 12 levels in four attributes without losing too much health from major/superior runes would have been master of magic but that was an enchant and took up a skill slot.
Therefore, the elementalist transferred very well into GW2 and (arguably) benefited the most with the new combat system and the attunement switching mechanic.
(edited by DanteZero.9736)
Chalk and cheese in my opinion. GW1 trait system with the secondary class, opened up a huge area of skill options, some great, some useless, but they were there, and it was up to you how you set it up, for better or worse, and a fantastic game for its age.
GW2 more spoon feeds its players, terrified if it makes a mistake they will run for the hills, at least, that what it feels like sometimes, still fun though, in its own way.
Essentially what happened was the core functions of each class were redistributed into the 8 classes, making them all Hybrids (or dual professions) by nature. Other the Guardian, which is a Monk, Dervish, Paragon hybrid, most of the reassignments happened on the “Attribute” archtypes of GW1.
But the one class that saw massive changes was the Mesmer. Since layered conditional Hexes were not feasible, they instead converted the very abstract mesmer concept of “mind control” into tangible Illusions. So rather then manipulating the target’s “perception”, they now manipulate the environment the same way other classes do.
However, I will argue that one of their more unsuccessful changes was emphasis on raw stat points as damage/defense base rather then the Scaled Coefficient style of GW1. The implementation bites them in the kitten more then any other mechanic in the game.
Essentially what happened was the core functions of each class were redistributed into the 8 classes, making them all Hybrids (or dual professions) by nature. Other the Guardian, which is a Monk, Dervish, Paragon hybrid, most of the reassignments happened on the “Attribute” archtypes of GW1.
But the one class that saw massive changes was the Mesmer. Since layered conditional Hexes were not feasible, they instead converted the very abstract mesmer concept of “mind control” into tangible Illusions. So rather then manipulating the target’s “perception”, they now manipulate the environment the same way other classes do.
However, I will argue that one of their more unsuccessful changes was emphasis on raw stat points as damage/defense base rather then the Scaled Coefficient style of GW1. The implementation bites them in the kitten more then any other mechanic in the game.
Yes you are correct in what you posted and it did mes with the mechanics by adding the stats to the gear it would of made more sense to stick with just letting us add to an attribute like GW1 not as much is needed with balancing as we have now because of the stats on gear.
GW2 is the opposite of GW1, to explain:
GW1 necro’s – one of the most powerful forces on the battlefield
GW2 necro’s – not welcome anywhere and underpowered in every way
GW1 warriors – pretty much useless
GW2 warriors – one of the most powerful forces on the battlefield
it’s as if Anet wanted to flip all of the professions to make the less popular ones more useful but at the same time make all the good one useless.
Well, The GW2 elementalist makes a whole lot more sense than the GW1 version. The GW1 elementalist sounded very versatile on paper, but in practice, it was very limited. Back then, you would specialize in one, maybe two elements or focus on one element entirely.
Because of the limit of eight skills, you basically had to bring some form of energy management in the form of enchantments (auras), or glyphs. That would leave room for around five to six skills which made things really tough when you wanted to use more than one element.
With GW2, you can switch between four elements which each have their own set of skills ready to use. That alone is 20 skills at five skills per element compared to GW1’s possible two skills per element due to the eight skill limit.
You also need to keep in mind that two skills per element would be incredibly ineffective since you would have no energy management and attributes would basically be spread out. Spell effectiveness was governed by attribute level and spreading out points in four attributes was just really bad build planning. The only way to get more than 12 levels in four attributes without losing too much health from major/superior runes would have been master of magic but that was an enchant and took up a skill slot.
Therefore, the elementalist transferred very well into GW2 and (arguably) benefited the most with the new combat system and the attunement switching mechanic.
Elementalist worked just fine in GW1 but it was a different concept than the GW2 elementalist.
You didn’t have to only have one element on your bar. People in PvE generally just had fire skills but that’s because they were only interested in damage.
In PvP most ele builds had one or two skills from another element for utility purposes.
Considering that every other profession worked basically the same way that wasn’t a problem. It was by design. You had one main attribute and your build focused on skills from that attribute.
GW2 is the opposite of GW1, to explain:
GW1 necro’s – one of the most powerful forces on the battlefield
GW2 necro’s – not welcome anywhere and underpowered in every wayGW1 warriors – pretty much useless
GW2 warriors – one of the most powerful forces on the battlefieldit’s as if Anet wanted to flip all of the professions to make the less popular ones more useful but at the same time make all the good one useless.
warriors werent that bad, they could solo fow, and few bosses, also very used in (true)gvg’s hammer KD builds, or shock axe.
(edited by Aeolus.3615)
I consider GW2 having closer to a class structure than GW1 ever did.
GW2 is the opposite of GW1, to explain:
GW1 necro’s – one of the most powerful forces on the battlefield
GW2 necro’s – not welcome anywhere and underpowered in every wayGW1 warriors – pretty much useless
GW2 warriors – one of the most powerful forces on the battlefieldit’s as if Anet wanted to flip all of the professions to make the less popular ones more useful but at the same time make all the good one useless.
I wouldn’t say that – I saw plenty of useful warriors – not only that, they were amazing at soloing.
Plus they were used a lot in GvG