How close is GW1 professions to GW2?

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Rymer.4017

Rymer.4017

So I have been playing a little GW1 and of course GW2 but during GW1 play I noticed that GW1 and GW2 are alot more alike in professions then many seem to think and here is what I found.

So in GW you had attributes that made up what are traits here in fact many share the same name as they do here cause there you put points into your attributes to increase a skills effectiveness and here trait lines do the same thing. Also you would most of the time would only put into 3 of them for a more optimal build. Now In GW1 you would also put inscriptions and runes into your armor to improve the skills more much like we do here just here we use a stat value to make up that increase unlike in GW1 where we could put in a attribute into it instead giving us a more direct increase to skills here its a overall increase to our stats.

So the only thing else is they took skills like attack skills from GW1 and added them to weapons instead of allowing us to use a limited amount this opens up more ways to use them here by adding them to weapons.

Second I know we do not have as many utility skills here but what they did is take out the good combo ones and added them to trait lines so as to add the effect of 2 skills in GW1 and then took the none essential ones that where there and just removed them.

Dodge was added as a new mechanic as well as swimming and jumping sense the dev’s stated they want that in GW1 but did not see it as needed when they started working on GW2 these where added Mechanics.

The games have a alot of similarities that is why they did it is to give us a feel of GW1 but with a different flavor. I think its cool and adds alot more depth to builds that people have not tried.

This games has a ton of build options and soon its going to have more with Specialization’s Sense they in essence are a cross profession system just more like we would do in GW1 where you would take say assassin/ ranger combo and take 3 traits from sin and 1 from ranger and kind of mix the skills but here its giving it more flavor by mixing in the effects of both professions even more to give a cooler effect. Like Rox training Majory to use greatsword would be building a necro into a certain skill set from ranger along with taking there attribute for it and mixing it with our own skills because the way skills work here to GW1 they just combine some elements from each to give the skills a different effect but working pretty much the same as GW1 skill combo and naming it after a build instead of giving us extra trait line from the other profession. So in all its a modified version of the cross profession system we used before or it could be I am seeing it wrong. But we will see also included a video showing it in GW2 with comparing the 2 games.

https://youtu.be/Kp5WS5vBvg8

(edited by Rymer.4017)

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: DanteZero.9736

DanteZero.9736

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)

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Shadey Dancer.2907

Shadey Dancer.2907

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.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: starlinvf.1358

starlinvf.1358

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.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Rymer.4017

Rymer.4017

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.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: sorudo.9054

sorudo.9054

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.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Khristophoros.7194

Khristophoros.7194

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.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Aeolus.3615

Aeolus.3615

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.

warriors werent that bad, they could solo fow, and few bosses, also very used in (true)gvg’s hammer KD builds, or shock axe.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: Ayrilana.1396

Ayrilana.1396

I consider GW2 having closer to a class structure than GW1 ever did.

How close is GW1 professions to GW2?

in Guild Wars 2 Discussion

Posted by: ZoiN.4280

ZoiN.4280

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.

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