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Guild Wars 2: Colin Johansons zum Kampfsystem

Im vergangenen Points of Interest Livestream gab es mit Colin Johansons eine kleine Diskussion zum aktuellen Kampfsystem.

Colin Johansons zum Kampfsystem

Momentan ist man bei ArenaNET damit sehr zufrieden, das System funktioniert wie es soll. Kein Spieler soll in eine bestimmte Rolle gedrängt werden.

GW2 MitarbeiterArenaNET zu Colin Johansons zum Kampfsystem (Quelle)

I think some of my point was either misunderstood or lost here, in particular reading Nikes comments on the youtube section so I’ll try and clarify more simply:

We like the way combat works right now, we really don’t plan to change it much other than add more options with elite specs. It works the way we intended: you can play control, support, and DPS actively. To folks who prefer to define by the holy trinity, Gw2 doesn’t force you to pick one of the three from heal, tank, or DPS and only do that – it blends a mix depending on your build and allows you to actively swap roles or soft play between roles. Our goal was to remove the forced singular role per you’re locked into, people often mistake this as saying gw2 has no trinity elements, that isn’t true – we just don’t believe in a forced role per for Gw2 for the reasons I covered in the live stream.

That said the point I really wanted to make in the live stream was the issue with the combat system in PvE isn’t the combat system. It’s that the mobs and encounters we have provided so far very rarely allow/encourage you to make use of the combat system as intended. There are some exceptions, but one of our goals with HoT is to help allow more room for players to experience the full range of the combat system in PvE. From the common world mobs up to the challenging group content we will talk about later, we are asking our design team to design encounters in PvE more focused on using the system we have built.

Hope that helps a bit! – CJ

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