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[GW2] Energy Blast!

Since I had the unfair advantage of tempering my opinions on the twopart Guild Wars 2 interview for 1.5 weeks while I was on the road, I asked frequent KTR commentator and Guild Wars 2 community celeb, Vulturion (or Vorsakan depending on where you stand), to write a follow-up guest piece. He graciously accepted. Enjoy! –Ravious

It’s been a big week for Guild Wars 2 here at Kill Ten Rats, with two huge servings of information and insight. Hang-up your hang-ups, and enjoy some musings on the role of energy and potions in Guild Wars 2.

Spamalot?

If the energy bar loves offense and hates defense, will we be spamming attacks 24/7?

No, quite the opposite.

Firstly, ArenaNet has not strayed too far from the bold position they began development with – no resources, only cooldown to constrain skill use. In the convention build, the cooldown times we saw on skills were predominantly higher than we are used to in Guild Wars 1 – disturbingly higher in some cases. Consequently even absolute beginners (traditionally one of the most spam-happy demographics) were taking control of level 47 charr and working their whole skillbars for 40 minutes, because (by and large) there simply isn’t the option to spam anything besides the autoattack surrogate in the first skill slot.

Continue reading [GW2] Energy Blast!

MMO Overload in 2011

With the announcement that Star Wars: The Old Republic will be released sometime after April 2011…I’m thinking, “Ut oh.  Here we go again!”  Instead of a somewhat steady stream of major titles being released the last couple years, it looks like they’ll all be released within months of each other in 2011.  You might have your favorites and be able to pick one.  But for me, it’s going to be overwhelming and expensive.  And I’m looking forward to it…

Continue reading MMO Overload in 2011

Two Hypotheses About LotRO DPS

Every LotRO player has his favorite “Huntard” story, but I find far less of that then you hear about WoW DPS classes. Of course, you hear more of everything about WoW; that kind of thing happens with millions of players. I have two theories.

Hunters have no flashy effects. You can make your arrows look like tracer shots with light and fire oil, but you basically get arrows. Fwip fwip fwip. No fireballs, no glowing rays, no bear pets. Even if you two-shot some huge target, the default option is for you not to see your teammates’ damage. It is hard to have the braggadocio when you cannot show off.

LotRO group composition differs. The standard WoW group is 60% DPS. Grab three random people and you have a good chance of getting at least one idiot. If a LotRO group has more than one DPS, odds are that most are also providing support, debuffs, tanking, etc., and even Hunters toss in crowd control. (Parenthetical: a healer with five Hunters/Champions is an awesome group.) The center of the show is in the melee scrum; the Hunter is a half-off-camera damage source.

Except for those times when you have idiots who always pull aggro or over-pull. If anyone notices that there is a Hunter in the group, you probably have a bad Hunter.

: Zubon

[GW2] Interview on Energy and Skills, Pt. 2

[continued from part 1]

I started out the second half of the interview on a mistake, and it was Peters turn to run my fumble to the endzone. I brought up the three different types of skills: weapon, utility, and elite. Actually, Peters said, there is another skill type: healing skills. (Lots of headsmacking then on my end.) Don’t ignore healing skills, warned Peters, heal skills can make builds. He said “there are some very varying heal skills that really change what you are going to do with your character.”

As an example, Peters brought up two of the warrior heal skills shown in the demos. Healing Surge heals the warrior and gives him adrenaline. Healing Signet heals the warrior on use, but also provides extra health regeneration when the signet is not recharging. Healing Surge makes for a very aggressive warrior because he is ramping up adrenaline for the burst skill so much faster than other warriors. Conversely, Peters said that when warriors are using Healing Signet they basically ignore all the little plinks, and they can keep plowing through mobs or players until the warrior gets focus fired upon. The developers are finding that the one player-decided healing skill has a huge impact on style of play. Peters then asked Cartwright to talk about weapon skills.

Continue reading [GW2] Interview on Energy and Skills, Pt. 2

Enedwaith

I may have underestimated the amount of new content since Siege of Mirkwoodâ„¢, but it is hard to tell because my week back in The Lord of the Rings Onlineâ„¢ has mixed that, revamped content, and old content that I had skipped. A week’s worth of content (or a hardcore weekend) still feels about right: one day per quest hub/sub-zone plus one for bringing Volume III to Enedwaith. It is almost entirely solo content, with repeatables for slow reputation grinding. I am not quite done with everything, but let me tell you what I have liked with minimal whining.

Continue reading Enedwaith

Volume III: Prologue Through Book Two

The story kernel of Volume III is a good one. We have a side story to the core Lord of the Rings tale: gathering the rangers scattered across Eriador and bringing them to their intersection with the main story. No-name rangers became minor personalities before, and now they are back. There is a brief Crowning Moment of Awesome after you have united the Grey Company when they dogpile on a couple of bosses. That’s right, buddy, this Hobbit has a pack of Dúnedain at her back.

The execution is mixed, neither the highs nor the lows being particularly extreme. You get to “nice” and “meh” but not “awesome” or “appalling.” Continue reading Volume III: Prologue Through Book Two

[GW2] Interview on Energy and Skills, Pt. 1

A few weeks ago, I had a coast-to-coast interview with ArenaNet. I sat on the one side, and a room full of people sat somewhere on that proverbial other coast. Two Guild Wars 2 developers, Jon Peters and Isaiah (“Izzy”) Cartwright and two ArenaNet community managers, Regina Buenaobra and Martin Kerstein crowded around a microphone for the interview on two big things. (A big thanks to Regina for setting this up!) Guild Wars 2 energy and skills were two concepts that were completely questioned and redesigned to escape the gravitational pull of the prequel, Guild Wars. These two concepts were also, in my opinion, of the most misunderstood when all the fans had was to imagine what it was like to play Guild Wars 2.

Cartwright took my early kick-off and ran straight for the goalposts, when all I had to say was “so, energy?” In the beginning of Guild Wars 2 development, there were no resources. Or rather, there was just skill recharge. They wanted to start as simple as humanly possible. After some testing, they decided that they did want another resource to balance encounters and give players some sort of encounter-success measure.  This measure was not really found in the original Guild Wars where the encounters were binary; players either won or wiped. Then the designers went crazy with ideas for resources including resources on skills, items as resources, “bars,” and all sorts of things. After a ton of brainstorming and iteration, they landed on the energy bar.

Continue reading [GW2] Interview on Energy and Skills, Pt. 1

Black Friday Recettear

My apologies for announcing this with only three hours to go, but I had not noticed that the Indie story pack at Steam includes Recettear and 4 other games for $5. I said I would buy it for $10, so this is a great deal.

Update: that day’s done, but it looks like the deal is still available. The new $5 indie pack of the day includes World of Goo. Torchlight is $5, if you missed that with last year’s sales. The gift packs are a fun notion, but not one I have occasion to really use: a bulk discount on buying copies of a game to give your friends.

: Zubon

Upcoming Changes: Lord of the Rings Online

The first part of that barter wallet I have been wanting is coming next week. They are starting with skirmish marks. It also includes a fix for one of my weekend complaints, the re-spawning final boss. If you did not buy the Lone-lands quest pack, congratulations: it will be free, which I think covers all the revamped low-level content.

This is a broad quality of life update. Our friend Eric Heimburg should be thrilled at how they let their systems designers loose. Revamps include two classes, farming, the crafting window, the vault window, a new quest sub-type, and more reputation gain opportunities.

: Zubon