• In The Spotlight

  • A new way of looking at healing and death


    Another revealing article has been posted on the official Guild Wars 2 website. This time around we are blessed with a better sight on death, healing and "control" in the game.

    Defeat in Guild Wars 2 is intended to be an experience, not a punishment. Let's face it: dying never feels great, even without a death penalty. As weird as it might sound, we decided to look into what would make dying a more enjoyable and memorable play experience.
    Ultimately, DPS/heal/tank just didn't cut it in our book...er, game. Our players demand more from Guild Wars 2 and we intend to deliver on that demand instead of delivering more of the same. Not only is the trinity very formulaic, but it leaves out a lot of gameplay elements that make many other games so much fun. Instead, we break these trinity categories down into a cooler, more versatile system.
    Head on over to GuildWars2.com to read the full article.
    Comments 3 Comments
    1. Lhayze's Avatar
      Lhayze -
      I'm not sure I like the sound of this, will have to see how its played out though first.

      I like death penalties to be exactly that... a penalty, not... a second life. It sounds like when they are in 'downed' (lol) mode, it's like an advantage more than a disadvantage ;/
    1. Laida's Avatar
      Laida -
      Well, I kinda like it. It adds a more realistic feel to dieing imo. See it as a FPS like cod, when you take alot of hits your sight becomes more blurry, you can't hear as well, and if you wait it goes back normal. In GW2 you will get the same, you will be weaker but if you play safe (being rescued by a teammate) or still get the "kill" you will go back to normal.

      If it works well, is another story. But I like the concept and how it is closer to reality in stead of being 100% able at 1 HP and 100% dead at 0 HP.
    1. Lhayze's Avatar
      Lhayze -
      Quote Originally Posted by Laida View Post
      But I like the concept and how it is closer to reality in stead of being 100% able at 1 HP and 100% dead at 0 HP.
      Unless I read wrong, it's still like that?

      Nothings changed, just - when you die, you turn into a ghost/spirit, you lose all your skills, which are replaced with default skills for all spirits (class defined afaik), and now, you can still kill/hold/snare enemies, while in this ghost, and you can still be attacked (you need to be killed, or have a set time, don't know). If you're 'successful' - whatever success is as a ghost/spirit, you're revived.

      You now have two lives, instead of one. Basically, you have a second chance of not dying, pretty crap imo

      This also explains and helps the idea behind having no 'healer' class I guess.

      ^- I can see myself being completely wrong, I hope I am, but this is what I thought when I read it.
      Either way, death penalties is something I enjoy in games, having no death penalties is just weak in my eyes. Seems like more and more games are turning towards care bears more