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Old Sep 19, 2009, 07:26 PM // 19:26   #1
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Default KillTenRats.com Interview with Linsey Murdock and Isaiah “Izzy” Cartwright

Some good stuff in this interview by KillTenRats. You'll want to head over and check it out:

How important is each profession’s identity? Does the second profession mechanic affect the identity of the professions?

Izzy: Obviously the secondary profession a player chooses is hugely important. It’s crucial that we have a strong primary profession which defines the character, but that secondary profession opens up a new matrix of tools you can manipulate. In effect, we don’t have ten professions in Guild Wars. When you factor in the secondary professions, we have close to a hundred classes in the game. We have two kinds of identities for all our professions – primary and secondary. Take an elementalist, for example. You play a primary elementalist a lot differently than you play a secondary elementalist. When we find a class combination where the secondary is stronger than the primary class, we usually end up changing that.

Read the rest here - http://www.killtenrats.com/2009/09/1...ars-interview/
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Old Sep 19, 2009, 07:43 PM // 19:43   #2
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The funniest part in that interview was when Izzy said, "When we balanced Smiter's Boon..."

Nice find, I really like Kill Ten Rats's interviews.
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Old Sep 19, 2009, 07:49 PM // 19:49   #3
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Originally Posted by Puebert View Post
The funniest part in that interview was when Izzy said, "When we balanced Smiter's Boon..."
Yeah Izzy really hates Smiters.

& I agree, good find right thar.
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Old Sep 19, 2009, 07:53 PM // 19:53   #4
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It's uh... on the front page of GuildWars.com. DON'T YOU CHECK THE OFFICIAL SITE!

And I agree, the question KillTenRats asks are really spot on in their interviews. Great stuff Ravious!
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Old Sep 19, 2009, 07:57 PM // 19:57   #5
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Originally Posted by Linsey View Post
We’ll be able to balance specifically for Sealed Deck without causing problems in other areas of game.
That is very interesting,I thought they couldnt change skills in seperate pvp area, I though that was a secondary reason HB is being removed.
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Old Sep 19, 2009, 08:06 PM // 20:06   #6
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Linsey: Monks are the primary solo farming classes for PvE, obviously.
I lol'ed. Nice SF denial there, tool.
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Old Sep 19, 2009, 08:10 PM // 20:10   #7
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>When we find a class combination where the secondary is stronger than the primary class, we usually end up changing that
So buff the Dervish?
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Old Sep 19, 2009, 08:10 PM // 20:10   #8
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I think they mean Xenex, by making the decks, they were able to choose which skills were available, and therefore balance those.
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Old Sep 19, 2009, 08:20 PM // 20:20   #9
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Originally Posted by Inde View Post

When we find a class combination where the secondary is stronger than the primary class, we usually end up changing that.
What's a dervish?
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Old Sep 19, 2009, 08:22 PM // 20:22   #10
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I thought it was really clear what they meant. Sealed deck play means they can ban or restrict certain skills or skill combinations all they want, which gives them an extra dimension to play with when trying to balance the format.
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Old Sep 19, 2009, 08:24 PM // 20:24   #11
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This part was most interesting to me: "One of the big things we’re going to do is focus more on a smaller number of game types for GW2 instead of the fifteen or so game types in GW1".

So probably at least:

- World vs world pvp where you can join up solo
- GvG
- HA or its equivalent (maybe different # of people than GvG)
- Rated team arena (not necessarily 4v4)
- Random arena (just because it's so popular in GW1)
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Old Sep 19, 2009, 09:08 PM // 21:08   #12
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Originally Posted by Gigashadow View Post
This part was most interesting to me: "One of the big things we’re going to do is focus more on a smaller number of game types for GW2 instead of the fifteen or so game types in GW1".

So probably at least:

- World vs world pvp where you can join up solo
- GvG
- HA or its equivalent (maybe different # of people than GvG)
- Rated team arena (not necessarily 4v4)
- Random arena (just because it's so popular in GW1)
This list is too long. There's no need for the subpar nature of random arenas when World vs World can handle solo and groups for casual pvp fine. There is also no need for wildly divergent GvG and HA modes. Remember that HA takes place in the mists - but that's where world PvP is happening now.

What I would expect:

- world pvp
- rated gvg
- unrated/pug gvg (that was the purpose of HA, but we don't need separate maps/mechanics to accomplish it.)
- MAYBE a small team format, possibly with a sealed deck twist.
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Old Sep 19, 2009, 09:12 PM // 21:12   #13
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Izzy got the Assassin's niche wrong.

Also, When we find a class combination where the secondary is stronger than the primary class, we usually end up changing that should be When a class isn't functioning like intended, we make sure it will.

Last edited by Arduin; Sep 19, 2009 at 09:14 PM // 21:14..
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Old Sep 19, 2009, 10:32 PM // 22:32   #14
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Originally Posted by Izzy
particularly for more casual players
so, that's why I always think Izzy's updates fail, I can't understand because I don't play enough

of course, smiter's booning smiter's boon immediately solved the smiting problem, I don't think Ogden agrees, but he's too much of a casual player to understand
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Old Sep 20, 2009, 01:07 AM // 01:07   #15
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Originally Posted by Sarevok Thordin View Post
>When we find a class combination where the secondary is stronger than the primary class, we usually end up changing that
So buff the Dervish?
Or... Nerf Soul Reaping?
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Old Sep 20, 2009, 02:54 AM // 02:54   #16
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Originally Posted by Gill Halendt View Post
Or... Nerf Soul Reaping?
Or revert ursan blessing and everyone beniefits.
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Old Sep 20, 2009, 04:16 AM // 04:16   #17
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Originally Posted by izzy
For Guild Wars, we had two big demographics of players — PvP and PvE — and we tried to make all of our skills work for both player sets. There are some skills that work well in both PvE and PvP, but not all of them. Going into Guild Wars 2, we now recognize that we have two different game types. We need to address the different needs of each game type without negatively affecting either one. If we don’t properly handle skills in both formats, we end up hurting both games. Every profession needs a niche in both game types. Right now in GW1 we have classes in PvE and PvP that are used very infrequently. As we enter GW2, we’re going to do a better job identifying these issues up front.
THIS is what shined the most IMO. It's nice to see that they are actually learning from all the mistakes and difficulties that have been made over the years (with new professions too).

Hopefully this means they will actually design GW2 so that all classes will have a place, instead of say mesmer being powerful in PvP, but lacking in PvE.

This actually puts a bit more faith in me for GW2, but I still can't wait to hear about the system they'll actually put in place, specifically PvE. PvE in GW1 is.. well... frankly it's pretty boring. A lot more challanging and fun then most other MMOs mind you, but the redundancy after reaching level 20 so quickly is a drag.
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Old Sep 20, 2009, 04:29 AM // 04:29   #18
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Mesmers manipulate how you’re able to play. They’re one of our primary hex classes and are good for interrupts and debuffs. They also have one of the stronger energy gain lines in the game.
That worked well in PvE before hard mode. I have yet to see much PvE split changes to help balance non-damage play styles for PvE play.

One huge difference between Guild Wars and Magic the Gathering is cost. The only possible way to be good at Magic is put hundreds of dollars every year for Standard or thousands for Vintage formats. Guild Wars lets good players play.
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Old Sep 20, 2009, 10:00 AM // 10:00   #19
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Quote:
Originally Posted by Linsey
(Mesmers) also have one of the stronger energy gain lines in the game.
This hasn't been true for years. Auspicious Incantation is decent, but only when you can't fit GOLE into a build or when GOLE on its own isn't enough.
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Old Sep 20, 2009, 04:49 PM // 16:49   #20
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This hasn't been true for years. Auspicious Incantation is decent, but only when you can't fit GOLE into a build or when GOLE on its own isn't enough.
Or when you aren't a Necromancer primary :|
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