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Old Jan 23, 2006, 03:35 PM // 15:35   #21
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the one major highlight of this pvp weekend was in the ra pug's, our group of 3 assassins me a/n) a monk and a ele got a flawless on some koreans in about a min and a half. felt good i tell you.. and unlocking 26 skills and an elite.

can't wait for a pve weekend before the launch
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Old Jan 23, 2006, 04:01 PM // 16:01   #22
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I'm looking forward to the PvE weekend as well, if I like it I'll buy. I like the new classes, but until I have a chance to see how they actually work out in PvE, I won't be sold. Also I hope there is enough PvE content to justify shelling out the $$$ for two copies (my husband also plays.)
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Old Jan 23, 2006, 05:21 PM // 17:21   #23
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chapter 2 is a whole new area. PVE content.. UH ya there will be a ton to do..all PVE weekend i doubt we will have.
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Old Jan 23, 2006, 05:46 PM // 17:46   #24
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It was a let down in my opinion. I am not a big PvP player, so I thought I could just try out some of the skills and see what it's like...

But I had to use a pre-built to even start trying the skills. Creating your own PvP X/A, X/A, X/R, R/X resulted in no unlocked skills. I wanted to try an Assassin/Elementalist, I could not.

I do not like the new graphic icons on the enchantments/hexes/curses. I know what each skill does or I can read what the skill does. I do not need an arrow to tell me if it's good or bad. It kind of feels like ANET put training wheels on my skill icons.

The Assassin Offhand/ Dual Attack icons is a good idea, and will be really helpful, but I'd rather see something less "cartoon" looking. It makes the skills look distasteful. And once you learn what each skill does and become more familiar with the class, all you need is something like the warriors have for their adrenaline skills.

I did like the training ground, as it will be extremely helpful for beginner players, and maybe even seasoned players who may not be aware of some of the basic and finer details of the game mechanics.

I look forward to a PvE weekend event, if they have one.

Last edited by Esprit; Jan 23, 2006 at 05:48 PM // 17:48..
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Old Jan 23, 2006, 06:02 PM // 18:02   #25
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Quote:
Originally Posted by Lews
He likes PvP, not PvE.
did a double take and you are correct.

my mistake
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Old Jan 23, 2006, 07:39 PM // 19:39   #26
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I'm already used to an assassin and a ritualist and can use them properly.

I made 3 Custom build of my own with a few skills that I unlocked. He he saving up faction before the event was a good idea .

I loved this event and when C2 comes out I'm buying.
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Old Jan 23, 2006, 08:12 PM // 20:12   #27
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The in game changes with the login / character creation where great and an unexpected but very nice enhancement.

I didn't have a free slot and tried assassin for a short bit with a 2nd account (no unlocks for me) and like the "stacking" effect they have.

I messed around with the pvp training isle and this it's great and the new "tombs" is awesome yet challenging.

Issue, my friend tried gw but only the pvp and he's never played the game so he had no idea about the basics of how to play (what the skills do or his "role") the game but did understand the concepts of the pvp matches. He was not on when I was on, so I was unable to help him. He comes from an FPS style.

The major issue I had was more of the server being slammed, the updates corrupting my gw.dat file (and having to re-install) so it wasn't until Sunday that I could really play w/ it being stable for me.
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Old Jan 23, 2006, 09:28 PM // 21:28   #28
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It looks promising...we still have yet to see what we may expect in the Factions PvE sections...skills-wise, both classes have potential in both PvP and PvE groups.

Other than that, we get to enjoy some of the new changes that we're seeing now, even if we're back to our core classes and the Flameseeker Prophecies area.
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Old Jan 23, 2006, 10:29 PM // 22:29   #29
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I'm not complaining, but I wish we could have taken the new classes into the new Tombs. That would have been enough.

These new classes are going to change the metagame for both PvP and PvE, so I would think that ArenaNet would want feedback on both types of play.

PvP-Only events like this just reinforce the (false) belief that ArenaNet cares more about PvP than PvE. On the other hand, maybe there is a PvE-Only event coming....
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Old Jan 23, 2006, 10:46 PM // 22:46   #30
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It was a PvP event probably because of the fact its easier for new players to jump into PvP rather than PvE. ANet is trying to attract customers for the upcoming expansion, and the best way to do that is to show off the game in as simple a way as possible.
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Old Jan 23, 2006, 11:42 PM // 23:42   #31
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Quote:
Originally Posted by drowningfish999
It was a PvP event probably because of the fact its easier for new players to jump into PvP rather than PvE. ANet is trying to attract customers for the upcoming expansion, and the best way to do that is to show off the game in as simple a way as possible.
Disagre, My friend trying GW for the 1st time was so lot and confused that he is still ify about the game due to now knowing the basics of the skills and the UI. The pvp tutorial gave him basics but he had no idea how to play the templates.

It would of been better to give Pre-Searing & then warp to battle isles (then require a new pvp chacter). I think this was a test to see how the skill interact.

Last edited by EternalTempest; Jan 23, 2006 at 11:48 PM // 23:48..
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Old Jan 24, 2006, 05:55 PM // 17:55   #32
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I agree with EternalTempest. I think the major reason to have a PvP weekend was to check the balance. If I were a dev at ANet, I would be looking over the data for answers to a few questions like:

Should the Assassin really get 4 pips of energy?
What should be the base damage / attack speed of A(ssassin) weapons?
What amount of healing/damage should Ritualist spirits do?
What skills should be included in the PvP template characters?

I know I vastly improved the template characters by spending my faction judiciously on a single non-elite skill. I hope they are looking at things like that.

Also, as a seasoned player (cinnamon and terrigon, thanks for asking), I found the training area useful in one regard: Seeing exactly what distance 'adjacent', 'nearby' and 'in the area' refer to. Beats my trial-and-error any day.

Buggy though. I often got half the energy listed on the skill, occasionally I couldn't target my spirits with skills, and I completed Iron Mines with an existing character twice, but the mission just wouldn't end.

It was fun -- thank you ArenaNet; now let's have another where I can choose more of my skills (more skills means more ballancing profiles...).
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