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Originally Posted by ogami_ito
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Combat System is somewhat fast paced. Requires skill. Is fun when opponents are evenly leveled, evenly equiped, and are not of a 100% Rock/Sissor combination (meaning, some classes, like Warlock, completely shut down Druids and Mages, almost no matter what the equipment and skill differences between the combatants)
Big pretty world to explore
A sense of mission in the PvE game
Runs well on my 2.4Gh, 1MG RAM system
Random PvP encounters all the time
I like the Auction House system. I like the quests. I like the look and feel.
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The one thing I like about WoW's combat system, over GW, is that wether you have a skill in your skillbar or not, you can still access it through your skill menu. In GW you're given 8 skill slots, and those skills are only changeable while you're in a town/city/mission outpost. Once you set those skills and enter a mission, or instance an area to quest or farm, they are the
only skills you can use until you re-enter a town/city/arena/mission outpost and re-organize your skill bar.
The world map in WoW is immense in comparison to GW. GW is a tiny little world that can be traversed, from one end to the other & stopping at every town and mission, in a matter of a few short hours. If you know the game well you can actually take a character from level 1 to level 20 (fully equipped with all the bells and whistles) in 12 hours (or less). The fact that the PvE aspect becomes so simple after a while ruins the sense of purpose or accomplishment in attaining level 20 when you do it for the 3rd, 4th, 5th, etc., time.
A small, but notable, difference between GW and WoW is that your group enters and leaves towns/missions/etc., as a group. If one person steps into town, the entire group is zoned into that town. This has it's perks and downfalls, but the number 1 perk (or downfall, depending on who you ask) is that it makes the game
runnable. That is to stay, you could go afk in a group and be run through the entire game, come back and have every town/outpost open, every mission completed, and not have to so much as look at your screen to do it. Routes were deliberately opened by the developers so the game could be "run". It's a way for people who are making the aformentioned 3rd, 4th, 5th, etc., character for a specific purpose, and don't want to spend all that time doing everything all over again. Anet knows their storyline and game world lacks the dynamics to keep it interesting in a repetitive fashion.
As to the look and feel.. well, GW is less cartoony than WoW, so the look and feel is dramatically different. I can't say that one is better than the other, because the look and feel of WoW is well.. wow. It's an incredibly detailed game world. The only thing I've not liked about it is, as I mentioned above, that it's cartoon'ish in appearance. The GW game world is no less visually appealing than WoW, but the graphics are different and certain map options are clipped to prevent you from random exploration up yonder hill or across the deep blue sea.
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Generally speaking in PvP, Equipment > Player Skill > Talents (character attributes). I would prefer Player Skill >Talents > Equipment
There is little world-effect in the PvP system. Battlegrounds does not effect the world (unlike, I hear, in Dark Ages of Camelott, in which PvP effects the world)
Everyone else has great uber Equipment which I can only hope to obtain if I dedicate my life to the game
and #1 dislike is that it takes hours to get together a group to go on an instance run.
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In PvP your equipment is secondary to your talent and skills. The world effect is limited, as someone else mentioned, to the Hall of Heroes affecting the Favor system.
Brief detail of the Favor system: GW has servers around the world, each given a "region" designation. If you play on the North American servers, your region is "America", if you play on the European servers your region is "Europe", etc., and so on. There are currently 2 end game areas in PvE that are only accessible when your region has favor (The Underworld & The Fissure of Woe). Favor is fought for in PvP. If a PvP group from your region wins enough times in the Hall of Heroes your region will gain Favor, making UW and FoW accessible to you. That accessibility remains until another region garners enough wins in HoH to steal the favor of the Gods for their region. That's about the only way PvP directly affects the PvE game environment right now, though others have mentioned ways in which that will evolve in Factions.
There is no "uber" equipment that you'll never be able to aquire in GW. If you don't care to make money and buy the vanity equipment that drives the GW "economy", you can get collector equipment with identical (and sometimes better) stats with very little effort or money. Collectors are NPC's that trade you equipment or armor in return for item drops that they "collect". The items they collect are non-valuable items, most of which serve no other purpose other than being sold to a NPC vendor or salvaged for crafting materials.
On that note, I should point out that crafting and crafting materials in GW are limited to armor and some weapons, and most are inexpensive and very common. The only thing you can craft that requires expensive materials is Fissure of Woe armor, which has a total cost (materials and crafting fee) of over 1 million platinum. This armor serves no purpose other than a status symbol or indication that you've run out of things to spend money on. It has the same stats as 2 other armor sets, both of which are significantly cheaper.. the cheapest being a total of maybe 10 platinum total (materials and crafting fee). There are no potions in GW. No health restoration, no mana restoration, no speed potions or strength or what have you. Every person has access to the same skills, the same quality of weapons and the same quality of armor, wether you farm 12 hours a day or just play casually, travel with an uber leet group or just take henchmen.
To cut down wait times on doing quests and missions, there are Henchmen in GW that will assist you. The cost of using them is virtually non-existent. They operate as a person would, in that they take their share of money drops, and their presence effects how many drops you yourself will get. Drop ratio is determined by how many people you're with. More people = less drops per person.
Oh.. one last thing.. I mentioned before that everyone has access to the same skills, and that is 100% true. In GW you start out with a primary profession (Warrior, Monk, Ranger, Necromancer, Mesmer, Elementalist), but you eventually get to add a secondary profession, which ultimately means you have not one but TWO professions, and access to all of the skills from both. Later on in the game, you're also given the option to change your secondary profession. If you wish to, you can change it numerous times and make EVERY skill available to your one character. Once you have the option to change your secondary, you can change it as many times as you wish.. back and forth between the available classes, making your character very flexible and adaptable for PvP. I should point out that you can't change your primary profession. If you want a different primary you have to create a new character.
I'm kinda jumping around here, but there's currently nothing similar to "raiding" in GW. The upcoming Factions expansion gives the impression that there will be something similar to it. If we have two Factions fighting for control of territory, it'd be kinda like going on a big raid.. except rather than mindlessly killing each other for shits and giggles for a few hours and getting nothing but a bit of rank in return, it sounds like this Factions business will actually determine wether or not you can access certain game content (areas and whatnot).