Saint_Proverbius said:
The mobs with healers can be a problem, but it's just a challenge you have to overcome. Tactics and all that.
Bullshit. You have two Charr Martyrs with a boss Charr Martyr, all healing one another, you don't need tactics, you need massive damage or a counterspell. If you don't have either, you're screwed.
I have struck situations like this, and changing tactics mid-combat has often been a "good idea". If repeatedly striking a combat problem like this, then perhaps going back to a town/hub and thinking out your strategy a bit better would also be a "good idea". Just changing the skill set you go on the road with can make a difference.
I have yet to find an insurmountable encounter. Some take a little more effort, and more than one go, is all. Sounds to me like you're being punished for being crap, and having a whiney-fit because you're not used to it.
You cast a buff on someone, then change areas, you have to recast.
Yes, this is weird, but changing areas resets some
significant things. If your henchmen are wasted, for example, just high-tail outta there and into the next area to get them back.
On the face of it that might be silly in itself, but due to your moaning about difficulty maybe it's a good thing. Guess you want your cake and eat it too, eh? No biggy, really.
Still, yes, it would make more sense if your "buff" lasted between areas.
It also doesn't remember the channel you were currently typing in, so if you're talking to the guild channel and switch areas, you have to use the hotkey again for guild talk.
Yeah, this annoys me. But with the small patches that have already auto-dloaded, I wouldn't be surprised if this gets fixed reasonably soon. I don't think it's a huge problem, really, but it is a valid annoyance.
Players and NPCs have HUGE ASS clip boxes and you can't walk through them.
I haven't really noticed this. And I
have walked through players in town areas, and even overlapped them for long periods of time (while getting coffee!), so I figure you're full of shit on this one.
If you are meaning only adventure areas, I have had a henchman get "hooked" behind a road-sign though. Just walking back to collect the individual fixed that.
Haven't had quest-killing issues with this yet, I guess you're just extremely unlucky, right?
The character system sucks balls. Don't care what Penny Ante says. You can have gobs of skills, but you can only select eight of them at any given time - and you can only swap them in a town.
Yes, this is designed to force you into thinking of a strategy. It reduces the more brainless sort of munchkinism and so on. It forces you to think about what you are going to equip, and how to complement the other players. This can be a good thing.
(Edit: yes, I have moaned about this myself though :wink:. Just two more slots to make up for the "pet" skills I always have equipped would be nice )
Now, you get skills by doing quests, but like I said, it's a deck of card style deal. There is no real "building" of characters. It's more about doing quests and getting new cards.
You also get skill-points for some quests. These can be 'spent' at skill-trainers to buy new skills.
if you're looking to up a skill past a certain point, you're basically going to have to level a few times before you can raise it.
I don't know if this is a complaint or not.
(a) You are actually talking about "attributes" by the way. Read the manual.
(b) Making it harder to raise high attrbutes is a good thing. It's called "balance".
There really are no attributes to raise.
You really should read that shiny manual thing that came with your game.
Page 9 -
Attribute Points Allocation
Pages 10-20 - the
attributes of each profession
Need more mana? Too fucking bad, you just get the basic level up raise. In nearly all other action RPGs, you can raise an attribute to help you out there. Not here, though! You just get the five skill points.
The world is abundant with items to raise your base Energy. Some items improve energy regen, and some skills do too. Some skills and attributes reduce Energy cost. For example, the Ranger's Expertise attribute. Some spells vampiracly drain energy.
Not being able to have uber amounts of Energy is due, once again, to balance.
The inventory interface sucks. It's about 80% of the vertical height of your screen, and two thirds of that is taken up by your paperdoll. Meanwhile, the important part of the inventory is reduced to itty bitty little icons at the very bottom. You have to mouse over the stuff in there to tell a lot of stuff apart because it's so tiny. Do I have six shells or are those fetid carapaces? Is that a long bow or a flat bow or.. ? But hey, at least your paperdoll is fucking huge!
Man, that's picky.
I have no issues here. I'll leave it at that.
[Edit: no I won't. Its about 50% length on my screen. And the icons are plenty big enuff. Are you playing on an itty-bitty screen?]
It's also rather clumsy, especially when you have to identify or salvage something that's in another pouch. The only way to do this I've found is to drag that item to the pouch where the salvage kit or identify kit is. If that pack is full, you have to drag something out, then drag that one thing in.
Once again, your inability to "try shit out" is being displayed. Double-click on your kit, hovering (or right clicking) on the tab for the other container will
open that container. Then click on the item you want to identify or salvage.
Geeeezzzzuusss.
Which means that any 9th level Ranger/Warrior is the same as any other 9th level Ranger/Warrior as long as they've done the same quests. That's not a good thing, that's a BAD thing.
In most modern ARPGs, you have different builds of the same class because there are gobs of options towards building them. In Guild Wars, you have X-number of skill points you're free to shuffle around, and all skills are given by quests and skills can be shuffled around the same way. It makes everything generic with the only difference between two characters of the same class being what secondary class they've chosen. Lame.
If they have done exactly the same quests and have access to exactly the same professions and have put in exactly the same points in to exactly the same attributes and equippied exactly the same items and equipped exactly the same skill-set before going questing...then yes, barring appearance (which could be conceivably exactly the same as well, I guess)...they will be exactly the same.
Hah!