If you are talking about GW2 I am not sure what you mean by First Person Shooter. It's the third personiest game I've played."Do fun things" like use the same attacks from level 4 to 80. Oh but you also have a couple other hotkeys on 30 second cooldown to SPICE THINGS UP, because using a different skill twice a minute is spicy.
That has to be my biggest complaint with the game. It's not interactive enough to pull off the FPS-like qualities they were shooting for.
Gotta agree with you there. The skill system in GW1 was much superior IMO. Instead of using the same abilities for the entire game, you unlocked new abilities as you progressed thru the game."Do fun things" like use the same attacks from level 4 to 80. Oh but you also have a couple other hotkeys on 30 second cooldown to SPICE THINGS UP, because using a different skill twice a minute is spicy.
Whose definition? Yours?2 or 3 bars of abilities is the definition of bloat and shitty game design.
It was based on a combo system where I often didn't need to use a hotbar at all. Did you play the game?Whose definition? Yours?
Tera 2-3 hotbars and you praised that combat system.
Yes and my warrior definitely had more than 1 hotbar of abilities.It was based on a combo system where I often didn't need to use a hotbar at all. Did you play the game?
I'm talking about how skills (guns or powers) are acquired in FPS games and comparing that to how your weapon skills are acquired in GW2. I don't recall bitching about using the rocket launcher in quake 1 for the entirety of a DM map. I am bitching about having the same 5 1h sword (insert weapon here) skills available to me for the entirety of my GW2 experience.If you are talking about GW2 I am not sure what you mean by First Person Shooter. It's the third personiest game I've played.
If this was in reference to something else = then ignore me.
I played a priest and a warrior. Both were definitely in the 2+ hotbar category. Hitboxes/movement/animation lock added an extra dimension of differentiation of abilities, so it wasn't as stale as it could be with a bunch of dps power clones set apart by cast times alone. It's a bit silly to say, outside the context of the specific systems, that having lots of abilities is bad design.It was based on a combo system where I often didn't need to use a hotbar at all. Did you play the game?
I think the reason for this is that there isn't enough granularity to between successful skill use and failed skill use, and accompanying lack of feedback. In an fps there's a big difference (a lot of little differences) between getting a headshot or getting a couple of shots on the torso or missing completely (even in games that don't have different damage values for different body parts). There's even a granularity to missing. It's usually immediately obvious how successful you are with your aim, too, so you are always challenged to improve in a way that is commensurate with your skill level. This is probably the reason it is so easy for FPS players to feel engaged (leaderboards help too... and a host of other factors).I'm talking about how skills (guns or powers) are acquired in FPS games and comparing that to how your weapon skills are acquired in GW2. I don't recall bitching about using the rocket launcher in quake 1 for the entirety of a DM map. I am bitching about having the same 5 1h sword (insert weapon here) skills available to me for the entirety of my GW2 experience.
I actually prefer that system. Maybe I'm a problem but I hit the cap and level so fast the time period before all my abilities are available is a nuisance rather than an added complexity. These games are so easy I can just limp my way to the level cap without even understanding my abilities, getting gear or setting everything up.I'm not talking about the # of buttons per bar.
I'm talking about, take the staff weapon type.
By level 5 if you're using staff you will have all 5 attacks unlocked with it. Those abilities persist for the rest of the game. You never get any additional staff skills. Ever.
I don't think that's very fun.
Well, ranger abilities are fucking awful.The unfun loot/item progression and boring skills/abilities killed GW2 for me. I played a Ranger, and I could not care about any of my Signets/abilities that were on long cooldowns. I just spammed the short ones. I am sure that I could be more efficient then that, but that is not the point: I felt no lust or incentive to rotate those long cooldowns in.
Not sure if this is the same with other classes but when I tried a Warrior, and saw all those Hearts, and Viewpoints and PoI's that I would revisit (again) I lost my appetite. It is a pity because I still really like the world, the fluff, the graphics and the DE's. I still think they did an ok job. I am probably burned out on MMO's for a while. But Imust admit that I had more fun in my 8-month stint in GW1, in 2012 (really liked the henchman feature).
Yes, I keep reading that. That is why I tried a Warrior. Maybe I should take him a little further.Well, ranger abilities are fucking awful.