Guild Wars 2 has no healers or tanks
Reinventing death and combat in MMOs.
Guild Wars 2 will have no dedicated healing class, no "tanking" in the classic sense, an intermediary stage between defeat and death and almost no death penalty, developer ArenaNet has revealed.
In a radical revision of the standard combat and grouping mechanics of massively multiplayer games, every class will have healing skills, and players will still have limited combat abilities once they've been "downed".
The revelations came in a post on the Guild Wars 2 website by gamer designer Jon Peters and a PC Gamer interview with Peters and design lead Eric Flannum. Both make very interesting reading.
Key to the new philosophy, the designers explained, was redefining "healing" as "support" and "tanking" as "control".
"There are no dedicated healers that do full healing. Every profession has some form of support to a greater or lesser extent, but none of them enough that they aren't also fighters," Peters told PC Gamer.
The change is partly intended to make it easier to put groups together, and partly intended to make support mechanics more fun, ArenaNet said.
"We don't like sitting around spamming 'looking for healer' to global chat," Peters said. "That feels an awful lot like preparing to have fun instead of having fun."
"What we don't have, and what we didn't want to have, was a character who stands at the back of the party and plays the 'party health bar game' - where they just look at an interface, watch health bars go down, click on a skill, click on those health bars, and that's all they do during combat," added Flannum.
Instead, support will be "proactive". "Healing is for when you are already losing. In Guild Wars 2 we prefer that you support your allies before they take a beating," Peters explained in his piece on the Guild Wars 2 website. "Other kinds of support include buffs, active defence, and cross-profession combinations."
Tanking is "the biggest break from the traditional MMO setup", he said."Tanking is the most rudimentary form of the most important combat fundamental, control... Control is the only thing versatile enough to get away from the rock-paper-scissors gameplay of other MMOs." Warriors might block projectiles or interrupt charges rather than simply soak up damage, Flannum told PC Gamer.
When your health reaches zero, rather than dying instantly you will enter "downed mode", in which you have access to four skills. One will send out an audible cry for help and make you invulnerable for a short period of time.
"Downed skills are less-powerful skills that a player can use in a last-ditch effort to turn the tide," said Peters on the Guild Wars 2 site. "A warrior might daze an enemy by throwing a rock. An elementalist might lock down their foe with Grasping Earth.
"While you are downed, if you manage to kill an enemy, you will rally, returning to life to fight again... This potential to rally from the edge of defeat adds greater drama to combat and gives a player some tactical control while in a state where they normally have none. "
Some professions will have skills allowing them to instantly rally fallen allies. "For example, when a warrior uses 'I Will Avenge You,' and then kills an enemy nearby his fallen allies, his allies will rally. While you are downed or defeated, any other player can come to you and interact with you to bring you back to life. We call this 'reviving', and everyone, regardless of profession, can do this starting at Level 1," Peters said.
Finally, the penalties for being downed, and ultimately dying, will be minimal. "Players who have recently been downed several times will take longer to revive each time. If no one revives you, you can spend a small amount of gold to come back at a waypoint," Peters said.
"It's as simple as that, and why not? Why should we debuff you, take away experience, or make you run around for five minutes as a ghost instead of letting you actually play the game? We couldn't think of a reason.
"Well, we did actually think of a reason - it just wasn't a good one. Death penalties make death in-game a more tense experience. It just isn't fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don't have to penalize you a second time."
Radical stuff. Guild Wars 2 currently has no release date. It will be playable at the Gamescom convention in Cologne (18th to 22nd August), so watch out for more info next month.
The Guild Wars 2 warrior in action.
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Comments (46) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It's a huge step up from the first game(s) graphcally and the animations look fluid and less 'i'm using a skill', gameplay was already good and flexable in the game(s) so this one seems like it's true to form - throw in the fact that this is an open world game with more scripted open world events, hopfully it's got a more flushed out guild system this time (my only really issue with Guild Wars, is that it's very lite on the guild funtions other then the fact it's got a reason to have a guild past the grind for epics).
This is a midnight purchase for me - if I can't get it digital first
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The biggest worry with this role mash up idea is that of class homogenisation.
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I hope so too. However, I think this will make PvP more refreshing as you wouldn't immediately be aware of the type of player you'd be up against. In usual PvP scenarios you can tell instantly from the character design roughly how your opponent will fight (of course better players will have multiple strategies) or at least what to expect.
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I don't think you're alone there either. I'd hope that ArenaNet would know not to abandon their most hardcore fans. Never got in to it myself that much but I certainly enjoyed it for a while (the PvP)
edit: poor English
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I hope this doesn't mean we end up with hundreds of identical players.
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I think it likely have the opposite effect. With only a limited amount of skills being used at once, and various roles possible by multiple classes I really can see a huge variety of options.
Time will tell with this, but it really is looking to be the next stage of MMO's.
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The odd thing is I don't know why this has put me off :/
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Has anyone ever played a game in god mode? Where you can't die? Was that ever more fun than playing a game where you might die any minute and where you actually fear this?
For me games where death counts as nothing are like playing god mode, the fear of dying is what makes a game more intense, if dying means nothing you only have your leveling progress to keep the game insteresting.
Sure dying and getting a harsh penalty can get frustrating but I'd rather have that frustration from time to time.
Next you wonder why you'd fight a tough enemy that may take a few minutes to defeat, that can get so frustrating, why not just get experience points for sitting around!
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'HEAL ME HEAL ME!!!'
'... there's no healer class'
'HEAL MEEEE'
edit: typo
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At the end of the day, if your character has some form of healing people will want you to be a healer, if you can tank to a degree they'll want you to tank. You'll still have people who won't even attempt something unless you have a certain "type" of character along because of a perceived need.
Still, this is sounding pretty good. I like the downed stuff especially, so many times in games like this I knew that I could take down my killer if I just had... one... more... spell!
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Colour me very, very interested.
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That sufficed for most areas. Hell, you could have the ENTIRE PARTY multiclassed as monk if necessary.
What was wrong with that system?
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No To Crotch-Axes!
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this game should be fun. i think that's the jist of their interview.
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Anyway I like this but I preferred CoX system of letting people be healers if they want but balancing the game so that they weren't necessary at all. In the early game people would yell "OMG just heal" but when your powers kicked in they'd come to accept the value of mitigation and control.
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I see no reason to believe the second would be any different. These are the same complaints people threw against the Prince of Persia reboot, simply because it respawned you instantly instead of making you stare at a game over screen, then forcing you to reload and play through segements of the game you've already seen.
A game can still be challenging without this fluff.
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I'm especially happy they are killing tanking, its what made so many MMOs uninteresting to me. Tank grabs aggro, holds aggro, while your team pounds on the targets. Not as hard as GW's rules that prevented tanking, ie, too many creatures with aggro on one guy and they would reacquire to other people they were aware of. This meant fights were more chaotic and less sterile.
@Technotica
Most games barely have a death penalty, and this one is going to have a roughly equivalent one to them, other than dropping gold costs to repair your items. GW used to have one of the nastiest death penalties in mainstream MMOs, that -15% was gigantic in difficult content.
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