Guild Wars 2: Difference between revisions

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The sequel to ''[[Guild Wars]]'', '''''Guild Wars 2''''' is an upcominga [[Massively Multiplayer Online Role Playing Game|MMORPG]], being developed by ArenaNet. Like the original, there will beare no monthly fees once you purchase the game itself and will havehas both instanced and persistent zones. The closed beta took place between December 2011 and March 2012. Public beta (open to everyone who pre-purchases the game) is currently underway, with theother firstbetas "Betain WeekendMarch Event" having taken place at the end ofand April 2012, andfor aanyone secondwho onepre-purchased scheduledthe for early June 2012game. The full game haswas beenreleased officiallyon statedAugust to be released in28, 2012, though no specific date has yet been given.
 
The game is set in the continent of Tyria, on the world of [[Department of Redundancy Department|Tyria]], 250 years after ''[[Guild Wars]]''. Five [[Our Dragons Are Different|Elder Dragons]] have awakened and are wreaking havoc across the planet; cutting off continents, flooding cities and, in the case of [[Big Bad|Zhaitan]], raising undead armies.
 
At release, theThe following races will beare playable:
* Humans - theThe [[Humans Are Average|same old]] humans played in the [[Guild Wars|original game]]. Their once-great kingdoms have largely fallen to ruin, with Kryta being home of the modern heroes.
* Norn - theThe oversized but otherwise human-like race of [[Proud Warrior Race Guy|proud]] and [[Warrior Poet|philosophical]] [[Horny Vikings|Norse]] [[Boisterous Bruiser|warriors]], capable of [[Voluntary Shapeshifting|transforming]] into the forms of animals. Driven south by Jormag, they make their home in the Southern Shiverpeaks.
* Charr - aA [[Catfolk|ferocious and feline]] race who were enemies in the first game. Half [[Blood Knight|blood knights]] and half [[Egomaniac Hunter|egomaniac hunters]], with a strong streak of self-determination. They have reclaimed Ascalon from humanity and now reside there.
* Asura - aA small, big-eared race consisting only of [[Insufferable Genius|insufferable geniuses]] who created the [[Cool Gate|Asura Gates]], and other [[Magitek|magical technologies]]. Driven from their subeterranean homes by Primordus, they control much of the Tarnished Coast.
* Sylvari - [[Plant Person|plantPlant people who grow on a tree]]. They are a new addition to the lore, with the oldest being born 25 years before the start of Guild Wars 2 from a tree that was planted in the original game. They share a type of Hivemind where everything they learn in life can be known by any newborn Sylvari, but not vice-versa. They share their homeland with the Asura.
 
The game has eight [[Character Class System|professions]] available, which are divided into Scholars (light armor), Adventurers (medium armor), and Soldiers (heavy armor). Any raceraces will beare able to play any profession and each profession has a "unique mechanic" that greatly distinguishes it from the others.
 
* Elementalist - A scholar profession focusing on, not surprisingly, magic based on the standard four elements. Their unique mechanic is "attunements": while the other professions may switch between two weapon sets, Elements may switch between four "attunements", one for each of earth, fire, water, and air. These attunements have both passive effects and change the skill bar of the character. Earth skills focus more on defense, Fire skills on [[Area of Effect]] damage, Water on healing and movement interference, and Air on single target damage.
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* [[The Paladin|Guardian]] - A soldier profession that can use one of three Virtues (Courage, Justice, or Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. They can also create Wards which can prevent enemies from crossing, shield against attacks, or even reflect ranged attacks. Guardians can also summon enchanted weapons to help in the fight.
 
 
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This we know:
* It will lacklacks monthly fees, just like [[Guild Wars|the original]].
* Unlike the original, it will makemakes use of persistent areas, while still employing instanced ones for each character's personal storyline.
* Instead of being able to use 8 skills chosen when at an outpost from your list of learned skills, players will have ten skills: the first five being dependant on your weapon and off-hand item, and the other five are chosen from your skill list (with the requirement that one of them has to be some sort of self-heal and another an elite skill)
* The level cap will beis raised up to 80.
* Achievements in the [[Shrine to Self|Hall of Monuments]] from the ''Eye of the North'' expansion will give [[Bragging Rights Reward|non-combat benefits]] to characters linked to that account.
* It will featurefeatures so-called [https://web.archive.org/web/20120507221929/http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ Dynamic Events] instead of traditional quests.
* The story will concernconcerns each character's personal story, the world's story and many little stories that showcase the aforementioned Dynamic Event System.
** The player will make various choices at character creation which direct their personal story, for example, Humans will choose between a [[Dead Little Sister]], [[Parental Abandonment|never knowing their parents]], or [[Arson, Murder, and Jaywalking|missing the opportunity to join a circus.]]
* There willare not beno secondary classes. The developers originally intended to use that feature again, but found it clumsy and impractical with the new equipment-based skill system.
* [[Jeremy Soule]] [[And the Fandom Rejoiced|will returnreturned as the soundtrack's composer.]]
* ''There will beis no healing class,... Everyone take a deep breath. It's going to be OK.'' as the developers judged the necessity of having a healer in each party "boring." Instead, all classes will beare capable of some healing, as well as more proactive support.
* Losing all your health will "down" you, though you can rally back into active combat either with the help of a party member or by defeating an enemy using special "downed" attacks. Being beaten again while downed will defeat you, requiring revival by an ally (which, again, all characters will beare capable of) or spending money to return to a nearby waypoint. Instead of Death Penalty, the time you can spend in the defeated state is reduced with each defeat in close succession. Additionally, If you are defeated, 1 random piece of undamaged armour will be damaged. This in itself has no actual effect, but if you have no undamaged armour piece, one piece will break, nullifying both the armour value it gives and any skill bonuses or others it has. Damaged and broken armour can be repaired by some NPCs for a modest fee.
* Rather than filling out a party with NPC henchmen or customizable heroes, dynamic events will scale themselves to the number of players participating, making solo play a more viable option. Similarly, a "sidekick" system similar to [[City of Heroes]] has been implemented where a lower-level character gets temporarily powered up by teaming with a higher-level one, and high level characters are automatically bumped down when they enter a lower-level area.
** Sidekick up has been canceled as Arenanet recently revealed, but sidekick down is still in place.
* Player skills will interact with each other in (hopefully) intuitive ways, and will be a key component in team combat while rewarding experimentation. One example is a Warrior sending a flaming cyclone at his enemies by using a whirling axe attack on an elementalist's wall of fire.
** In addition to profession and equipment skills, there will beware context skills available when there's an object to interact with. This can range from drinking mugs of ale and smashing bar stools to Warriors hurling boulders and Earth elementalists launching rocks like missiles.
* Players who have grinded for achievements in the first game can earn cosmetic rewards for the second one. [http://hom.guildwars2.com/index.html#page=welcome This link] calculates the rewards your incoming character will gain.
* There will beare an assortment of [[Mini Game|Mini Games]] to provide a variety of diversions, with six in each of the game's five capital cities. Named ones include a bar brawl, a shooting gallery, and a snowball fight, with at least one game of turn-based strategy being implied.
* There will beare lots and lots of [[Grey and Gray Morality]], particularly where the NPC races are concerned. Unless, of course, they're one of the truly [[Exclusively Evil]] ones (*cough*[[Reptiles Are Abhorrent|Krait]]*cough*)
 
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{{tropelist}}
* [[Always Save the Girl]]: What broke up [[Five-Man Band|Destiny's Edge]]. Logan went to protect the human queen Jennah from one of the elder dragon's minions just as the group was getting ready to kill the dragon himself. {{spoiler|The group failed without Logan, and one of its members and Glint died.}}
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* [[Enemy Mine]]: While there is a tenuous truce between the Charr and humans, there is still a lot of hatred between them, but the races need to unite in order to defeat the Elder Dragons.
* [[Everyone Is Bi]]: This is confirmed to be in effect for Sylvari society, for whom [[Purely Aesthetic Gender]] is rather literal. Gender is irrelevant to the Sylvari, including in matters of love.
* [[Extreme Doormat]]: [https://web.archive.org/web/20130208175638/http://www.arena.net/blog/the-mostly-harmless-quaggan The Quaggan], who embody this trope so much that they are known to agree to an aggressor's terms simply because they don't want any trouble. Subverted in that if you [[Beware the Nice Ones|hurt/anger them too much]], [[Woobie, Destroyer of Worlds|they...]] [[Unstoppable Rage|undergo quite a]] [[Attack! Attack! Attack!|transformation]]. To quote from that exact source:
{{quote|“We started pushing around the little butterballs. All in fun, of course. Then they got mad, and that’s when the [[Oh Crap|REAL problems]] [[No-Holds-Barred Beatdown|started.]]”|'''Argoth Onehand, former adventurer''' }}
* [[The Fair Folk]]: The Sylvari are both an example and a subversion of this trope (although if the [[Crazy Survivalist|Nightmare Court]] has its way, they'll just be an example). On one hand, they are honestly alien to the world, and they operate on a sort of fairy tale logic. On the other hand, they're quite capable of negotiating with other races, and even the [[Names to Run Away From Really Fast|the Nightmare Court]] has very understandable motives (they're xenophobes, and want to pollute the [[Hive Mind|Dream of Dreams]] so that other Sylvari become as isolationist and insular as they are).
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