Talk:Combat

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What needs to be improved[edit]

What needs to be improved upon:

  • better readability (article structure, phrasing)
  • more useful combat tips

What needs to be expanded upon:

  • position-based attacking
  • dodging
  • hard tells of attacking enemies
  • mechanics bar LeonardMcCoy 16:51, 4 May 2012 (UTC)
  • (cross-profession) combos
Agreed, there's a lot of information to provide to wiki readers about combat and one article may not be enough. Along these thoughts, there is a dedicated wiki project you may want to participate to. -- User Leonim Sig.jpg Leonim [talk·contribs] 20:39, 4 May 2012 (UTC)

Left-Over Text[edit]

Learning new skills and combat[edit]

The five skillsets on the left hand side of the hotbar (and mentioned above) can be learned incrementally by using any number of weapons your class can weild. Use a dagger and you will have set of skills or spells, that advance via a percentage until they're fully learned. Use a wand and you get a completely different set of skills. Using each weapon gradually unlocks the spell next to it until all are learned. As per the image at right, you start with one basic spell for each type of weapon, located at slot 1 and the others beside will be grayed out until you max out your skills with that particular weapon.

As I see it, how (weapon) skills are unlocked (by killing enemies using weapon sets) is already part of the skills page article and not central to a general article on the combat mechanics of Guild Wars 2. However, this aspect may be more interesting in a beginner's guide to GW2 or as a (very) short aside somewhere in this article here, which we are sure to implement as soon as the general outline and contents stand. LeonardMcCoy 23:21, 4 May 2012 (UTC)
So you don't want something in simpler language that someone coming to the site to find information can consume under the general heading? If I was lost and confused in game, I would come to the wiki and look under the general heading. However, if a clearly labelled beginner's guide was on the front page, perhaps that would be good, too.Jayne 13:50, 5 May 2012 (UTC)

Edits[edit]

Ok I just read through what you wrote and it's apparent you know the game well, but the language is confusing for those who don't and rather than go in and edit what you've done, I'll leave a note here for you to figure out how to adjust. If I was completely new to the game, I'd find a few things, like the following example, hard to figure out:

  • You can only activate the non-recharging skills (WHAT IS THIS IN SIMPLER LANGUAGE? What is a non-recharging skill -- it implies that it is either something that's active continually or something that can be used once and not again. Use of the words activate and non-recharging seem at odds with each other) currently on your skill bar. It can leisurely be adjusted while out of combat (HOW? LEISURELY? PERHAPS USING A CONCRETE EXAMPLE HERE, ON AN ELEMENTALIST, FOR EXAMPLE, YOU CAN ETC...) , but when a skill is activated and until it is fully recharged, it can't be changed nor used in any way. During combat, already readied weapon sets can be swapped (not changed) (THIS IS CONFUSING AND SEEMS TO CONTRADICT -- SWAP TYPICALLY MEANS CHANGE, CAN YOU CLARIFY? MAYBE GET RID OF (NOT CHANGED)?) and some skills replace themselves by a follower skill (USE CHAIN SKILL INSTEAD OF THE WORD FOLLOWER, IT'S CONFUSING) on use (as part of a chain, a trigger mechanism, etc).
  • Seemingly, the skill bar allows only a bit more than ten skill slots, most of which are initially locked and the other half come as profession-specific sets: your weapon skills in the first five slots (1 to 5, from the left) and the up to four profession mechanics immediately above (F1 to F4). But as the character levels up, more options are unlocked, step by step, such as utility slots and weapon swapping possibilities to further endorse one's playstyle in complement to the distribution of traits and attributes.

Is there any way to clean up this paragraph in particular? the use of the words "seemingly" and "a bit more" are non-definitive and could create confusion -- are there 10 skillsets, or are there more? If the answer is more, then perhaps we can elaborate on that, and provide specific details, so that it's clear. I believe the hotbar has a finite 10 slots, but that some of those slots on the right can be changed out with other options gained through skill points. Maybe explain it that way?

I understand writing is intrinsically personal, I edit for a living professionally, so I'm trying to broach this carefully ... please understand my suggestions are to make things better so that the end-product is easily digestible for all who read it, not just hardcore gamers who know how the game works. What I feel when I read your copy is that you're so entrenched in the game and how it works -- and you write with authority which is wonderful -- but I think you forget that not everyone knows how to play, particularly with some stellar new game mechanics. I would just suggest simplifying some of the language .. imagine you're explaining it to a very young child, then your content is completely digestible by everyone who comes to read it. I understand this is your part of the wiki that you're passionate about, ergo me not making any of the above changes directly. I will keep out of it, but I do hope you take these suggestions for what they are and not be offended -- they're merely a means to make things better.Jayne 13:50, 5 May 2012 (UTC)

I did the first batch of edits to the text. The page overhaul by Leonim was beneficial under the bottom line; now we only need to polish and rearrange the information. LeonardMcCoy 15:21, 5 May 2012 (UTC)

I think the article is still all over the place, not structured/outlined clearly enough. I'll try to write something together first (in my user page's sandbox) before I'll make any further edits. LeonardMcCoy 16:10, 6 May 2012 (UTC)

Movement speed[edit]

I know its not just me going loopy, your character runs slower when engaged by enemies, but I don't know by how much. Does anyone know? Also, should we add this info to the main page? I think its relevant. Puk 20:59, 27 October 2012 (PDT)

I took a stab at it (under Combat Basics). See anything I'm missing? --Felbryn 23:16, 29 October 2012 (UTC)
No, I think that reads really well. Nice job! Puk 01:31, 30 October 2012 (UTC)

Why did they slow players down? It's ruining the feel of the game.

The reduction of player movement speed is like (auto-crippling) players without the ability to remove the condition. --The preceding unsigned comment was added by 75.166.98.228 (talk).

It's the other way around, they increase the movement speed outside of combat, giving you a boost when you're not fighting. --zeeZUser ZeeZ Sig.png (talk) 02:24, 23 November 2012 (UTC)
I disagree, if your using sprint and you're attacked your movement speed is drastically reduced if any creature attacks you. --The preceding unsigned comment was added by 75.166.98.228 (talk).
You're both saying the same thing in different ways, which is that movement speed is higher outside of combat than in it—though if I had to guess, I'd say they probably picked the combat speed first, and then decided to give a bonus while out-of-combat to decrease travel times and/or make it harder to run away once you're in combat. If for some reason you hate this one particular game mechanic and feel the need to vent about it, I recommend you take it to the forums. --Felbryn 05:54, 24 November 2012 (UTC)

In game window color[edit]

Added a note about the level color of the mobs' level changing according to difference of level, and an addition to the solo-able area to comment on the dungeouns and champ level bosses. 69.182.134.220 02:21, 21 February 2013 (UTC)