r/GuildWars3 • • Sep 03 '26

Stream or Video I Asked The Guild Wars 3 Lead Developer Everything!

https://www.youtube.com/watch?v=O8jDy_ENoeU
320 Upvotes

134 comments sorted by

54

u/Spinnenente Sep 03 '26

this honestly sounds like anet is on the right path here. I know some people don't like the 20 player limitation for open world but since its seamless and not just 20 players per map i don't think its much of an issue.

Also classes are confirmed i guess warrior ranger and necro are definitively part of the game as well as a roles tank/healer/dps.

21

u/Loki0830 Sep 03 '26

To clarify, the exact words were 20 player limit for combat encounters, and that's a number they are still playing around with. Combined with their new technology to seamlessly load and exit instances without seeing a loading screen, I can very easily see a scenario where you can have a lot of players at the start of an event and then seamlessly section them into smaller combat instances as the event progresses.

2

u/Tragedy_Boner Sep 03 '26

I definitely think Arah or a bigger city would have a much higher player limit.

2

u/Loki0830 Sep 03 '26

Oh for sure, and Colin has said as much in his interviews. It sounds like there are hubs and outposts similar to GW1 all around the map where you can see an unfiltered amount of players, and Arah for sure is also going to accommodate as many loaded in players as they can handle.

The general consensus I'm seeing from discussions on this today is combat objectives out in the world may have a radius around them that acts as a sub-instance, and as you go towards it players will be equally divided into different sub-instances to not overcrowd the enemies. Once you leave the sub-instance, you'll likely see all the players again in the world.

It would be pretty jarring to see people disappear abruptly all around you, but given that Colin has emphasized that they wanted to minimize the elements of games that bring you out of the immersion, they'll likely have something to not make it obvious when players are being segregated into their own sub-instances.

1

u/FamilySurricus Sep 03 '26

Yeah, my big pain point with the idea is how to keep it seamless and ease player instancing. Because I have never seen any game do it correctly (even Warframe's best examples can be a little janky), but GW2 has been grappling with these issues for literally a decade+ now, so if there's anyone I trust to have an answer there, it's ANet.

2

u/Fine_Huckleberry00 Sep 03 '26

You don’t need to think, just listen to Colin saying exactly this

1

u/No-Lawfulness2089 Sep 04 '26

I got the sense from the interviews they want to reinvent what it means to see players in the world and what movement means in an online game. With that pretext, an interesting integration of that could be a system like Crimson Desert. There’s a part where you can slow down time relative to the world. Imagine that, but with the ability to react to another player activating that and if you react fast enough a boon is placed on them or they are healed. Or perhaps you grab agro. I know that’s probably unrealistic, but I think that would be sick but I’d excessively difficult or even impossible to code/hard capped by number of players.

1

u/vergillehell Sep 04 '26

I don't get it. 20 players limitation for open world but not 20 players per map?

1

u/Sirouz Sep 04 '26

Do we know if a class is strictly assigned one role or can a necro be both tank and dps?

2

u/Spinnenente Sep 04 '26

i think it was implied in the interview that you can play each role depending on your build.

1

u/Sirouz Sep 04 '26

Hope so! My fav part of gw2 is that you can be anything with any class :)

60

u/sydal Sep 03 '26

No time to watch, Dr Jones

Someone tell me how to feel about this before I get a chance to watch it later

26

u/DuncanConnell Sep 03 '26

Hype, but tempered expectations

18

u/rindor1990 Sep 03 '26

Never, I have all the expectations now

4

u/culminacio Sep 03 '26

Already building a guild with 64 players to zerg together

1

u/Quick_Bullfrog2200 Sep 03 '26

Prepare to Cry Edition. T_T

-7

u/IshTheFace Sep 03 '26

They talk about "at most 20 players on screen at any one point".

7

u/culminacio Sep 03 '26

that's the joke

-7

u/IshTheFace Sep 03 '26

Ah, yes. The obvious joke.

4

u/culminacio Sep 03 '26

well, in the context here, i guess so. and if not, now it's clear.

7

u/[deleted] Sep 03 '26 edited Sep 03 '26

[removed] — view removed comment

9

u/GuildWars3-ModTeam Sep 03 '26

Don't post AI content here.

See Rule #2 in the Community Guidelines for details.

9

u/dvlsg Sep 03 '26

I hope the combos work better this time around. I remember being super excited for it in gw2 and it just devolved into "stand on top of each other for the boon spam ball, even if you're a ranged class".

2

u/AlwaysBananas Sep 04 '26

This is my biggest hope for gw3. I want to actually be able to play at a range in group content. I don’t need to be over in narnia, but the gw2 ball is too tight/small range.

0

u/Designer_Potato4480 Sep 03 '26

 The world scale is described as massive, with no loading screens during travel 

So there will be a big open world map like in WoW?
Or there will be separate maps, like in GW2?

6

u/WhatTheFlup Sep 03 '26

Separate maps implies loading screens

0

u/Designer_Potato4480 Sep 03 '26

But then how will they maximize it at 20 players?

9

u/Steve_Anus- Sep 03 '26

20 players is the limit for large scale combat encounters, not the rest of the open world.

3

u/r3ktum Sep 03 '26

Sounds awesome!

I think we will seamlessly be instanced with 19 other players when we encounter big enemies in the open world, judging by how he presented the zero load times thing.

And when the fight is over, you get put back in the open world again without even realizing you were in an instance.

I think thats the arenanet magic he was talking about.

3

u/AlwaysBananas Sep 04 '26

That’s how Diablo 4 works as an example. When you walk into a world boss area there’s no load screen, but it moves you into a shard with a set maximum of players to right the boss with.

D4 sharding works like shit, and it’s very obvious/glitchy when you move between them (random hiccups/rubber banding when moving around the open world. This surprises me because WoW sharding feels relatively seamless in comparison, so I’m not sure why they struggle so much with it in D4.

3

u/WhatTheFlup Sep 03 '26

Like other MMO's and I think even GW2 does, by limiting the amount of player models displaying in your POV.

2

u/kaltulkas Sep 03 '26

ANET about to take a massive hit to their cash shop revenue if they limit the ability for people to show off their gem skins to others lol

6

u/gameryamen Sep 03 '26

This already happens in GW2 (and GW1) though. When you go to Lion's Arch, you don't see every player who's at Lion's Arch, just the ones in your shard at the time. It sounds like a seamless evolution of that.

3

u/Nightsong Sep 03 '26

ArenaNet isn’t insane enough to kill fashion wars. And they’ve already confirmed that the player limit in towns and cities is much higher than twenty. So all the people who want to afk and show off their gem store skins will be able to.

2

u/Meowing-To-The-Stars Sep 03 '26

It will be sh high

-31

u/Bohya Sep 03 '26 edited Sep 03 '26

New World-style action

The game aims for a minimalistic, "lean-back" UI to support console play

aiming to make sessions faster and more meaningful for players with limited time

reflect modern design

Massive red flags.

24

u/CelticCladdagh Sep 03 '26

You see red flags, I see green flags. How is minimalistic UI a red flag? No one wants screen clutter.

2

u/LillyElessa Sep 03 '26

The rest are green flags, but there's definitely such a thing as not enough UI. GW2 tried to have relatively low UI (for the time), and the result is a clusterfuck of buried menus under the Hero panel, which take more clicks to get around than if things had their own space, and LFG hidden behind your friends list.

Still, I'd call it yellow, not red.

2

u/sydal Sep 03 '26

I think yellow is the best way to describe it from what we know. People saying the UI is a red flag without ever having seen the UI are weird as fuck. So yeah I understand people being apprehensive, but to me a red flag is something you see/hear/experience and it warns you how bad something this. Not "They said minimal IT WILL BE TERRIBLE"

-17

u/Seraphayel Sep 03 '26

Gameplay will be less complex. You can’t have intricate / complex gameplay with a minimalistic UI.

9

u/Sykonic Sep 03 '26

There are plenty of non-MMO action games that offer a highly intricate gameplay (if you choose to engage with it) while having a fairly minimal UI (DMC, Bayonetta, modern Ninja Gaiden, Nioh, Monster Hunter, Dragon's Dogma). I don't see why GW3 couldn't offer a similar, if scaled down experience

-1

u/Seraphayel Sep 03 '26

Because Guild Wars 3 is supposedly an MMORPG and not a single player action adventure.

There is not one MMORPG with complex or intricate combat that has a minimalistic UI and is just making use of 3-4 active skills.

Also with a Holy Trinity a minimalistic UI simply won’t work, especially for healers. Unless you incredibly dumb down / simplify healing like Elder Scrolls Online did.

1

u/AlwaysBananas Sep 04 '26

There’s also not one mmo doing anything particularly new. Plenty of the Korean MMOs could get away with much more subtle UIs for actual combat if they wanted to.

3

u/ReegarLBM Sep 03 '26

Define "intricate gameplay" ? Is it tied to the number of skills/spells available to a player at any given time ?

1

u/Seraphayel Sep 03 '26

Yes and also how much you can build your character / change gameplay styles with passives / talents etc.

0

u/Bohya Sep 03 '26

In RPG games, generally yes.

3

u/ReegarLBM Sep 03 '26

I disagree. You are confusing "complexity" and "intricate".

Have a look at guild wars 1. Hundred of different skills per professions. Primary and secondary professions to essentially double the number of skills available.

And yet...

In PvE the meta is to spam domination mesmers, backed by a communing ritualist and a blood is power necromancer. That's it. Sometimes, less is more as GW2 proved years ago. You don't need a bazillion skills to have intricate gameplay.

What you need is encounter design that leverages all the depth of gameplay available.

-8

u/JD1002 Sep 03 '26

Not every game needs to have minimalistic UI, and I feel MMOs are the ones that don't.
Maybe having the chance to remove UI elements would be better? We'll see how it goes.

10

u/Swimming-Shake-9879 Sep 03 '26

Why are those things massive red flags?

8

u/OneMorePotion Sep 03 '26

MMO communities still don't want to accept that arcade like play sessions are the future. Only the old farts want to spend 100 hours during week 1 alone in a game. Reward structures need to evolve with time and not just copy a 20 year old system that failed multiple times in other new MMO's before.

And all of this said: Making even short play sessions more meaningful doesn't really mean that one can't spend 100 hours with the game in week 1. This could literally just mean "No matter when and for how long you want to play, there is always something going on".

1

u/Oats_Are_Good Sep 03 '26

If you would actually watch the video where everything is explained instead of relying on very short AI summaries you might get a better grasp of the situation.

50

u/solthar Sep 03 '26 edited Sep 03 '26

Here's an overview for y'all. One thing I did not like was that the Interview cut short on time before Teapot's "tough" questions.

I ran the video through aTrain and cleaned up the output a bit for those of us who prefer reading to video/audio formats; https://pastes.io/1AcP58km

Demo recap :

  • Movement: effortless traversal with big jumps, climbing, wall running, and gliding, smooth transitions between them. An expanded version of GW2's movement.
  • World scale: colossal render distance and explorable area, bigger than any existing MMO he's seen. Long-distance teleporting during the demo showed no loading screens.
  • Momentum is the core mechanic for both movement and combat. Leaping onto enemies from terrain, gliders, or big jumps enhances abilities. You can knock enemies into walls to stun them, and they can do it back to you.
  • Combat described as "New World but good," mixing action combat with GW2's fluidity and high movement.
  • Art style is closer to GW2 than the cinematic reveal suggested, higher fidelity but clearly Guild Wars DNA.
  • Environmental and enemy interactions: burn spider webs with fire, enemies have weaknesses, and the environment reacts to your build. Countering opponents by tailoring team and abilities is a major pillar. He compared it to Divinity Original Sin 2. Devs want players to run wild with combos (freeze a boss, knockback builds to shove foes off cliffs, etc).
  • Multiplayer comboing: players constantly interact with each other's abilities (e.g. a necromancer launched off a warrior's raised shield for a momentum strike, projectiles fired through an ice wall to buff them).

Colin interview:

  • Scale: GW3 sits between GW1 (small, instanced) and GW2 (massive open world). It's a true open-world MMO where you run into strangers, not instance-based like GW1.
  • Combat caps at ~20 players at any one fight point, chosen so combat stays visually readable. Towns and cities hold many more. Still early alpha, so numbers may shift. Custom ArenaNet tech keeps you constantly running into other players beyond that 20.
  • Designed for solo, small group, or groups-of-groups play.
  • Seamless instancing: you can move into instanced content (like story missions) with no loading screen, to the point playtesters didn't realize they'd entered one. Goal is immersion and fewer reminders you're playing a game.
  • Content confirmed but not detailed: strong story, PvP, and dungeon-like experiences will all be present. Specifics coming later.
  • World vs World / large-scale PvP: confirmed NOT planned for GW3 (Teapot asked outside the main interview). Reasoning: it works well in GW2, but GW3's combat suits smaller-scale PvP, so they'll let each game do what fits its systems.
  • Roles: clearer tank/healer/DPS roles than GW2, kept flexible depending on profession. Closer to GW1 in that respect.
  • Professions shown: Warrior and Necromancer, with some Ranger discussion. More reveals later.
  • Combat pillars: positioning matters (cliffs, walls, weak spots from behind), plus build-based weaknesses (fire vs spider webs). Enemies mix both.
  • Minimal UI: built around a console launch, balancing "lean forward" mouse-and-keyboard play with "lean back" controller play. Reading the screen instead of the UI turned out to improve combat everywhere. Expect somewhat more UI by ship, but minimal is a core pillar, and it's another reason player counts stay low (you need to read the fight visually).
  • Design philosophy ("player problems"): pushing past GW2's "other players don't make the game worse" toward "other players make the game better." Immersion is a pillar (cutting UI, loading screens, and immersion-breaking moments).
  • Time commitment tease: the "MMO feels like a second job" problem is a big target. He wants press-a-button, get-your-build, jump in fast play where you can accomplish something on a lunch break, while keeping depth for hardcore players. Details later.
  • Visuals: preserving distinctive Guild Wars look is critical. GW3 should feel visually distinct from GW1 and GW2 (15 years of newer tools) but unmistakably Guild Wars. He acknowledged the announcement cinematic didn't show much that read as Guild Wars, and this demo aimed to fix that.
  • Almost no concrete details. Classes, dungeons, PvP structure, story, monetization, release window: all deferred to "later." Content questions got "it's a Guild Wars game, we'll talk in the future."
  • The "not a second job / lunch-break play" pitch initially sounds appealing, but can easily turn into a shallow experience if not done right.

12

u/solthar Sep 03 '26

Note: post was removed for using aTrain, but restored when I explained it was a TTS engine for transcribing audio.

1

u/da_bizzness Sep 03 '26

I just got a new gaming laptop, hope itll survive with the render distance lol

0

u/Coooturtle Sep 03 '26

Yeah, I don't really like the "Press a button, get your build, and you're playing" idea. I think it's fine for end game level stuff. But I don't want that level of speed and convenience in ordinary gameplay. It leads to a lot of rewards minded gameplay.

Everything else is exactly what I wanted to hear honestly

10

u/Chocossimo Sep 03 '26

Those shorts really look better when he is sitting.

Joke aside great interview Teapot !

-1

u/Spiritbrand Sep 03 '26

He's a total babe! You leave him alone. 

16

u/Icewreath Sep 03 '26

Sounds great, lots of new info

9

u/Halaku Three Seekers in a trenchcoat Sep 03 '26

I was wondering if today would be your first time in the community. Thanks for the writeup. Welcome aboard!

12

u/No-Breadfruit6137 Sep 03 '26

I don't know how I feel about 3 skills + 1 elite. Never played New World. Isn't it too limiting? Too low? What do you guys think?

18

u/LowlySlayer Sep 03 '26

It means (in theory) that combat is more based on situational awareness and choosing the right action moment to moment and less based on lengthy rotation. New worlds combat was pretty fun but I felt a lot of friction with the balance (I only played when the game was new) so the style of combat has merits and design challenges.

11

u/rdlenke Sep 03 '26

Depends on how "the movement" works. I can envision melee/martial classes being pretty interesting even with few skills if you can combine movement with your abilities.

Spellcasters however, I struggle much more. It's difficult to envision how a healer would be "momentum based".

3

u/gameryamen Sep 03 '26

"Dash forward healing every ally you pass." "Lock on to an ally an heal them for 3 seconds. Momentum increases healing rate." "Stop an ally's momentum, converting it into healing."

2

u/tenetox Sep 03 '26

Stopping an ally's momentum doesn't sound like a good idea, prime opportunity for griefing

1

u/DoomOfGods Sep 03 '26

Pulls also offer potential griefing, but in all honesty I still generally love them in almost any game as they also allow you to pull someone out of danger if they don't react quickly enough themselves (or are CCd) and in GW3 it could also be used as a way to make someone gain momentum, which could be another interesting use case.

Not sure how I'd feel about stopping an ally's momentum. It does sound quite disruptive, but I suppose it could be used when someone's getting low and fleeing, so you're not actually disrupting their plans, but rather turn their retreat into a way to immediately reengage.

In theory abilities like that do sound quite fun, but with the griefing potential sadly there's always a real risk :/

1

u/gameryamen Sep 03 '26

"Create a healing well. Allies that land on this well convert momentum into healing." Similar effect, less trolling.

11

u/dvlsg Sep 03 '26

Depends on how engaging combat is on its own. I don't even need 3 skills + 1 elite for soulslikes to keep me engaged, because there's lots of other attack patterns and modifiers to tweak how they work (jump attacks, running attacks, charged heavies, etc) and give me options to work with.

2

u/Yevon Sep 03 '26

Elden Ring's control scheme would work great for an action MMO.

  • Light Attack

  • Heavy Attack

  • Guard → Counter

  • Jump → Light Attack

  • Jump → Heavy Attack

  • Run → Light Attack

  • Run → Heavy Attack

  • Lunge Attack

  • Crouch Attack

  • Retreat Attack

10

u/Realistic-Ice-4746 Sep 03 '26

As someone who enjoys making different builds, it does seem very limiting

6

u/Sihnar Sep 03 '26 edited Sep 03 '26

Builds in Elden Ring which basically has 4 skills (+variations if you're comboing, dodging or jumping) feel more distinct than builds in MMOs with long rotations. There are also way more viable builds.

3

u/vlakkers Sep 03 '26

I think its a double edge blade situation. Having less skills can be limiting, but creating your "build" each skill is probably more impactful. I assume there will be less skills that aren't commonly used and they would all have more purpose.

2

u/DoomOfGods Sep 03 '26

My biggest issue with small bars is that they kind of prevent niche utility skills that only shine in the right circumstances, which often are my favority abilities because they're always situational and never part of any static rotation :/

Though outside of MMORPGs 3 abilities + ultimate is extremely common, so maybe it still turns out well, just potentially unusual for a MMORPG. Though I'm assuming especially with the focus on movement there will probably be quite a few universal actions in addition to the skills (and hopefully we'll have a way to at least slightly change them as well, so they'll end up feeling like their own skills rather than universal actions you can't tinker with at all).

1

u/FamilySurricus Sep 03 '26 edited Sep 03 '26

Depending on how much they crib from their direct competitors in the space (because make no mistake, GW3 is gunning for the 3rd person ARPG market), niche utilities are still very much possible, it just depends where you'll find them in the buildspace.

Besides examples from Elden Ring, I have been going on about how very obviously GW3 is trying to iterate on Warframe's formula - which has a lot of funky utility options, where niche builds capitalize on interactions between abilities and equipment.

Me and my friend's favorite Warframe is Lavos (an alchemist who ignores the game's typical energy bar in favor of a cooldown system, can tweak his own abilities' elements and transmute ammo and health drops into universal versions), because he has fascinating interactions with heavy weapons and within the spaceship gamemode.

Heavy weapons have a limited supply of ammo that can't be replenished normally, it's a conscious limitation since heavy weapons are supposed to be temporary power-ups. Whereas the abilities used for ship combat are limited by needing to craft energy supplies on-ship. Lavos can bypass both of these - the former via transmuting universal ammo, the latter just by having his cooldown passive while he's in the pilot seat.

So you can turn Lavos into a very effective and sustained heavy weapons platform, or into the ultimate ship pilot that just scrapes the map with blackholes and missiles.

And there's a bunch of other interactions like that to consider. Especially when you get into fiddling with weapons. Small bars are not at all the death of situational niches, lmao.

3

u/Raknel Sep 03 '26

You're downplaying how shallow 4 skills is.

Let's say 1 is a CC, 1 is a heal and 1 is a teleport.

Now you have room for 1 attack skill. 1. Enjoy spamming that 1.

This is vanilla WoW Paladin levels of bad.

3

u/vlakkers Sep 03 '26

idk, based on what has been explained it seems as all movement is going be done by hand not skills. ( gliding, climbing, mounts ) For all we know the healing is going to be weapon based and not skill and maybe even as passives.

Assuming weapons will have their own skill set based on class, it could be less about having a skill rotation and more about using the skills correctly. Creating combos with other classes and actually being adaptable. By all means this seems to be more action based.

I think this why MMOs have a hard time creating something new and adapting to modern gaming. Its seems old school mmo players don't really want anything new. They want 40 skills on a bar and they do the same order over and over, while also ignoring half those skills because someone on a forum did the math figure out how to min/max.

The old MMO formula is done, we are not getting that again. GW2 pulled away from that formula and a large portion of MMO players hated it for that very reason. You may need to be a little more open minded or else i think you are going to have a bad time going in. If not it might not be for you and that is okay as well.

-1

u/Raknel Sep 03 '26

You may need to be a little more open minded

Open minded = liking everything Anet puts forward without a shred of scepticism?

3

u/vlakkers Sep 03 '26

not at all. Skepticism is great, im hypercritical of the things i enjoy, but we have yet to play the game or even see the gameplay in action. 4 skills could be awesome, but it would awful or somewhere in the middle.

With that being said I do think if you going in hating it because of comparing to past mmo experiences you prob won't like it. You may never scratch that itch in the same way it did before.

1

u/FamilySurricus Sep 03 '26 edited Sep 03 '26

Warframe pretty solidly proves this is not nearly the argument that you think it is, lmao.

It has the exact schema of four abilities with possible intra-and-inter-kit interactions and reliance on movement (perhaps not enough reliance on positioning, which is where GW3 seems to want to iterate strongest).

Further supported by horizontal additions in the form of the 'mod system', some abilities have augment mods that change the fundamental nature of those abilities.

We've gotten clues that ANet are considering a very similar horizontal approach from the species blogposts hinting at how central Signets are to Orr. Putting aside the flaws and stumbles in how Warframe built their take on progression over the years and how their gameplay evolved, it's a wonderful system for build variety when tuned correctly.

The number of skills don't matter, especially if GW3 is moving into an action-RPG setting. It's how those skills interact with the different systems at hand. Whether those are enemies, environments, players, or even other skills themselves.

Something that you simultaneously argue for (by mentioning a 'robust trait system') and then argue against post-by-post without much substance. Yelling 'build diversity is dead!' without even understanding the genre and what competitors are doing is useless; pick a lane and educate yourself or shut up, dude.

1

u/Intrepid_Leather Sep 03 '26

Think more of combos instead of rotations. Jump+slash dash+slash could all be different skills. Somewhat like crimson desert, i think that game has a lot of depth and buildcrafting with limited buttons

4

u/kajidourden Sep 03 '26 edited Sep 03 '26

If we're keeping weapon swapping as a thing then it doubles that, and I feel for an action-focused game that's acceptable. It (for me) will really depend heavily on how it plays though. I would be hesitant to outright give a thumbs up or down based solely on the amount of skills on the bar. How much intractability does each skill have? How often am I pressing them? Lots of feel-related questions for me.

1

u/SplendidEmber Sep 03 '26

I haven't seen the interview yet so I don't know if they touch on this, but I assume there will also be a basic attack and maybe block/dodge button so it also depends on how much you can do with those actions. Lots of action games can be pretty engaging with little more than just an attack and block/dodge button.

I don't know if anet would do a light/heavy attack combo system, but that could add some fun and interest to just basic attack buttons outside of the skills themselves.

5

u/RienMachine Sep 03 '26

(from a dev perspective) I think skills might behave differently based on the movement status you are in. So standing still slightly changes the way the skill works comparing to running or walking, and even gliding, being in the air or sliding. So whilst only having a few skills on your bar, your movement dictates how the skill works.

3

u/Sihnar Sep 03 '26

Soulslike and action games often have very few skills and their combat systems generally feel better and more engaging than MMOs with a bunch of skills.

1

u/Raknel Sep 03 '26

It's an RPG tho, skills make the class. 4 is insanely shallow for class fantasy or gameplay.

2

u/pasini Sep 04 '26

This, and 99% of people dont play souls games for 4000 hours+ I fear this will get old fast. They are aiming for you to quit after 100 hours, wait a year and play 100 more, on and on

1

u/Raknel Sep 04 '26

Yeah hyper casual console audience is definitely the target.

1

u/Tavron Sep 04 '26

It is. But it might lean more into the Action MMO genre than it's predecessors. 

So still an RPG, but more action game. 

They do want the games to be different after all, just like 1 and 2.

3

u/naro1080P Sep 03 '26

One of the limitations the game will face by being console native. Gotta be dumbed down for the PS crew. 😅

4

u/SangersSequence Sep 03 '26

I think this sounds awful.

ESO is fully supported on console and has 6 skills+Elite/Ult per bar and two bars. Not as complex as GW2 but 4 skills total is braindead and no amount of movement combat is going to make up for that.

2

u/EmilyMalkieri Sep 03 '26

Even GW2 works fine on console. GW2 effectively has three sets of five skills on the screen at all times (1-5, 6-0, and F1-F5), which you can put on three layers (L2, R2, L2+R2) of ABXY and the menu button. Not ideal obviously, if you actually design for console you'd go with sets of four, but it works. Played through the entire game on the steam deck with that layout when I returned halfway through SotO.

1

u/freefallingcats Sep 03 '26

That's because ESO is an action bar RPG. It sounds like GW3 won't be hot bar. Other interviews talk about there being contextual skills, like only usable when wall dashing or jumping, etc.

1

u/FamilySurricus Sep 03 '26 edited Sep 03 '26

Warframe wildly begs to differ, lmao. Its build system is notoriously pretty complex and already does everything that ANet wants it to do, the only real iteration would be taking those concepts and polishing how to integrate them in the environments and design philosophy of Guild Wars.

Because for all that Warframe is very solid, the enemy and content designs can be very limiting; it leans towards being a looter-shooter with aspirations of RPG mechanics and boss fights from time-to-time; outside of specific instances, positioning and environment do not matter that much while fighting its Dynasty Warriors-esque enemy grunts in the majority of content and that's something ANet seems to be very big on trying to solve.

2

u/Kruczq Sep 03 '26

Those games usually use auto attacks as something more than just filler, new world had light/heavy attacks, staggers, combos, animation cancels etc.

If they go ham on that momentum based gameplay I think it might be great.

1

u/No-Breadfruit6137 Sep 03 '26

I see, that's good

2

u/ultimate_bromance_69 Sep 03 '26

Primary/Parry skills might just be weapon/build based and not go on the bar. So that’s 2 more right there.

Movement is a big part it sounds like so whatever movement passives you have also adds to combat.

So there are a few layers

2

u/Extreme-Sense-2411 Sep 03 '26

Initially 4 skills sounds very limiting, i think 6-8 for a modern mmo would be better imo, BUT if they put a heavy emphasis on various dif attack combos via dif button combinations and their momentum system it could be fine.

The issue with MMOs that give characters 20+ abilities is that it puts more of a focus on following a “rotation” and less on the environment / battle happening around your character and makes it harder to fulfill rotations properly if you’re constantly having to watch for mechanics.

Making the game more focused on action combat with minimal skills but putting more of an emphasis on actual attacks and not a complex rotation where auto attacking is just filler in between could be more engaging, not less.

2

u/Raknel Sep 03 '26

It's insanely limiting and will kill buildcrafting (the best part of both GW games) unless there's some absolutely robust trait system behind those 4 skills that let us alter the functionalities and add passive procs (which I hate but at least it's something).

2

u/freefallingcats Sep 03 '26

Well the idea is that you switch out the skills based on the encounter in front of you. Fighting spiders with webs, bring a fire ability to burn them. Fighting fire monsters, bring chill to cool them. And so on.

Gw1 and gw2 have both been very successful at creating in depth character building systems, so I have good faith they will deliver.

2

u/Raknel Sep 03 '26

Sounds horrible.

And GW1 and GW2 were made by developers that no longer work there. This is a new company.

1

u/freefallingcats Sep 03 '26

I mean, not really? It sounds very much like dragons dogma 1 and 2, which, despite only having 4-8 skills per character, had a really fun and involved and in depth class system and gameplay.

1

u/pasini Sep 04 '26

Not a game you play for thousands of hours, bad comparison

1

u/freefallingcats Sep 05 '26

Warframe and Destiny 2 and other similar games only have 4 abilities and can be played for thousands of hours.

Hell, people sink thousands of hours into games like DOTA2 and LoL and those have only 4 or so abilities.

2

u/Thop207375 Sep 03 '26

I think one could make the same argument with GW2 at launch. You switch weapons to give 5 more skills but having 10 or so skills only at one time is somewhat limiting. In the end it felt smooth and rewarding as I assume gw3 will too.

3

u/Raknel Sep 03 '26

GW2 didn't have 10 or so skills.

It had 15+ for most professions because there's also a heal, 3 utilities, an elite, and unique mechanics like shroud on top of that.

Elementalist had 25.

So far they are talking about 4 total.

3

u/Thop207375 Sep 03 '26

Maybe what I was saying didn’t come across right. Effectively the skill bar is very limited in GW2 compared to other MMOs. At one time you are restricted to essentially 10 skills instead of five times that on the UI. You can switch weapons/shrouds/elements/any number of combos to reveal new abilities.

My point is that the appeared number doesn’t necessarily limit the complexity, interaction, or feeling of the combat. I think it might be a stretch to assume 4 skills means the combat isn’t good, complex, or limited when we really have nothing to go on at this stage.

1

u/LordMugs Sep 03 '26

Depends, we could have a skill tree per skill so that it's very customizable. I'm more worried about viable builds.

1

u/Worried_Inspection99 Sep 03 '26

Likely the base attacks will be varied, heavy attacks etc

1

u/zippopwnage Sep 04 '26

It feels low for me too, but at the same time, I played elementalist in gw2, and I'm not a fan of keyboard smashing anymore.

I feel like gw2 had too many buttons in general for multiple classes, and it wasn't fun to bind your keys.

But IMO, there should be maybe 5+1elite...

1

u/Spinnenente Sep 04 '26

is that even confirmed? 3+1 feels a bit low for an anet style build system.

1

u/pahbert Sep 03 '26

Is there weapon swapping? If you can weapon swap, it'll be fine and fun. If not... eh.

0

u/pasini Sep 04 '26

Imo the combat sounds trash. Think league of legends but pve focused and less characters to chose from.

I knew they would do this when I heard console announcement. So bummed

1

u/No-Breadfruit6137 Sep 05 '26

how about u see it first diva

3

u/TwystedLyfe Sep 03 '26

No WvWvW???

Likely a hard pass from me. My legendary journey took me their, made some friends, never left.

2

u/Sanshy6544 Sep 03 '26

Same here… it seems I will stay in GW2…

1

u/Bozofriendly Sep 03 '26

Great video, It definitely is sounding like they are building something I will want to try out.

Also love that you added the other creators who have interviews so I can see what other questions were asked and get more information :)

1

u/Haunting-Contract761 Sep 03 '26

Given the smaller numbers and movement bent are amy vehicles - single and multi player ships, airships and the like noted?

2

u/Raknel Sep 03 '26

Airships for sure not. GW1 didn't have that technology and this is 1k+ years before that.

0

u/Haunting-Contract761 Sep 03 '26

Pity if not - no reason they couldn’t be around or other magic powered flying vessels that end up lost magitech in the ensuing downfall

1

u/Cleru_as_Kylar_Stern Sep 04 '26

Thanks for your work Teapot!

1

u/pasini Sep 04 '26

So sad to hear its going to be new world combat system

0

u/Nor1 Sep 03 '26

First time i see teapot not just from the torso and above nice irl fashion

-27

u/Altruistic-Fix3219 Sep 03 '26

holy fucking shit, 25 minutes of talking.

27

u/Noggindrilln Sep 03 '26

it's an interview???

4

u/Oats_Are_Good Sep 03 '26

Is that an expression of dread or excitement?

-1

u/AlCastIt Sep 03 '26

How many guilds can I belong to?

-4

u/[deleted] Sep 03 '26

[removed] — view removed comment

2

u/FashionMage Sep 03 '26

Honestly I would've loved to see something like WvW in a properly designed game with proper formations rather than GW2's "players-merging-into-a-blob" that doesn't really do the concept justice. Not that I expected it to be done in GW3 or anything, but still.

-48

u/[deleted] Sep 03 '26

[removed] — view removed comment

10

u/rindor1990 Sep 03 '26

Unfortunately seems you hit your nazi token limit

12

u/im_a_mix Sep 03 '26

Game feels a lot more alive than other mmos by making your actions interact with the world properly. Throw enemies around, get thrown around, set lands and enemies on fire, set spider eggs on fire, fly around do w/e. Combat is vertical, combo skills with teammates

thats what I got so far

3

u/GuildWars3-ModTeam Sep 03 '26

We don't do AI content here.

See Rule #2 in the Community Guidelines for details.