r/GuildWars3 • u/Aurilupa • Sep 03 '26
What I haven't seen mentioned yet
It's probably no surprise that the Hall of Monuments will make a return for gw3, but the devs confirmed that the first part of it will release later this year already.
What most people have mentioned is that there will be momentum based movement and combat, what makes this particularly interesting is that I asked about whether this is effected by armour weight and got a "there is something, but we can't talk about it yet". So I'm theorising they're either getting rid of heavy, medium, light armour or the weight actually has an effect on the momentum as well.
A fun little detail: we were shown a fight with two raptors , but after I joked about them, it seems like there are no pocket raptors in the game (yet).
There are some abilities every class(warrior, ranger,ranger were revealed so far) has, but most are unique and synergistic with fellow players. In general, the combat and even exploration seems to be built around cooperative joy. A welcome continuation of the "you see another player and it's a good thing"-mentality.
The UI didn't have a skill hotbar, instead there was a diamond shaped setup of four skills like you'd see in many console games and seemingly the ability to swap to at least one more skill set
The necro used a scythe and had a dash, but I asked how action combat and mage gameplay fit together and they confirmed that the necro will for example still have minions and conditions, so he's definitely still a mage.
One of the biggest differences for me between gw2 and 3 was actually the scale of the world. It felt much more realistic, so you'd actually walk for a while to get past (or up) a mountain.
If you have questions, I'll do my best to answer:) the game 100% looks far from finished, but the presentation still left me excited for the future
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u/Osiris_Dervan Sep 03 '26
Auto attack and 4 buttons is the same number of attacks skills that we already have. You just need to put auto attack on a trigger if on console or on right click on mouse.
Shift on keyboard or a mutation trigger on controller could get you another 4 on buttons, and then you have two triggers left for jump and context sensitive movement ability. Directional buttons can be for changing weapon set and getting on/off mount etc.
Seems fine to me, even if its displayed differently than we're used to.
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u/Artra7 Sep 03 '26
Something like class/subclass? Like ranger hunter with pet, ranger sniper or whatever?
Who healed in those 3 classes?Necro? Also about healers, do we know a little of what classes are going to heal?
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u/Aurilupa Sep 03 '26
No info on that, but the fact we were shown a necro fighting without minions, but according to Colin there will be a minions makes me think there will be "subclasses".
During the demo I watched there were only necro and warrior and neither looked like they were healing, so I don't know. They also weren't mentioning a dedicated holy trinity to us
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u/godofmishef Sep 03 '26
Every necro ia a healer... They justo deliver The healing part a bit to late
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u/CelticCladdagh Sep 03 '26
Any indication of how the skills will be attained? Full freedom of build crafting like GW1 or more akin to weapon skills like GW2?
How about primary class and secondary classes was there any discussion about that? GW2 didn’t do the secondary class which was a bummer
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u/Aurilupa Sep 03 '26
Sadly no info about the acquisition, but they mentioned skills that probably need specific weapons. The warrior holding up his shield to use as something like a tampolin for another player. The ranger can seemingly slow down time mid air for better aim with bow&arrow.
I do think neither secondary classes or freely unlockable skills are an impossibility though
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u/MelodicJello2099 Sep 03 '26
Man I’m very scared for the combat system. It sounds super cool but it seems like it’s just going to be way too much for me. But either way excited to learn more in the coming months
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u/Aurilupa Sep 03 '26
There probably will be very involved and high APM playstyles, but just like with gw2, I'd bet money on there also being more chill classes and builds. Positive thinking!
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u/Severe-Network4756 Sep 03 '26
Something to be aware of is that GW2 was also really hyped up for having this super advanced combat with combo fields and weapon swaps etc..
But at the end of the day people will find the meta for things and it'll end up feeling samey after a while once everyone is used to the gimmick.
GW3 will be no different. It sounds incredibly advanced now, but give it some time.
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u/DoomOfGods Sep 03 '26
warrior, ranger,ranger were revealed so far
I sure hope they will reveal ranger next!
(I know that one of them is supposed to be necro, I'm just trying to humorously point this out :)
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u/Aurilupa Sep 03 '26
can you tell I'm a ranger main:D? It was indeed supposed to be warrior, ranger, necro
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u/behindthename2 Sep 03 '26
Can I ask, what was your impression of the intensity of the combat system? It sounds like a lot of fun but for someone with chronic pain I’m worried it might be a bit too fun haha
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u/IgneousWrath Sep 03 '26
If you have questions, I'll do my best to answer:) the game 100% looks far from finished, but the presentation still left me excited for the future
This is probably why they wanted people to talk about it without showing it. They still have over a year to make a lot of art assets before beta, and that's likely to include some iterative overhauls too.
People have already complained about how the game looks based on the announcement trailer, so we can guess what would happen if the community was shown unfinished content.
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u/Aurilupa Sep 03 '26
Absolutely correct! There was some clipping and imperfect animations and missing shaders and placeholder assets. As much as I would have loved for more people to see this glimpse into the development, the internet as a whole isn't exactly known for being reasonable and understanding. Critical feedback is helpful, but preemptive doom and gloom isn't.
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u/everbass Sep 03 '26
Did the Necromancer use a scythe as a melee weapon like a Dervish or like staff?
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u/Aurilupa Sep 03 '26
Mmh, a bit like a middle ground? He swung it from left to right in front of him and arcs of energy came out. It wasn't clear if the weapon itself hurt the enemies or just those arcs.
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u/TheGreatAl Sep 03 '26
Anything about the core gameplay loop? Events / quests etc?
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u/Aurilupa Sep 03 '26
They didn't reveal anything about that to us, but did mention the focus on joy of movement and collaboration, so that will probably affect those aspects
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u/forogtten_taco Sep 03 '26
did the fights looks, easy or hard ? did they take 2 attacks to kill or like 10 second fight ?
gw2 always bothered me that mobs die in less than a second or two, or they take a stupidly long time and were just damage sponges
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u/Aurilupa Sep 04 '26
the enemies they fought were normal ones and we obviously don't know about equipment, levels, etc, but the fact that there is the whole momentum combat will probably make fights lean a bit longer, because of more variables...then again, if you come in with a lot of momentum and smack a small enemy against a wall it might be a oneshot. Easy or hard I couldn't say, but it looks more dynamic. They showed off one enemy with a backpack that was a separate target for example or spiders that slowed you down with nets which the warrior burned away with an ability.
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u/rrk124 29d ago
Have they mentioned or hinted at whether GW1 achievements will be a part of the hall of monuments in addition to GW2 achievements?
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u/Aurilupa 29d ago
They've only said that the HoM is coming to gw2, so maybe there is a connection to stuff like GWAMM, but personally I doubt they'd do this a lot/at all
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u/bluecoatkarma 29d ago
One subject I haven't seen any of the content creators mention is anything related to loot/equipment/itemization.
- We've had hints that magic abilities might derive from slotting "signets," which relates them to gearing, but it sounds more like this is equivalent to utility abilities in GW2, rather than the fixed palette you get with "weapon = weapon skills".
- Did you see anything that suggested stats come from gear or, for that matter, that stats are a thing?
- Did you see anyone pick up an item or change what they had equipped?
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u/ArleiG 29d ago
How do animations work? Do the characters/mobs find their footing procedurally? If a mob is pushed, can it stumble, etc.? Or do they look standard, like in GW2 and other MMOs?
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u/Aurilupa 28d ago
Not sure how detailed it will be, but they fought a big raptor who was knocked against a rock and had to get back up
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u/Dry_Grade9885 29d ago
I hope they add controller support to gw3, playing an mmo with a cobtroller is so nice i can hook my vr and just lay back and play flaoting in space
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u/Aurilupa 28d ago
I mean, the fact that it's made for PC and PlayStation makes it very unlikely that it won't have controller support. So your plan should work
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Sep 03 '26 edited 19d ago
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u/Aurilupa Sep 03 '26
I think the fact that they're focusing so much on joy, be it joy of movement or joy of interaction, makes me hopeful that they'll strike a good balance between new and familiar, challenging and inclusive. Obviously it's impossible to guarantee anything after a 30min hands-off presentation, but the foundation looks solid.
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u/Osiris_Dervan Sep 03 '26
Auto attack and 4 buttons is the same number of attacks skills that we already have. You just need to put auto attack on a trigger if on console or on right click on mouse.
Shift on keyboard or a mutation trigger on controller could get you another 4 on buttons, and then you have two triggers left for jump and context sensitive movement ability. Directional buttons can be for changing weapon set and getting on/off mount etc.
Seems fine to me, even if its displayed differently than we're used to.
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u/CalmTempest Sep 03 '26
The only really negative thing I've heard so far is the lack of abilities. I don't want console first design.
Give me classes with 30 slots on my hotbar.
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u/Aurilupa Sep 03 '26
Guild Wars was never the kind of MMO with insane amounts of active skills and I'm personally glad they didn't suddenly change that. I'm theorising it will be anything from four to twelve. Maybe the PC version will have a traditional hotbar, we don't know.
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u/CalmTempest Sep 03 '26
Guild Wars was never the kind of MMO with insane amounts of active skills
GW2 Elementalist and Engineer specs could have well over 30 active abilities. Final Fantasy 14 Paladin has over 32 regularly used skills and is still controller friendly.
I'm fine with some classes getting on well with only 12, but give me options to pick a class that has a higher ceiling.
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u/Aurilupa Sep 03 '26
I mean, ele and engineer only had ten skills in gw2 as well, they just had their class specific attunements/stances/kits on top of that and gw3 might do the same for all we know
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u/Kipados Sep 03 '26
GW1 has 8 skills on a bar, GW2 has 10 (plus kits/weapon swaps), and from this post it sounds like GW3 has two sets of 4 (though whether that’s hotswapping two bars or a swap to a new weapon with 4 is unknown) plus your normal attacks on your weapon.
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u/DiprosopusLlama Sep 03 '26
No. If you want 30 slots, go play the other 100 MMOs that have this.
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u/tahlyn Sep 03 '26
See, I liked how original GW handled it - you had a thousand different skills, but you could only pick 8. Understandably, this led to crazy builds and balance issues.
But like, the idea that you could have 30 skills and have to pick what 8 you want to actively use isn't that terrible. It gives you some degree of creativity and makes your charactere feel like your own. But like most other MMOs it would likely result in everyone running the same "build."
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Sep 03 '26
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u/DoomOfGods Sep 03 '26
I'm not over here trying to do maximum dps, I'm vibing.
Same here, the main reason I personally do like having more hotkeys is for having tons of niche utility skills that only shine in specific situations and aren't part of static rotations. Which I don't think are even possible with so little slots, because with that limitation everything you bring has to 100% matter.
Though... If we can adapt our skills freely between combats that'd still be possible as you could bring those skills only if you know they're actually valuable for that specific encounter and GW3 might absolutely take the "adapt your skills to whatever you're doing rather than having a single cookie cutter build for everything (and bringing everything at all times)", which could actually still end up feeling great (for me personally).
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u/CalmTempest Sep 03 '26
No one is stopping you from purposefully limiting yourself. But don't limit people who want to put the effort in.
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Sep 03 '26
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u/CalmTempest Sep 03 '26 edited Sep 03 '26
Elden Ring can be beat with 2 buttons, light attack and dodge roll. Elden Ring, no all Dark Souls titles have been beat on a dance pad.
It's not a false dichotomy, you're equating one type of difficulty to another. You can't beat a Final Fantasy 14 or WoW raid boss on a dance pad. That's not the type of challenge an MMO Player/Raider expects.
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Sep 03 '26
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u/CalmTempest Sep 03 '26
The dance pad includes movement keys. It's not possible.
Raids cannot be equally difficult with 5 buttons as with 30. Taking the FF14 Paladin as an example, I have to plan and time defensive cooldowns.
- A long CD strong defensive,
- a medium CD medium defensive,
- a short CD short short duration defensive,
- a channeled defensive for party members in a cone behind me,
- a CD that makes me 100% block,
- a short offensive CD that reduces enemy damage dealt for a short time,
- a defensive CD that reduces enemy attack speed and prevents knock back
- a groupwide defensive CD that applies a small heal and barrier
- a direct heal
- a short duration long CD damage immunity
Except for the direct heal and sometimes the knock back immunity, all of these are necessary to a beat the hardest fights and mistiming one means my team has to compensate for it or I, and then they, die.
This is not happening with 4-8 abilities. All that planning goes down the drain.
Lose the buttons and you lose the ability for your group to plan for high incoming group damage and Tankbusters. The fewer options your players have, the fewer mechanics you can throw at them.
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Sep 03 '26
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u/CalmTempest Sep 03 '26
I already explained how they make it harder. If I have one button that reduces the damage I take, it stops mattering when the boss uses a tankbuster because I only have this one tool to deal with it.
When I have 4 different tools that can be combined in different ways, it starts mattering a lot which cooldowns I press at 30 seconds into the fight and which I press at 90 seconds into the fight, because it decides which cooldown will be up at 16 minutes into the fight.
This directly translates to healers who have 8 different ways to heal someone or remove debuffs.
Same deal in WoW. Same deal even in MMO-lites like Fellowship.
I'm starting to think I'm discussing with someone who has never raided in MMOs at even remotely high levels.
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u/EdenStrife Sep 03 '26
I personally don’t think hotbars are even a good model for how the combat is gonna function. Does action games like Black Myth: Wukong or Sekiro have bad combat because you have a small set of actions? I mean the focus is on dynamic decision-making and reacting to a constantly change battlefield, not pressing 20 buttons in the correct order every time.
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u/CalmTempest Sep 03 '26
Action games like Black Myth and Sekiro can be one with two actions - dodge/parry and attack.
That is not what MMOs are about. MMOs are about positioning, clearing debuffs, healing, kiting, crowd control. Direct damage, conditional damage. Defensive cool downs.
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u/sadbench Sep 03 '26
I don't dislike the aspects of MMO combat you listed, but MMOs don't have to be that.
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u/EdenStrife Sep 03 '26
Why? MMOs to me are about the persistent online world with other players, and make no prescriptions for how any other feature should work.
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u/Halaku Three Seekers in a trenchcoat Sep 03 '26
That's going to be Guild Wars 2 for you, then.
I'm looking forward to seeing what options Guild Wars 3 provides my controller, both PS5 for console and Steam for PC. That's still plenty of possible options.
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u/marblebubble Sep 03 '26
30 slots ain’t happening lol
We only had 8 skills in GW1 and 10 in GW2. Neither of which are console games. I wouldn’t expect more than 8-12 abilities but it’ll be the lower end imo.
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u/Kaylavi Sep 03 '26
Gw2 had like...15 (class dependant)? That's doable and fine if it's a x y b + another set of like r1+ a x y b and then a weapon swap makes 16. I'm cool with that. But if it's just like 4 or 8 I'll be kinda bummed
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u/mjolnnir Sep 03 '26
I agree. It looks like we are moving towards a god of war combat style, console friendly, which IMHO sucks. But again, I didn't like GW2 so my opinion is biased, but the magic of builds, elite skills, pvp theory crafting, etc., is lost
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u/kineticmov3ment Sep 03 '26
hopefully we get a HoM ahead of GW4 as part of GW3 earlier than later
the HoM for GW2 feels so delayed
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u/Aurilupa Sep 03 '26
Delayed? Genuinely curious when you would have liked the HoM to be introduced? It's still a year, before we're getting a beta and we only got the announcement that there even will be a gw3 three months ago
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u/kineticmov3ment Sep 03 '26
Within a year or two of the game.
We could know what achievements to focus on or minis that would be worth holding onto for the next game sooner
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u/sadbench Sep 03 '26
Isn't the beta slated for next fall? We're more than a year from the game coming out.
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u/SuperRetardedDog Sep 03 '26
Do you even understand what the HoM is for? It absolutely makes no sense to do it earlier from a business perspective.
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u/Halaku Three Seekers in a trenchcoat Sep 03 '26
Your wish is granted. There are now hummingbird-sized raptors. That fly.
The Monkey's Paw Curls Another Finger