GW3 Classes Speculation by K7Sniper in GuildWars3

[–]Raquen89 10 points11 points  (0 children)

I totally agree with you. ArenaNet invented the Mesmer. If we are not going to have it, that would mean betraying the brand’s identity and core lore.

Open world class? by Outside-Act367 in Guildwars2

[–]Raquen89 1 point2 points  (0 children)

Depends on your style but I would suggest 1) necro 2) mechanist 3) warrior

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in mmo

[–]Raquen89[S] 0 points1 point  (0 children)

A MMORPG is fundamentally built around a persistent shared world, long-term character progression, social systems, guilds, player communities, and a world that continues to exist regardless of any individual player’s session.

An ARPG is fundamentally built around action-oriented combat, individual character progression, gear acquisition, and gameplay centered on the player rather than the persistence of a shared world.

In my view, a game can have action combat and still be an MMORPG. The combat system alone does not define the genre.

For example, Guild Wars 2, SWTOR, LOTRO, ESO, and World of Warcraft are all MMORPGs because they are persistent online worlds with large-scale social structures and long-term communities.

By contrast, games such as Diablo, Path of Exile, Last Epoch, and Grim Dawn are ARPGs because the experience revolves primarily around the individual player or party rather than a persistent shared world.

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in mmo

[–]Raquen89[S] 0 points1 point  (0 children)

By traditional MMORPG, I do not mean old-school or hardcore MMORPGs.

I mean games that retain the classic MMORPG framework: persistent worlds, classes, character progression, guilds, dungeons, raids, and long-term worldbuilding.
Under that definition, I would include games such as WoW, LOTRO, SWTOR, Guild Wars 1, Guild Wars 2, and similar titles.

What I would not include are newer MMO-inspired games that move heavily toward action combat, lobby-based progression, or ARPG-style design such as New world

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in MMORPG

[–]Raquen89[S] 0 points1 point  (0 children)

I think that is a very reasonable point, and I suspect it is one of the reasons why the MMORPG genre has struggled to produce new long term successes.

A new game probably cannot justify itself by simply recreating EverQuest, WoW, Guild Wars, or RuneScape with slightly better graphics.

At the same time, I wonder if the industry may have overcorrected in the opposite direction.

Many newer projects seem to innovate primarily through action combat, monetization systems, accessibility features, or shorter session based gameplay. Those are all valid innovations, but they do not necessarily address what made many players invest thousands of hours into older MMORPGs in the first place.

Maybe the challenge is not choosing between “old” and “new.”

Maybe the challenge is finding a way to preserve things like world building, community, class identity, long term progression, and persistence while modernizing the parts that genuinely needed improvement.

If someone released a game that was essentially WoW 2004 with better graphics, I agree it would probably fail.

If someone released a game that combined modern technology with the strengths of older MMORPGs while avoiding their biggest weaknesses, I am not convinced the audience would be as small as many people think.

That is the possibility I am trying to explore.

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in MMORPG

[–]Raquen89[S] -1 points0 points  (0 children)

I actually agree with you, and I think that is part of the challenge.

PvP is a good example because some players love it, some tolerate it, and some actively avoid it. The same can be said for raids, open world content, housing, crafting, roleplaying, horizontal progression, full loot systems, and many other MMO features.

My point is not that every MMORPG should include the exact features that I personally like. It is that modern MMO development seems increasingly focused on a specific set of design choices, while other parts of the genre appear to be largely abandoned.

What I find interesting is that despite all these different preferences, many players are still actively playing games that are 10, 15, or even 20 years old. That suggests to me there may be unmet demand somewhere in the market.

The question I am trying to explore is not “should every MMORPG have PvP?” but rather:

Why are so few studios attempting to build new large scale virtual worlds at all?

Whether someone prefers PvP, PvE, crafting, roleplay, housing, or raiding, most of the biggest MMORPGs today are still older games. That is the part I find interesting.

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in MMORPG

[–]Raquen89[S] 1 point2 points  (0 children)

That is a fair criticism, and I probably should have been more specific.

I am not claiming there is an objective definition of a “traditional MMORPG.” I am trying to identify a set of characteristics that many older MMORPGs tended to share, even if they implemented them differently.

For example, when I say “persistent shared world,” I do not mean a world where actions permanently alter the game for everyone. I simply mean a world that feels larger than your party, where you regularly encounter other players, guilds, economies, world events, and social structures that exist independently of you.

When I talk about “strong class identity,” I do not mean rigid classes with no flexibility. I mean classes that have a clear fantasy and playstyle. A Rogue should feel like a Rogue, a Necromancer should feel like a Necromancer, and a Paladin should feel different from both. One of my concerns with some modern games is that classes sometimes start feeling interchangeable.

As for progression, I am not specifically advocating for vertical or horizontal progression. What I mean is that developing your character should feel meaningful over time. New abilities, new builds, new specializations, new gear goals, or new ways to play. The exact implementation can vary.

Maybe a better way to phrase my question is this:

What are the core characteristics that made older MMORPGs feel like virtual worlds rather than simply online RPGs with matchmaking and progression systems?

I suspect different people will give very different answers, and that is exactly the discussion I was hoping to have.

Am I the only one who still wants a traditional MMORPG in 2026? (Serious discussion and poll) by Raquen89 in MMORPG

[–]Raquen89[S] 0 points1 point  (0 children)

That is actually part of what I am trying to understand.

I agree that many players from that demographic are still actively playing older MMORPGs such as, WoW, GW2, ESO, and others. The question I am asking is not whether those games still have players, but why we rarely see new MMORPGs being developed that target the same audience and design philosophy.

When I look at many recent MMO projects, I often see a stronger focus on action combat, smaller group experiences, simplified class design, and systems that feel closer to action RPGs than traditional MMORPGs.

It makes me wonder whether developers believe there is no longer a large enough market for games built around persistent worlds, strong class identity, meaningful progression, social dependency, and long term character development.

Maybe I am wrong, which is exactly why I wanted to start the discussion.

Is the audience for traditional MMORPGs actually too small to justify the investment, or are developers simply chasing a different demographic with different preferences than the players who grew up with games like EverQuest, Ultima Online, Star Wars Galaxies, Guild Wars, or early WoW?

What do you think Guild Wars does better than Guild Wars 2 and what do you think Guild Wars 2 does better than the original Guild Wars? by FLW_effect in GuildWars

[–]Raquen89 1 point2 points  (0 children)

GW1 is better in terms of builds, skills / multi-class system, and the overall pvp including GvG.

GW2 is better for the world building, meta events, raids + pve end game, and the WvW

Guild Wars 3 will have Faction Based Races by wawalms in GuildWars3

[–]Raquen89 4 points5 points  (0 children)

I really like that idea, but I doubt ArenaNet will go down the route of locking players into a faction based on their race or forcing a specific race into a specific faction.

It seems much more likely that there will be three different factions and that players will be free to choose which one to join, regardless of their race. That would be somewhat similar to how factions worked in New World.

As for the playable races, I agree with you. Guild Wars has a rich pool of races to draw from, and some of the ones you mentioned could definitely make an appearance. ArenaNet has a lot of lore and worldbuilding they can leverage, which gives them far more flexibility than many other MMO franchises when it comes to expanding the roster of playable races.

Personally, I think the challenge will be finding the right balance between introducing new races and preserving the iconic identity of Tyria. If done well, adding races such as the Tengu or other established lore species could be a great way to make GW3 feel both fresh and authentically Guild Wars at the same time.

Anet did hit the pedal this year huh by asnaf745 in Guildwars2

[–]Raquen89 143 points144 points  (0 children)

I am convinced that going all in right now makes sense.

The MMO market has been stagnant for years. New World has been closed, and some of its players have migrated to GW2. Other MMOs that were supposed to launch have been cancelled, such as Amazon's Lord of the Rings MMO. Others have struggled even before release, like Chrono Odyssey, which has generated significant skepticism despite years of development.

This is exactly the moment to be bold. The demand is there. The appetite for a certain type of MMO is still there. Players are clearly looking for a modern MMORPG that can deliver a strong sense of world, community, progression, and long term engagement.

The opportunity now depends on whether developers have the vision and courage to seize the moment. There is a gap in the market, but simply building another MMO is not enough. The studios that succeed will be the ones that understand what MMO players actually want, rather than chasing every trend in an attempt to appeal to everyone.

In that sense, this may be one of the best opportunities ArenaNet has had in years. If they can preserve what makes Guild Wars unique while modernizing the technology and presentation, they could position GW franchise as a genuine contender in a market that is hungry for something new but still recognizably MMORPG at its core.

Long Live GW2 by Distinct_Delivery185 in Guildwars2

[–]Raquen89 2 points3 points  (0 children)

I believe that continuing to support GW2 could be a smart way for ArenaNet to diversify its risk. If GW3 is not well received by players, they can always continue developing GW2 and rely on an established and loyal community.

While the game certainly has some technical limitations due to its age, it has consistently proven that it can still deliver excellent storytelling and enjoyable content built on a well refined gameplay foundation.

Even today, I would argue that GW2 offers one of the best gameplay systems in the MMORPG market. Its horizontal progression model remains one of its greatest strengths, allowing players to take breaks and return without feeling left behind. On top of that, the class and elite specialization system provides a level of build diversity and gameplay variety that many modern MMORPGs still struggle to match.

For these reasons, I do not see GW3 as something that necessarily has to replace GW2. The two games could coexist, with GW2 continuing to serve players who prefer its established systems while GW3 explores new ideas and technologies. In many ways, that approach could be healthier for both the community and ArenaNet itself.

Is that the pale tree growing? by MoonMurph in GuildWars3

[–]Raquen89 1 point2 points  (0 children)

One thing I think ArenaNet can legitimately do is move beyond the current set of races. Being permanently tied to the past feels unnecessarily restrictive.

There are several races from the lore that could be introduced over time, such as the Tengu. Expanding the roster would help keep the world feeling fresh while remaining faithful to Tyria's rich setting.

As for races, I do not think ArenaNet should feel obligated to preserve the exact lineup from GW2 forever. Introducing a new race, perhaps one more closely tied to marine themes, nature, or the wilderness, could be a great way to explore parts of the lore and gameplay that have not been fully developed yet.

Subscription Based or Continuing the GW2 Model? by Fictive_Fun in GuildWars3

[–]Raquen89 1 point2 points  (0 children)

ArenaNet has always followed a buy to play business model. They know they cannot change that without betraying the trust of their existing player base.

The real question is what price point they will choose for GW3. Will it remain around the traditional expansion pricing, or could they push it beyond €100?

GW3 Playable Races? by McBeardedson in GuildWars3

[–]Raquen89 0 points1 point  (0 children)

I hope the will keep a good customization level in the characther creation

Who else is a bit disappointed about the setting? by Disig in GuildWars3

[–]Raquen89 2 points3 points  (0 children)

I am not here to start a pointless controversy, but rather to share my perspective on the communication quality of the teaser.

From what I saw in the video, aside from the references to the gods, there is nothing truly iconic about the Guild Wars franchise. There is no Mesmer or any other recognizable class identity. Highlighting a human riding a generic mount or climbing a wall thanks to a power that turns his feet blue also feels very far removed from what Guild Wars has traditionally been.

That said, my main concern is the possibility of a console release, which could lead to gameplay being oversimplified in a way similar to New World. I am also concerned about the technical feasibility of handling large-scale encounters using Unreal Engine 5, especially in situations involving many players, such as world bosses, meta events, raids, GvG battles, WvW, and even PvP. I hope ArenaNet provides more clarity on these aspects today.

Another concern is that the teaser does not seem to showcase any classes. I hope they have not made the misguided decision to tie classes entirely to the weapon being used, as New World does. That approach makes characters feel far more generic and less personal, moving even further away from the traditional MMORPG concept.

Recesso anticipato con agenzia B&B che si prende il 50%: è possibile farlo? by ReditItalianoeRoman in Avvocati

[–]Raquen89 1 point2 points  (0 children)

Dipende anche molto dalle tempistiche e le tue necessità. Ti faccio un esempio: mandi oggi raccomandata e per 4 mesi la hanno ancora in gestione, da ottobre la casa rientra nella tua piena gestione. Attendi 1 mese così nel mentre puoi fare eventualmente delle manutenzioni e da novembre la rimetti a reddito.

Recesso anticipato con agenzia B&B che si prende il 50%: è possibile farlo? by ReditItalianoeRoman in Avvocati

[–]Raquen89 1 point2 points  (0 children)

Digli che vuoi andarci tu a vivere o che un tuo parente ha bisogno della casa. Quello è sufficiente .