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Wednesday, July 28, 2021
en-4 This user is able to contribute with a near-native level of English.
North America 70x40.png This user plays for the territory of North America.
1 This user plays Campaign One,
Guild Wars Prophecies.
2 This user plays Campaign Two, Guild Wars Factions.
3 This user plays Campaign Three, Guild Wars Nightfall.


I allow any of my edits to be ported over to (aka not anywhere else...)

By the way, I'm the same user as

Why Play GW?[]

It would be similar to building a deck in Magic: The Gathering: The more cards you own, the greater the number of different playing decks you can choose to play. When you buy the chapters of Guild Wars, you will acquire a larger collection of skills and abilities from which to build your skill set, but you will not gain more power. - Guild Wars FAQ

In fact, we have likened Guild Wars' pre-mission strategy sessions to a game of Magic: The Gathering, where you may have hundreds of cards, but select a small number appropriate for a specific strategy. Like the Magic player, the Guild Wars player will have to think about what options he has for skills, what might be needed in a particular mission, and then take it a step further and consider what his teammates are bringing to the mix. From his inventory of skills - which may number several dozens or more - the player will select a small number to take into a mission. -IGN Interview

  • Joined because of gameplay similar to Magic: the Gathering (no overpowered things, regular balancing)
  • Business Model with no monthly fee, so when you are busy you don't feel compelled to play and end up screwed
  • Skill balancing and skill-based play: best balanced skill system besides MtG online, which is a CCG not 3D and doesn't have missions/quests
  • 8 skills at a time, not all the skills you ever learned
  • Eliminates grind of leveling skills and attributes
  • Decent level cap attainment, unlike some other games with lvl 60, 100+ level caps that take forever
  • Mission/Quest based Goal versus level goals
  • full 3D, not 3D on isometric background
  • Game made to "Look doctored" - Art director photoshopped a screenshot then artists then made it that quality
  • minimal time investment (much like RTS/FPS)
  • Fusion of RTS and FPS elements: interrupts, resource control, capture the flag
  • World Championship based on skill
  • Observer mode to learn new strategies and to think of counters
  • No skill-leveling BS grinding such as "Fire attack Level 1 --> Fire attack Level 2" after zapping something 50000000 times with Fire
  • No potions to supplement player skill
  • Vanity armor provides no extra stats, just appearance
  • Customization of weapons/armor
  • Instant PvP Characters
  • Only one "server" - server infrastructure allows playing with anyone via International Districts
  • Ability to choose male/female character regardless of class
  • Designate PvP areas, instead of random PKing
  • At least 40 skills per class
  • Banning of cheaters/hackers
  • Low server downtime
  • The developers play on a regular basis, and alpha testers play all the time (24/7)
  • Devs cant cheat on live server
  • Implementation of data aggregated from players (i.e. skills overused)

Why the "Infusion" naming convention? (Etymology of the names)[]

Grammatically, an object or proper noun would be "Infuser". However, the word "Infuser" is usually used in terms of tea bags so I went for a more subtle approach, by using a reference to the action or method of "infusing" (delivering intravenously or process of infusing) rather than the source of the "infusing".

The definition I was going for was "the act of infusing or introducing a certain modifying element or quality." -

Compare: Infusion: ; Infuser: