Part 1 of 3: The Good
First and foremost; I love this game. Even putting aside my titanic froth for the setting and IP itself, the game is everything I wanted WoW to be, to the point where it’s downright eerie how close Mythic’s mechanics are to conversations I’d had in the past.
That isn’t to say it’s perfect or a game for everyone. WAR is neither, by a long shot. So, before jumping in to the froth and a bit more detail, I’d like to call out;
WAR may not be for you. If you like and demand Blizzard’s level of animation polish or super low-end specs, you may not like it. If you can’t handle quite a bit of PvP-oriented end-game content, you may get bored. If it’s all about the carrot, you may find the game unfulfilling. If you like detailed crafting, a la Star Wars Galaxies or older games, it may not be for you.
That being said, much of the following will contrast WAR against WoW, both because of my personal experience (having played WoW about as long as all other MMOs combined) and the ubiquitous nature of the game.
The Good
RvR and Combat
Above all else (even the IP), these are what make the game for me. Combat, even at lower levels, is long and dynamic. The former, because a 1:1 fight can last minutes. Even running into enemy ranks with a softer character will usually give you enough time to drop a few spells or possibly escape. The latter because of the very high number of effect-based, low cooldown abilities and relatively useless autoattack. In effect, it makes the game feel a bit more arcadey - almost like Age of Conan where you’re constantly micromanaging your autoattack, but unlike that game (which I found boring) you switch up attacks based on desired effect. My shaman, for example, would often lead with a channeled damage spell, go into a Strength reducing spell, drop a few dots, then begin a new cycle depending on the reaction; either back to the channel or a raw damage spell, or a knockback if it was a charging melee class (or someone on ramparts ). You’re constantly using spells/abilities, especially in RvR, so this may rub many WoW players the wrong way. The rhythm of combat usually doesn’t involve only a half dozen abilities and a consistent cycle, but rather conditional and *constant* attacks.
Also, uniquely amongst MMOs I’ve played, positioning and movement are *huge*. Tight circle strafing doesn’t work well, as collision detection allows you to simply step back and “catch” the strafe. This puts you in a perfect position to launch a few attacks, especially if they turn around to try to strafe again. Once players get the hang of it, movement in combat becomes a back and forth sort of thing, with a lot of short sidesteps as people still try to get out of your attack range. This also leads to a phenomenon in large battles where flanking becomes useful. In larger (30, 40+ per side) combats, a small group of three or a half-dozen can cause a full on rout/pushback by running right into the side of the enemy mass; the healers and ranged dps will pull back, and tanks and melee dps try to get back as they don’t want to get pinned on both sides by melee characters. This, along with the survivability of tanks and preponderance of HoTs tends to break the “stand and stare” stalemates pretty quickly.
A complete lack of chain stuns , snares, or stunlocking keeps things fairly dynamic as well. You’ll get locked down for a moment, occasionally, but nothing like seen in previous games.
You can jump into RvR from Rank 1, though the game guides you to it around 3-5, depending on the area. At Tier 4 (Rank 31+) RvR is absolutely insane and often centered around fighting over Keeps or specific world objectives. Though numbers certainly contribute, the nature of collision detection and class synergy (like a Tank + dedicated healers, holy shit…) can see a coordinated group making up for this. Also… defending a keep and goddamn oil can account for quite a bit.
Lore and Atmosphere
The game is very firmly Warhammer Fantasy Battle (rather than the gritty WFRP), and analogous to the Fourth and Seventh edition feel; not bright and high fantasy, but much more epic and contrasted than Third or older editions.
One of the great things is the sense of epic involvement and urgency. Your character begins, not in a tiny backwater as a nobody, but as a soldier on the warfront, often right in the thick of things. The Empire starting town is a frontline base of operations for the Order of the Griffon, under active siege, on the coast of Nordland. Explosions go off occasionally, while frightened peasants run about or man up and contribute to the effort. Your first quests are to help an artillery captain return fire at a Hellcannon battery, or retrieve peasants from burning huts under siege by Marauders. Later, you participate in a beach defense, burning Norse ships that are part of the vanguard of the Raven Host, or help disrupt a ritual of summoning to bring daemonic forces into the world.
The Chaos area is even more awesome. One initial questline involves harvesting undead brought back by the very presence of the Chaotic army and their magic, then delivering those to Hellcannons to fire upon a Bright Wizard in a tower.
There are plenty of “wow” moments, like finding a hidden area off of a river, with scorched burnt out trees and low-hanging mist. Climbing up a stump to a hill revealed a Rank 40 Champion Treekin, enraged at the destruction of his glade.
And then there’s the Inevitable City. You’ll understand when you get there for the first time. And maybe leave.
Part 2 of 3: The Bad
The Bad
Performance
Up until an earlier beta phase the UI lag was atrocious. Think ten year old MMO. You hit a button, the UI feedback was all off, and it was nearly impossible to manage many close combat chains. This was fixed in a spectacular way, and the game now reacts as well as WoW. There are still issues, however, especially due to server stress. A server with 1800 to 2000+ people on will sometimes see casting lag, and RvR with 100+ will drop your framerate (to maybe in the 15-20 range, I haven’t checked - this is on an e8500, HD4850, 4gb RAM). I’ll be curious to see where this goes.
Standard Assignment
The Guild control panel has some issues; my biggest one is that Standard Bearer is a higher rank than Officer, meaning that only a SB or GM can reassign the standard. As you only have three people who can carry a standard and cap keeps, this creates scenarios where those people need to be on for a guild to get a keep. What happens if a crew hits one at 3 AM or other unscheduled times? There’s been a lot of feedback about this, so hopefully it will change.
Empire Map
This is the only thing that bothers the lore nerd in me, and is essential for gameplay, I suppose. It just bugs me that you can walk from Altdorf to Praag, through the Reikland. In theory, you’d have to go through Talabecland, Middenland, Nordland or Ostland, and half of Kislev to get there; these are all zones in game, so there’s kind of an invisible “teleport” to hop from Reikland to Praag. Minor, I know, but it bugs me.
The Ugly
Animations
They’re not horrible; vastly better than just about all MMOs but one. That one is a *lot* better, though. Jumping is stiff, animations don’t always link (some do, which is nice), and by default they ratchet down frames at a distance (like in DAoC). It’s a bit weird to see a dragon flap from a ways away in three frames, while you’re running smoothly along.
There’s also no draw distance (pop, surprise, a mountain!) and a weird bug where only a tiny square around your character has higher res ground textures. Textures also do a lot of pop in large scale RvR.
I’d imagine many of these issues will be fixed out of beta/stress testing (if not already), but ultimately I don’t think they’ll be on par with the “weight” and buttery smoothness of many in WoW. I know this is a game breaker for some, and probably the single weakest piece of the game in my opinion.
Part 3 of 3: The Questions
Q. Can anyone join a siege at any Rank, or only high-end people?
I didn’t get to play, but the way zones are structured, it’s likely anyone can join in the street fighting of a later siege, and probably get the “Bolster” buff (you get in scenarios and world PvP) to bring your base stats in line with an average Rank for the zone.
Q. I'm still a little fuzzy on the solo progression.Is there PvE content in the same sense as WoW, or is it all PvP all the time?
There’s plenty to do, especially at lower Ranks. It does seem to follow the earlier mentioned 80% PvE for the first Tier areas. What’s cool, is the game trains you (through PQs, simple grouping and Open groups, and Scenarios) to group up and coordinate with others to fulfill your class role. By the time you get to keeps (in Tier 2) and the PvE content shrinks, groups work pretty well together inherently, and gather around the stuff you need to do in a group. You could still easily solo or PuG your way through everything, though the endgame content will almost always be alongside groups of other people. Tier 4 is largely PvP content and 6-24 man dungeons.
Q. Any tips for moving through starting zones quickly?
Use your map. It shows general quest areas, so you can run through in order without having to backtrack.
Q. How does the Squig Herder handle?
I liked them on my Warrior Priest. I handled them pretty well there.
Q. How is the class balance? There aren't any 'warlock'-esque untouchables, are there?
Until the last phase, beta swung between Ranged being too strong, or Melee being a bit overpowered. The last phase has a few rough classes (Bright Wizard and Sorceress; damage is a bit high) but is largely balanced. It’s pretty impressive.
I’ve heard Squig Herders don’t have much to contribute, but I don’t know if that’s the case.
Q. How long will it take to reach level cap compared to, say, WoW? And will leveling through PvP be comparable in speed to PvE?
First five Ranks take an evening (for me, I’m slow) and you can hit Tier 2 (12+) in a week easily. I played a Rank 31 for a week (two hours a night, all PvP) and didn’t hit 32. I did get a Renown Rank though. The fastest way to level (or … Rank) seems to be through a mix; grind some quests, hop in a Scenario, do some World RvR. Doing lots of RvR will keep you leveling slightly slower than a mix (or maybe just PvE) though your Renown Rank will be very high.
Q. How "fast" does pvp move? Will I get killed in 1-2 shots in less than 5 seconds because I happened to reach for a drink of water, or will I be able to maneuver, plan and execute a course of action, even if taken off guard?
I hit on this above, but PvP moves slow, with you doing more in that period. It takes probably 8-20 shots to kill someone solo, which can take 30 seconds or *well* more if they’re a tank or healer. Thing is, you’re using an ability, on average, ever 1.5 to 3 seconds the *entire* time. You can pause and find a less-used ability or survey for a target pretty easily.
Q. I don't *need* to know this, but did anyone here get a chance to play with the cut classes? Can you provide any insight into specifically why you think they were cut from release?
No firsthand experience here.
Q. Colision detection. I know players don't act as actual physical barriers but I was hoping for some more information in how what's in there plays and if it makes a different in terms of how players approach PvP.
100% changes the mechanics of PvP and tactics involved. As in, there *are* tactics involved. Players quickly learn that getting flanked or trapped in sucks, and will try to be more nimble than other games. Circle strafing in melee doesn’t work. Stepping back kills the hell out of it. It also allows a small group of defenders to hold one of the many many chokepoints in game.
Q. Regarding standards, are they something that standard bearers are just able to spawn, or are they crafted somehow, and what cost (if any) is there in doing so? Also, are there any penalties for having your standard captured in battle, other than losing the buffs on the field?
You can buy them, and have to do so when one is captured or “used” to cap a keep. The bonuses stack, too .
Q. General question, but graphics and other things aside, is the game fun?
My time is limited to play right now, but if I’m not at work or giving the wife some time, I’m playing. I wanted to take a break this week, but that’s not working out too well.
Q. New approach to crafting: have you tested it, is it fun, does it make a difference?
I haven’t touched the crafting. RvR and PQs are too fun.
Q. We know you can get XP from PvP -- what about gear? Must you PvE for new equipment, or can you get it somehow through PvP?
You get PvP equipment through RvR and vice versa. PQ and quest loot works well enough in RvR, but if you have the Tier’s top Renown gear, it’s vastly different. That’s important to note, though; if you have a Tier’s Renown gear, you will likely be vastly better than others of the same level. This gear is *not* hard to get, though; a bit of cash and some time PvPing and it’s yours. So gear does make a difference, but more on par with the difference between using vendor gear in WoW, instead of quest gear.
Q. Blorks: great melee class, or greatest melee class?
I would have said best until I played a Chosen. Now I’m just confused. They’re all stupid fun.
Q. Does PvP involve jumping around like a maniac like WoW, or will be more about position and less about being hard to hit.
Casters auto face if they’re not cranking on the mouselook. Against melee classes, getting out of their melee arc works, but jumping doesn’t help, nor does circle strafing. A step back and jump forward when you attack method works best, with small sidestep maneuvers to get around the arc if possible. Combat moves a lot, but not in a spastic WoW fashion. Collision detection is more important to avoid than arcs, if that makes sense.
Q. What are the rules for changing gear or weapons while in combat?
I haven’t even tried this. Tanks may have reason to, but that’s about it. A damage specced tank isn’t going to get much benefit from going sword and board in RvR though, and vice versa.
Posts
Chaos
Empire
Too broad of a question to honestly answer, and given the personal opinions of ANYONE who answers this question, there is no one 'definite' answer.
Off the top of my head almost everyone gets a knockback, though when in their career they get it can differ from low levels to high levels. And melee tend to get one person knockbacks while ranged are able to get AoE knockbacks.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I haven't gotten him to the very end game yet, but so far he's a lot of fun, comparable to a WoW rogue, the Witch hunter builds up inquisition points, and then unleashes them against an enemy with their executions. The big difference between them and WoW rogues though, is the fact that their energy doesn't run out in 2-3 moves. They can build up their inquisition very fast, and unleash many executions in a fight. In addition to that, you're not forced to use your inquisition points on the same enemy you built them on. You can switch to another creature and use them all on them.
One of my favorite things to do is finish a fight with 5 inquisition points, and then start the next fight by blasting my pistol in the mob's face with a 5point execution.
Another cool thing they can do is load different ammunition types in the form of a 30 minute self buff which does stuff like slow the enemy and put a DoT on them when they use an execution on them.
I'll write up more on this class in a few days if no one else has yet.
That part was removed early-on, before beta had started.
You can run through members of your own class at well as long as you're NOT FLAGGED for RVR. Once you become flagged for RVR, all PCs (allied and opposed) have very generous hit boxes which detect collision. You cannot run through the enemy tanks to get to the squishies, and almost as importantly, you can't be an idiot and run ahead of your support to attack the other side, lest you get stuck between a wall of enemies and a wall of your own allies!
I don't believe this is implemented right now. That said, at least with most classes from low to high level gear you can notice a drastic change from 'new person' to 'kickass guy' in terms of look. Chosen start piecing together bits of sturdier and sturdier plate as they get higher level.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The WoW killer is finally born.
Best PVP ever, great graphics, fun PVE, mix match of best features from LOTRO, DAOC, EQ and WoW and the couple decent ones from AoC.
Watch out Blizzard, and good luck you will need it now.
Finally there will be competition.
Since you weren't sure, you can't change weapons in combat, heck you can't even move stuff in your backpack around during combat. You also can't change tactics in combat and 10 secs after combat. Speaking of tatics, you will get 4 regular tactic slots at level 40 and 1 RVR tactic (generally does stuff vs. specific races) and 1 Tome Tactic (PVE bonuses)
Also some more useful info: Death penalties are very light, esp. when you're high level and money isn't a real issue. You get -10% health each time you die and you can remove them with healers or you can wait 10 minutes/death (I think, it seems to have changed a bit and after a while I just removed them whenever I respawned). You don't get death penalties from RVR though. But basically suiciding is sometimes a quick way to get back to places fast. No durability crap, so no worrying about repair bills.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Nope, that's out, and was never implemented from what I understand (cut before added).
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
So I'm assuming "gear" appearance is based around the class? Witch Hunters will always look like Witch Hunters?
You look moreso what a decked-out character of that class looks like. Orcs start with little bits of chainmail, and end with huge chained helms with choppa jaws, big shoulderpads, all that shit. And yes it is all different depending on your class.
Yea, you'll never end up looking like a Chosen as a Sorceror for instance. All the item appearances are tailored for each class and you can see a change as you level up from a low-level decked out class to high-level one.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Think like Diablo II where every class has its own unique class aesthetic. This means that each class is easily recognizable but it also unfortunately means since they need to make armor for 20 individual classes that there is very little gear model variety for a given tier. There are "general" armors that only are requisite on a medium or light armor skill or somesuch rather than class, but these generally look like shit. Almost all gear is class specific.
Frankly I think PvP is very biased towards ranged DPS classes, so if you want to play the most brokenest character you can probably a Bright Wizard.
This is also a good place to mention that class mirrors are not created equal.
Particularly the Bright Wizard, and Sorceress. Shadow Warrior, not quite so much. Squig Herder? Hell no. They might be the shittiest class in the game, at the moment.
My Zealot's HoTs tick for more than most of the attacks in the Quick Shootin' line do after a cast time.
Edit: I also forgot to mention Engineers above, because I forgot they even exist. They're that cool.
I only got a few levels in squig herder. Squigs are hilarious, but I find the pet control bar, and the squig's pathing to be somewhat of an issue.
Edit: This was in response to Fairchild's question
I will say this though, back in Tier 2 as order, multiple squigs sent over No Man's Land to attack the other warband were ANNOYING.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Yes. Even bad dye jobs don't create *really* horrible clown suits.
This kind of question is GENERAL DISCUSSION and not fit for this thread. Now...you must pay.
Maybe it's because i favour pve over pvp but it lacks something and it's dificult to find words to describe what. I'm not sure if it was due to low pop on the eu beta servers but at times the game world felt very dead. With decent pop I imagine the game will improve as you get much more regular rvr interspersed with the pve.
Granted, the PQ's are awesome and i can see every mmo developer under the sun ripping them off gratuitosly.
I certainly won't write this one off but it isn't a game I can guarantee you will like/dislike.
My advice, certainly try to get in the beta and see if it rings your bell, unfortunately for me it didn't and I was unbelieveably excited about it.
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This should go in the OP; I think it's an important big of feedback for a lot of people, especially those who *loved* (or love) WoW.
The game, at high Tiers, absolutely relies on lots of RvR or PQs, thus a lot of participation. It's also very light on the solo PvE content at Rank 31+.
What are these? I assume it can't be anything like WoW with PvE etc.
Open RvR - You are flagged for RvR everywhere
Core - Typical play as-is
Core RP - duh
There is a Core ruleset, in which case PvP only occurs in designated RvR lake areas on maps, unless you have been otherwise flagged in which case another flagged player can engage you anywhere
Then there is the Open RvR rules where you can engage any player you can catch and everyone is fair game.
There are RP variants for both types.
There are no words.
But I should put some to contribute. The Inevitable City (and Altdorf) are pretty much as promised. There is a ridiculous amount of content in them. Things like;
- Getting jumped by thugs in the Altdorf slums.
- A PQ bar brawl that's triggered by touching a guy's beer.
- Random skaven gankings.
- Goblins in the IC trying to break into a door. Until you come along and they pretend to be just hanging out.