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Reader Comments (3)

Posted: Mar 19th 2009 4:42PM (Unverified) said

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Very interesting. I've heard from my WAR guildies how much better the balance feels (lol @ Destro crying b/c they don't win everything, all the time now) so that's good.

I'd like to know about strictly T4 though, as T1-3 have little effect on the game over all anyway.

But, I like how things are looking up. Hopefully, Mythic sees the same results internally, and doesn't cave to the nay-sayers from the forums.

1.2 still hasn't done anything significantly good for White Lions though, so I still have little interest in playing.

Posted: Mar 20th 2009 10:35AM venekor said

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The problem I found wasn't that it was too hard or took too long to capture a keep but there wasn't any tactics. It was all about the Zerg and ranged classes. All that happaned was you got two groups of ranged classes with healers in the mix keeping everyong healed and they were all attacking each other in a constant back and forth. The melee classes if they stepped out of the group got instantly picked off even with like 4 healers on them. If they ever managed to make it into the large group of ranged then they'd all just instant kill you cause they would all target you. So fights were just a constant boring back and forth Zerg.


Also the defending team spawns outside of the keep which means the attackers are sandwiched between two groups. So they often just got kicked back 200m to their spawn and it was this back and forth from the spawn by the keep to the keep and never ended unless the attackers were the Order which had far fewer people and they'd tend to be always on the defensive.


It's like if theres a 1 vs 3 then the 1 would always lose, unlike in WoW where if he was good enough he'd win. However WAR's classes are all just really bland and wtared down and have nothing to set them apart in their archetypes. Everyone has the same basic skills but the difference comes in where they do the dmg. So really the only way to win is having more people... hense the Zerg.


It's a problem that wont go away unless they revmp the class system.

Posted: May 6th 2009 11:59AM (Unverified) said

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Another thing that would fix the Zerg is if the doors to the keep were closed when an attacking faction got within a certain range. I find it absurd that you can be using a battering ram on a door and an engineer can hop out, drop a turret, and run back inside. If that door opens, it should open for everyone. This would also have to be true for the postern.

They also need to add a ramp to the Keep Lord. Concentrating an attacking force on one ramp, in addition to the issues caused with collision detection, make it exceedingly ridiculous to get a substantial force to deal with both the Keep Lord AND the defending Warband, who's numbers will likely be high with the addition of Guild-held keeps and the rewards you receive for retaining them.

Also, the keep lord. The need for a keep lord, or at least his four guards, is lessened as more players defend keeps. At some point, the strength of the Keep Lord and/or his entourage should be lessened the more players defend the keep.
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