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Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (2)
Posted: Mar 20th 2009 10:35AM venekor said
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
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.