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Re: In your opinion, what is well and badly designed in WAR?
Posted: Fri Jun 10, 2016 11:35 am
by wanna993
Telen wrote:The good the world, the art, the writing. everything that makes it warhammer. PQs. ToK. The few dungeons. The early tiers before the hastily changed campaign starts to hurt.
Yeah everything that makes it Warhammer is great. There's so many epic moments. There's a real sense of epicness in many locations. Dark elf start has that big floating city thing you can't get in that just looks dope. t2 elf has this massive gate that disappears in the clouds. Lots of Empire places that have dope looking towers like the Observatory thing in t4 and t3 right outside chaos wc.
On the other hand, places like the main cities, while having that same feel, have some of the worst layouts I've ever seen. Vendors all the way in Africa, huge patches of emptyness between the cities hubs. If you compare IC and Alt to WoW's Stormwind or Ironforge, War's cities just feel like a laughable mess.
Re: In your opinion, what is well and badly designed in WAR?
Posted: Fri Jun 10, 2016 5:22 pm
by Irongit
A lot of buffs and debuffs seem to be improperly catagorized. Things like maraduer slow and RP dot are classified arbitrarily as "damaging" rather than ailments, making it so you cant cleanse the effect. Even worse, RP HoT is classified as "healing", not as a blessing or enchantment, once again meaning you cant dispell it like you can with every other healers HoT.
Other examples include various Mdps having their aoe detaunt be counted as a curse or ailment, while others are classified as "debuffs". The shaman aoe detaunt actually applies an enchantment instead of a debuff like other detaunts to nearby enemies, which potentially means the shamans ally can dispel an enemies "enchantment" with an attack and remove the shamans detaunt.
Finally, theres one destruction class that provides a buff, i think the sorceror, thats classified as an "augmentation". No idea what that is, its border is same color as enchantment but slightly darker.
Re: In your opinion, what is well and badly designed in WAR?
Posted: Fri Jun 10, 2016 8:43 pm
by wanna993
Yeah I agree that it's a mixed bag.
There's so many spells to learn too since each side has its own buffs/debuffs icons and names despite being mirrored for the most part. I would've loved to see it all unified so you don't have to learn 2x the amount of spells somehow (same icon, different name for flavor?).
Re: In your opinion, what is well and badly designed in WAR?
Posted: Sat Jun 11, 2016 3:36 pm
by labotimy
WAR doesn't have an all powerful class called cleric that can do everything from magus rift, sorc burst, heal tanking, tanking, melee smashing. You name it, Cleric from Rift did it, and boy was it fun. So if the devs want to make this game as well designed as Rift (Kappa), make my BW bomb/heal/burst/tank/melee like a proper cleric.