In your opinion, what is well and badly designed in WAR?
Posted: Fri Jun 10, 2016 12:37 am
I'm not talking about things specific to RoR, nor only talking about class balance but things in a more broad sense.
For me here some great things in the game:
Armor design. Each class gets to feel their visual identity very early on. Usually as soon as you fill all your slots you see the overall visual direction for your class. So, unlike other games, you don't have to be max level to look good, or have an idea of how you'll look. There's also a great aethetical progression from cool to cooler. The same applies to mounts. 25% looks shitty. 50% start looking cool especially for races that aren't horses. The 60% look amazing. The only caveat is that weapons/armor are very class restricted (Wildstar uses the same system with the same results).
The way the trinity was implemented, making each role useful. Now it's not perfectly balanced but I haven't seen it done better in another game since tanks tend to be problematic (SWTOR had some decent tank mechanics to make them useful in pvp). This works great with how bodyblock works in the game
Some bad designs:
Some maps are awfully designed. Elf t2 for instance, has the order keep incredibly far away from everything. Compared to the destro keep which is at the foot step of the wcs almost. Same applies to empire t2 but reversed. They sort of balance each other out but the placement of the keeps (and BOS in some maps) has an almost random feel to it.
Collision implementation. While it's great to have it, it's been done in such a poor way that there's clipping on everyone and with every prop.
Invisible walls everywhere, especially when they don't make sense. Plenty of places look like they could be jumped over but have invisble walls tacked on them for no reason. Destro camps, orc side, has those wooden spikes and short walls that can't be jumped over somehow.
What are yours?
For me here some great things in the game:
Armor design. Each class gets to feel their visual identity very early on. Usually as soon as you fill all your slots you see the overall visual direction for your class. So, unlike other games, you don't have to be max level to look good, or have an idea of how you'll look. There's also a great aethetical progression from cool to cooler. The same applies to mounts. 25% looks shitty. 50% start looking cool especially for races that aren't horses. The 60% look amazing. The only caveat is that weapons/armor are very class restricted (Wildstar uses the same system with the same results).
The way the trinity was implemented, making each role useful. Now it's not perfectly balanced but I haven't seen it done better in another game since tanks tend to be problematic (SWTOR had some decent tank mechanics to make them useful in pvp). This works great with how bodyblock works in the game
Some bad designs:
Some maps are awfully designed. Elf t2 for instance, has the order keep incredibly far away from everything. Compared to the destro keep which is at the foot step of the wcs almost. Same applies to empire t2 but reversed. They sort of balance each other out but the placement of the keeps (and BOS in some maps) has an almost random feel to it.
Collision implementation. While it's great to have it, it's been done in such a poor way that there's clipping on everyone and with every prop.
Invisible walls everywhere, especially when they don't make sense. Plenty of places look like they could be jumped over but have invisble walls tacked on them for no reason. Destro camps, orc side, has those wooden spikes and short walls that can't be jumped over somehow.
What are yours?