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Yeah, this happens. Trust me, these people would kick you from the group if you were a MDPS and not performing up to their 'standards'. The only time I bitch at a healer is when they are truly underperforming. For example; an archmage going full DPS and loling as their team dies. Also, as I play many a healer in many a game, I feel slightly justified when I -know- that I could do a significantly better job than the healer I'm getting annoyed at. Sad thing is, even as I'm DPS, I still watch the health bars like a healer...-_-;; |
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Overpowered/Underpowered Classes
General Discussion « WAR (Warhammer Online) 12/24/08 8:14:00 PM
I play a White Lion as my main; Witch Elves don't have a chance against me. Even when already engaged by 1-2 tanks, I can take out the WE and half of a tank's life before going down (if I'm solo). However, against squishy (aka Light Armor) targets, they are Death Incarnate. |
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Overpowered/Underpowered Classes
General Discussion « WAR (Warhammer Online) 12/24/08 10:22:28 AM
as with all tanks imo they are underpowered I would disagree most emphatically. Tanks typically take a small army to kill...which is their job. Hell, they can even kill things, making them even more effective. They also have roots, snares, knockdowns, debuffs, party buffs...I don't see what you're complaining about? Not sure if this is still possible, but not long ago, a good warrior priest and iron breaker could solo a tier 3 keep. Not really sure how that makes tanks UP. |
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What do these following words mean to YOU within the MMORPG genre?
The Pub at MMORPG.COM « General Discussion 12/22/08 1:14:01 PM
Solo-player : A player who has no problems playing alone and will more often than not choose that over playing with a group. Hardcore : A player who puts many hours towards a game and is obsessed with being the best, having every top item, and being able to defeat any and all opponents that are placed against him. They are also valuable members for the in- and out-of-game community and often provide some of the best feedback for the developers. Grind : That repetitive, boring gameplay that takes you from either a) one level to the next, b) one gear level to the next, or c) one influence level to the next. It usually involves doing the same thing, over and over, until the player's mind is about ready to commit suicide. Has the side effect of gaining a lot of random loot and gold from monster drops. RMT : Either A) Gold farming companies (typically in Asian countries, though not limited) selling their grinded wares on an internet website/eBay for real money, thus influencing (typically inflating) the economy of the game for which the gold/items are being sold. B) The game company themselves selling items/gold/buffs/character transfers/other in-game services through use of an item mall or other authorized store front. Community : The forums and in-game chat channels. It's the interactions between all players both in and out of game that pertain to the game experience. Sandbox : A game that does not channel its players through pre-determined quest lines to a pre-determined end-game. While it allows the player many forms of progression/play styles, it also has the unpleasant side-effect of making the player feel 'cut loose' and 'drifting' in the world (which tends to be quite large). Linear : The 'classic' form of MMORPG/SPRPGs, involving pre-set quest lines that all lead to a final end-game. Character progression tends to follow the same line of "beginning to end level".
PvP : A style of gameplay that pits player against player. Regarded by many as requiring more skill. In most MMOs of today, PvP involves 'zerg' tactics which can be likened to mob mentality, often leading to either a) large scale battles, or b) mass overwhelming of a smaller force. Gameplay tends to differ significantly from PvE, leading to skills being useful in one setting and completely useless in another. PvE : A style of gameplay that pits player vs. the environment and monsters. Most computer controlled mobs tend to the stupid side of things, allowing them to easily be pulled away from their friends, use ineffective tactics, auto-attack without using any skills, or be easily fooled by simplistic player tactics. In most MMOs, PvE tends to be the way to gain the most and best gear available in the game. It is also where the story of a linear style game is revealed and played through. |
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Vanguard: Saga of Heroes: Taking a Look at the Diplomacy System
News Discussion « General Discussion 10/14/08 8:16:46 AM
I'd like to point out that diplomacy actually is needed for the other spheres. For crafting, it's the only way to acquire certain recipes, and they get soulbound on pickup, so you can't find them on the auction house. And boojiboy pointed out how it's useful for adventuring as well. I would like to see more conversations get added in for civic parleys...reading the same thing over and over from 10 different people gets real old, real fast. |
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Alot better but still falling short in some respect's.
General Discussion « Vanguard: Saga of Heroes 7/31/08 10:15:39 AM
I would agree with that, Qombi. I recently (month or two ago) started playing Vanguard (and was pleasantly surprised at how far it had come since launch and beta). I was actually almost shocked by how friendly and helpful the chat on Seradon was. After playing quite a few other MMOs and ignoring all chat except guild, it was -very- nice to come back to VGuard and have any and all questions that I would ask be answered promptly. I'd give it a 4 star rating in the Chat Quality category. |
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No question in my mind if I'll be buying it - that's a definite yes. For you people who are sad about henchies/heros going away, keep in mind that it's been announced that they will most likely have a hero sidekick sorta thing that travels around with you (and, if I recall correctly, doesn't take up a party slot). You can remove that hero, but you get a buff to equalize not having the extra hand. I'm hoping that GW2 does more than just introduce a z-axis and swimming as mechanics...I would prefer if they would introduce some real crafting (maybe difficult to get into, but worth it in the end?) and/or other alternative forms of PvE. I cannot wait for the PvP aspect of it - all of the goodness of GW1 with constant World vs World combat? Yes, please. |
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It's all about the social factor for me. I can't even play single player games anymore because I need the interaction or it's just not fun. |
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Kind of confused about the game, anyone want to clear up a few things?
Lion's Arch (General) « Guild Wars 7/25/08 10:57:02 AM
I've been playing Guild Wars since just after launch, and I'm still playing it. Guess that says something, because I can't and won't stick with a crappy game for 3 months. The PvE content is decent - the storys are kinda fun to play through...once. However, once you've done the campaigns and done all the dungeons in Eye of the North a time or two, you start to get really bored with it. Course, helping friends is a different matter, it can be enjoyable to revisit parts of the games to help others trhough. However, once you do get mind-numbingly bored of PvE, you will most likely have the skills to start in on PvP if you haven't already. This is where Guild Wars shines. With only 8 skills available to you at any one time, and the effectiveness of those skills based on how you've distributed your attribute point (which are free to redistribute in towns) rather than weapons, it makes PvP actually *gasp* skill based! If you can't make a build, chances are you're gonna lose. Surprise! However, once you hit a certain point of skill, you can take what would look like a fairly worthless bar to many and make it kick some ass. This essentially is the difference between noobs and pros in GW. Different arenas that may catch your eye: Random Arenas: Groups of 4 people randomly grouped without thought to character classes. Most people go in here with builds more centered around being able to do good things by themselves...though some go in with a more team mentality. Team Arenas: Groups of 4 people put together before the match starts. This arena tends to have gimmick builds dominating it more than anything else. Heroes Ascent: Teams of 8 assembled before the match that then run a gauntlet of other teams in various situations. High rewards for winning through to the Hall of Heroes and holding it, but very difficult to do. Some guild devote themselves to being ridiculously good here. Tendencies are high damage, high gimmick builds. Guild vs Guild: Considered by many the pinnacle of GW PvP. Teams of 8 assembled before a match, 4 of those people must be in the same guild. Fight on the Guild Halls that each guild has purchased for themselves. Elements involved are a stationary flag stand that gives morale (health, energy and skill recharge) boosts if a team can hold it for 2 minutes, NPCs guarding the base, resurrection in base every 2 minutes (on the game clock) for fallen players, and the final objective of killing the Guild Lord who is at the center of the base. Typically the most tactical of all the PvP.
The player base has gone down significantly, but there are still a decent amount of people to play with or against. |
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I'd say Nightfall for the heroes and some of the skills. The storyline is a bit drawn out and there are a lot of side quests.
However, Factions is also worth getting for the ritualist, assassin, and alliance battles. The storyline is worthless in my opinion. |
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