Saturday, January 2, 2010

New Blog: Competitive Gaming

Due to my departure from Warhammer Online, I have made a new blog featuring a number of games, and, more specifically, games of a competitive nature. Be sure to check it out, here.

For those of you coming to this site for the first time, or for the first time recently, please note that a number of the links are no longer working, as many Warhammer Online sites have been shut down.

Stormcrow

Thursday, August 21, 2008

The White Tower Speaks: The Ironbreaker

I've always been a fan of Dwarves, and I'm not talking about Dwarves with contraptions, with their black powder weapons, and their whirly birds...no I'm talking about a good, old fashioned dwarf, the kind that still thinks cannons and organ guns are new-fangled devices and are no match for a longbeard with axe or hammer in hand. Of course, I'm talking about the Ironbreaker (R.I.P. Hammerer).

This was the one of the last classes I played around with during beta, I wanted to try one sooner, but I got distracted by all manner of things. Like my other main classes, I played this class to 21, and then played around with the templates, as well as spending an extensive amount of time in RvR.

My overall impression of the Ironbreaker? Not only is he the class I intend on playing at release, he is also, in my opinion, possibly the strongest class in the game at this time. The only classes I have seen that even come close to the survivability of the Ironbreaker are the Black Orc, the Chosen, or the Warrior-Priest. And if the Ironbreaker equips a shield? It's good game, you have arguably the toughest class in the game at your disposal. And if you're talking about damage, this little bearded man will definitely surprise you.

The truth is, I wanted to play the Ironbreaker with Axe/Shield in homage to their tabletop origins, and I wanted to tank my little heart out as Path of Stone. Here's the story of how my Ironbreaker learned to stop using a shield, and love the Great Weapon. For a short while during beta, shields were bugged and weren't blocking, and I won a pretty sweet two-hander in a PQ, so I decided to try it out in RvR.

Dear lord, what has Mythic done. Even without the shield, I mitigate a lot of damage, and thus still serve in tank capacity, especially with Guard and Oathfriend. If you have a pocket healer (Rune Priests are ideal), you can go on just about forever. Ironbreaker damage is moderate, but steady, early in the fight, but if the point ever comes where I build up 100 Grudge, the forces of Destruction start dropping like flies. Add Taunt into the mix, and the Ironbreaker's damage goes through the proverbial roof.

Pro Tip:
Target priority is very important in RvR. In Tier 1, you'll be seeing a lot of greenskins, so I recommend finding their Shamans and Squig Hunters early in every fight, and taking them out first. With full Grudge and Taunt (esp. if you're in the RR 6 gear), they go down easily. I recommend staying away from Black Orcs and Chosen, until all other enemies are dead, especially if they are toting a shield.

So what else do I love about the Ironbreaker? The deal breaker for me was their epic amount of CC (comparative to other classes in WAR). With proper tactics they have a slew of Snares, Roots, Knockdowns, Knockbacks, and AoEs. It's a Crowd Controllers wet dream. I can protect my healer all day with a slew of knockbacks and knockdowns on short to moderate cooldowns, add Guard and Oathfriend to the mix, and the two of us can take on quite a few enemies at once. I would even go so far as to say the Ironbreaker and Runepriest classes are some of the best classes in the game at this point, and when combined, they are nigh unstoppable. As others have mentioned, the synergy between these two classes is more than impressive.

As for specs, I see only one really. Vengeance/Brotherhood. The only question for me is whether or not I want to go all the way up the Vengeance line to Grudge-born Fury, or whether I want to get Earthshatter in the Brotherhood Tree. Two talents you should definitely keep your eye on are the Powered Etchings Tactic, and Punishing-Knock, which add a knockback and knockdown respectively to two of your core skills, always good.

Okay, now on to the bad stuff, and let me tell you, there isn't much. Firstly, Oathfriend's mechanic right now is kind of odd, you can only put it on a group member, not even on someone in your warband, and if you're just running around in Open RvR without a group, good luck getting grudge. Because the truth is, people avoid hitting me like the plague, which means no grudge, and without grudge, the Ironbreaker's damage is sub-par (as it should be). Allowing Oathfriend to be used on anyone in your realm would be an excellent change. If not anyone, then at least make it apply to Warbands to make scenarios easier. As recompense for this change, I wouldn't mind seeing the CD being increased slightly, or having our damage slightly nerfed (don't hurt me IB fanatics!).

Also, the Path of Stone is lackluster in RvR. Sorry, I said it, and I'm sad, because I'd love to throw on a shield and kick it old school, but right now the incentive just isn't there, many of the Ironbreaker's best abilities require or encourage Great Weapons. Sad, but true. If I had to suggest changes, I would say have knock downs and other CC (Silence or Disarm) be the domain of shields (Path of Stone), and maybe have Armor Penetration and perhaps AoE be the domain of the Great Weapon (Path of Vengeance). Right now, one of our best Knockdowns (Cave-In) requires a Great Weapon, that's a little backwards IMO. That said, Path of Stone is probably the premier PvE tanking Mastery, unfortunately, I didn't try any of the End-Game PvE, so I can't comment with any certainty.

Overall, the Ironbreaker is an incredible class, with extensive survivability and Crowd Control. With the right tactics and skill usage, their damage is also pretty impressive (I honestly expect this to be toned down). This will probably be my main class on release, duoing with my Rune Priest Roommate, we should have Destruction feeling the fury of the Ancestors in no time.

Cheers, and see you all soon!

Stormcrow

The White Tower Speaks: The Warrior-Priest

After enjoying a little bit of time on my Swordmaster (21 levels worth, and several hours of RvR and Templates), I decided to try the Warrior-Priest, and repeated the same steps for him. Leveled to 21, and then tried the templated characters.

My overall impression of the Warrior-Priest is that they are a very strong class. They have good survivability with Medium Armor, solid heals, and when specced correctly, they also do respectable damage.

Here's the catch though. As a Warrior Priest, I found it INCREDIBLY difficult to keep someone up through even a moderate assault (unless that person was myself, don't ask me why), and I just I don't see this class, in its current state, being a main/primary healer for RvR. Frankly, I think the Rune-Priest is the king of that arena (as he should be, considering his questionable damage output). There are people running around in beta as Salvation specced, with their little 1-handers and off-hands, spamming heals and supplication (converts AP to Righteous Fury). I think this play-style right now is weak and quite frankly, not the way the WP was intended to be played. If you want to stand in the back and spam heals, I strongly suggest the Rune Priest.

So you're asking now... well if I want to play a healing class, you just said Rune Priest was the best right? If you want to look at just healing, then yes, I would say the Rune Priest is a little better. What you need to be looking at is a combination of your damage and healing, as well as the buffs you bring to your group. Your big heal is a 3 second melee channel called Divine Assault. It's a doozy. It hits hard, and it hits fast, and best of all, it converts all the damage you do (times 2.5) into a heal to your defensive target. If you get hit, however, this spell loses a lot of its potency, but if you spec hard strength, this thing can deal a lot of damage, and return a good amount of health. Combine this with Divine Strike (a life tap ability), and your HoT's you can keep yourself going almost indefinitely, and after a while your not-insignificant damage will add up.

This, in my opinion, is what makes the Warrior-Priest truly shine. He's almost completely self-reliant, a jack-of-all-trades, and I strongly recommend him if you like soloing, or doing your own thing within a group. He is also very good at one-on-one's if that's something that's important to you.

As for specs, I found both the Grace and Wrath lines to be nicely done, in particular pay attention to the tactic in the Grace Line (Grace of Sigmar), that increases the power of Divine Strike (gain life on hit) to a greater % of healing. There is also a Tactic (Endless Guilt) early in the Wrath Line that makes your base snare (Weight of Guilt) last longer, and make it AoE, which I found interesting.

Note, however, that Career Tactic slots are very important, as you don't get many, so choosing your Tactics wisely is very important for any career.

Okay, on to the negatives. One I've already mentioned, they can't really main heal, though they do a decent job of back-up and group healing, and they keep themselves up well. This class is also, deceptively difficult to play compared to a lot of the other classes, in my opinion, having do deal damage and heal can be micro-intensive (not to mention daunting) if you're trying to heal someone other than yourself... not only that, but you have to do it from melee, something not even the Arch-Mage has to contend with.

Also, our Prayers (Aurs for you WoW Paladins), are trash. Absolute crap, the best one in my opinion is the one that increases armor, but it's pretty questionable. This is especially true when we match them up against the WP mirror, the Disciple of Khaine, that gets a Slow Aura! WTB that skill.

And, lastly, like the Swordmaster, our Snare is slow coming out, as the target must be crippled for it to take effect. It's a pain, but understandable for the sake of balance.

Overall, the Warrior-Priest is a blast, he was soooo very close to being my main, until I found the awesome that is the Ironbreaker, and I'll definately make a WP alt. IMO, the Warrior-Priest may be one of the best classes in the game right now, just don't think of him as a pure healer, I think you'll be disappointed. Play him for what he is, a melee dps/healer hybrid, and I think you'll find a lot of enjoyment in this class just like I did!

That's all for now, good luck and see you soon!

Stormcrow

Wednesday, August 20, 2008

The White Tower Speaks: The Swordmaster

Being a staunch fan of the Swordmaster in the tabletop, and based on the lore in general, you can be sure it was the first character I made upon downloading the WAR Beta. Let me say, firstly, that I was not disappointed, but it was not what I was expecting. Please note this is strictly from an RvR point of view.

I was not as "tanky" as I thought I would be (what did I really expect, I specced Khaine and Hoeth), but I was dealing more damage than I thought, also, so it all evened out. Please, realize, if I specced deep in Vaul and equipped a shield, this would probably have changed. But, I believe that style of tanking is purely the domain of the Ironbreaker, and I believe he does it far better at this point in time.

You're probably already aware of the Swordmaster's mechanic, the "Blade Dance", so I won't explain it further. It's a cool mechanic, I really like it, it's engaging, and requires choice and foresight (always good!). I really love the idea of "chains within chains", and many times you want to know what your finisher (perfect balance technique) is going to be before you start.

Firstly though, let me break a bubble for you. Early on, your finishers are not ZOMG DMG, they are utility, pure and simple. Unfortunately, the ones with the greatest utility (Knockback and Silence), were moved deep into the Vaul and Hoeth lines respectively (BOO!).

Unfortunately, the skill chain is sometimes cumbersome. Your snare is an "Improved Balance" ability, which means it has to be the second ability you use. That means you have to wait a vital global cooldown in order to slow your opponent. This is, simply, not good.

You want to know what is good though? The Swordmaster's damage, holy crap, it's impressive when specced and tacticed (um... sure tacticed is a word right?) correctly. I came into the Swordmaster class wondering (lore wise), why it wasn't Melee DPS, but also accepting the fact that it was going to be a tank, but by God I was not equipping a shield (I have scruples you know!) unless it was for a PvE tanking encounter.

At the current time, I have found two ways to play an effective Swordmaster in RvR (I'm sure there are more, these are the ones that popped out to me):

Khaine for single target, extreme burst dps using Ether Dance. You might not deal as much damage as pure melee dps but with taunt up (and it's pretty much always up) it comes pretty close, and you gain a moderate amount of survivability as well.

Or you spec to become what I like to call the DoT Master of Hoeth, which was my preferred spec, emphasizing DoT's, Blade Enchantment procs, and minor AoE. Throw up taunt, proceed with your chain to debuff Spirit Resistance, then spam Ensorcelled Blow and your snare as necessary... it's disgusting damage.

Overall opinion of the Swordmaster? Fun class, very fun. People will be happy to know that you can, in fact, play this class as DPS (IMO the way it's supposed to be played!). You can, probably, also play this class as a tank in RvR if you really wanted to, but I'm not going to lie: the Swordmaster is seemingly lacking in the CC department compared to the Ironbreaker, and to me, that's what makes an RvR tank.

Well that's it for now, hope I've provided you all with some useful information, and, as always, I'll see you soon!

Stormcrow

WAR: First Impressions

Introduction:

Let me start by saying that I had a great time Beta Testing WAR. It was a blast and was, alongside WoW, the most polished Beta I have ever participated in. I experienced a CTD (Crash to Desktop) about once a day, and then one day it happened about every 3 minutes all day long (annoying!). Aside from these few crashes, I had no problems getting the game to run.

PvE:

I'm not going to lie to you. PvE? For me, a means to an end. And that end is killing another player. That means I want PvE to be quick and painless. And for the most part, in WAR, it really is. The game is very intuitive as far as finding quests, people, and objects. Only one or two quests have had me scratching my head, as to their objectives, and usually a quick read of the full quest text, and/or a little deductive reasoning leads me to my target. Leveling is a little slower than WoW, but with only 40 ranks of PvE, it will probably even out in the end.

I did not get a chance to do any of the High Level Dungeons, so I can't comment on those. I did most of my leveling in the 1-30 levels (using templates after that) and can say it didn't drain me too much (unlike leveling in WoW, which I dreaded). But I would only want to do it a few more times, and I don't foresee a ton of alts (though I will probably go and visit the Destruction Zones in more detail.)

For more info on PQ's keep reading, they're in their own category below.


RVR:

Scenarios:

War really is everywhere. I swear to you, I completed maybe 3 quests on my first character (Swordmaster), before I got a quest to join an RvR scenario "Khaine's Embrace". Now that's what I'm talking about... RvR right out of the gate. I thought it was going to be pretty dumb, honestly, I mean I was like level 3, and had perhaps 4 moves to use, but Mythic promised me I could jump right in a scenario at level 1, and be able to influence the battle. And I'll tell you something: they don't lie.

As soon as I entered the scenario, I was auto-leveled (battle leveled) to level 8. My HP and Damage increased, though I didn't receive any new abilities. Much to my surprise I was right in there dealing damage (and I'm pretty sure I had my snare by that time, if not I did by the second game!).

The game lasted about 1o minutes, and it took me a while to get used to the Scenario itself (the flag areas explode at various intervals). But when I was done, I had gained a PvE level and TWO Renown Levels. I was sold the first time I saw EXP pop-up after killing a player. I immediately played the same scenario two more times, this time avoiding the inevitable flag explosions, and gaining a few more ranks in the process.

The wealth and diversity of the different scenarios is really amazing, and I foresee myself spending a lot of time there. There are some truly unique ideas for game types, so make sure and play them all!

Open World RvR/Keep Sieges:

Not only are the scenarios superb, the Open World RvR areas are amazing. Not only are there tons of objectives to fight over, there are a great deal of quests involving these areas too. Kill x amount of players, scout this area, secure this area, and the best part is that most are repeatable. It's great... just really great. You run in, get flagged, find a small group of friendly players to run around with, and get to capturing!

Now to Keeps... Keeps are awesome. Usually a few more players are involved than I might like, but it's alright, it just feels epic. Catapults are lined up, Oil is dropping on people's heads, you're getting pushed back into your keep to fight side by side with a Lord of the Realm... it's just sick. Last stands in the Lord's room/Top Floor are the stuff of legends. I can't count the number of times a few of us ran in and disrupted Destruction in the middle of their Keep Siege, taking out their healers so the Keep Lord could land the finishing blows on their tanks... epic.

High Level RvR:

High Level RvR proved to be even more engaging. With even more abilities at your disposal, and more experience with your character you can truly become a formidable force. At first, I have to admit, I was a little overwhelmed, I mean... it's a freaking battlefield out there. Spells are flying, the blood is pumping in your ears, you're not really sure what you're supposed to be doing... stuff like that. As you keep playing though, you begin to see all the opportunities to employ your (no doubt endless) skill and cunning. The game is, tactically, pretty deep, at least it will be once people figure out how to control their characters and observe the flow of battle.

The first thing I noticed is, most players don't have any sort of "target priority" yet. They'll be up there wailing on the shield-toting Black Orcs, when there's a perfectly squishy Shaman or Squig Hunter only a few feet behind. That will change.

RvR... it's just fun. Chaotic at times (more so than I would like), but definitely fun. I stay away from the zergs, once it gets bigger than about 15 players per side, I usually move on to greener pastures. Note: the game does start to slow a bit with lots of people on screen, barely noticeable with these numbers, but city sieges may get dicey if it gets worse.

Class balance is (and always will be) a work in progress. If I had to say right now, I'd say Order in general has it a little better off than Destruction. Tanks are... disgustingly good? Ranged DPS need a little help, and Melee DPS probably need the most. Healers are looking good for the most part (DoK's and WP's seem like freaking tanks), but Shamans/Archmages need a little "umph" added to their early game.

I will make a quick note, I've fallen in love with the Ironbreaker. His control via Guard, Taunt, Snares, Knockbacks, AoE Knockbacks, and Roots is amazing. His damage potential is also incredibly sick. This will probably be nerfed in the near future, but I still look forward to playing one upon release!

I can't wait to get our little group together and go around taking on all comers in RvR! It's going to be a blast.

Public Quests:

Public Quests are great. They're inventive, they're cool, and they're everywhere. Some of the best loot that I have (aside from RVR gear) comes from the Influence Rewards of PQ's. There are, however, a few problems.

1. If you don't have enough people, you can't get it done, if you have too many people, it takes forever to get the influence you need. Get just the right amount of people doing it, and it's a wonderful experience.

2. At higher levels, the PQ's are a grind. Early levels a few runs (1-3) will max you out, at higher levels... well let's just say it's a lot more. Please, I beg you, make 1-3 the max. Grinding is bad.

3. This one is probably a bit nitpicky, and biased, but here it is. Contribution is screwed up IMO. You can literally place 1st 3 or 4 times in a row and not receive a single piece of loot from the treasure chest at the end, the random rolls FAR outweigh contribution. Also, the loot from lower level PQ's is lackluster, often only a white or "normal" item. At least make it a green, make me feel like its an upgrade.

All in all, PQ's are pretty nice. They really bring people together, and make you feel apart of something bigger than yourself. Fix a few of these problems (the biggest being the grind part), and it'll be golden.

Pro Tip 1:

Step 1: Achieve Rank 10, RR 6. Save your cash, trust me.
Step 2: Go to Tier 2 Keep under your control.
Step 3: Buy the RR 6 RvR Gear.
Step 4: Realize that this gear is godlike.
Step 5: Queue for Scenario in Tier 1.
Step 6: Proceed to dominate anyone not in RR 6 gear.
Step 7: Tell your friends.

Pro Tip 2:

Realize that you must actually spend a Mastery Point (aka click the skill) on the Mastery Ability you want, you don't automatically get it as you go up the ladder. So, the tactic at the 3 slot on the Mastery Tree, actually requires 4 Mastery Points, 3 to get there, and 1 to purchase the skill.

Conclusion:

WAR is a very solid game right now. With a little tweaking and balance, I have no doubt it will be incredible. I'm really excited about release, and I'll see you all there.

General PvE: 8.5/10
Low Level RvR: 8.5/10
High Level RvR: 9.5/10
Public Quests: 7.5/10

Total Score: 8.5/10

The White Tower is Back!

Hello everyone, it's good to be back! As you may have guessed from my absence, I got accepted into closed beta a while back. After playing I wanted to come right back here and tell you all exactly what it was like, and tell you all the wonderful and terrible details! Naturally I couldn't do that until the NDA lifted yesterday, so here I am! Look for more stuff later today.

Stormcrow

Monday, July 14, 2008

Order Strikes Back: Warrior Priest

Of all the warriors of men, few are more feared by the forces of Chaos than the Warrior-Priest. Wielding the divine power of Sigmar's Light, the warrior-priest wades courageously into the thick of battle, fire in his eyes, striking down his enemies in righteous fury. Just as the Light can bring death to the enemies of Sigmar, so too can it bring life to his allies. When touched by the divine power of the warrior-priest, grievous wounds close, broken bones mend, and weary resignation gives way to renewed hope and vigor.

The Warrior-Priest is the shield of the Empire, it is against him that the forces of Chaos will throw themselves time and again. But such is his faith and courage that he will not falter even against the gravest of enemies. He is no longer an ordinary man, for he has seen the face of Sigmar, glimpsed the power of divinity, and been touched by its holy Light. As such, the warrior-priest is above pain and beyond fear. His faith is unyielding, beyond the the power of Chaos to corrupt.

Where the Warrior-Priest walks, the darkness of Chaos gives way before him, and men of the Empire take heart at his coming, for with his fiery words comes a promise: that he will never yield before the forces of Chaos, that he will give his life to protect those who fight beside him, be they Man, Elf or Dwarf.

The warrior-priest is a beacon of light in dark times, spreading hope to a beleaguered Empire and its allies.

You can find more information about the warrior-priest at the main site: here.
You can find a list of possible Warrior-Priest abilities: here and here.

Stormcrow

Friday, July 11, 2008

The White Tower Speaks: Things We Did Not Want to Hear

The WAR fansite community is abuzz today over Mark Jacob's earlier announcements. You can find those in an MMORPG.com interview here. I'm sure you've already seen it. I'm sure you have an opinion about it, and I'm sure it's not super-duper positive (if it is, you may need a reality check).

I'm going to skip the crap, and get to the part I'm upset over: the cutting of classes.

I have to admit I had to read the passage three or four times to make sure I'd gotten it right. I'm not going to lie, it seems like publicity suicide. I'm pissed and I really didn't have any intention of playing those classes. If they'd cut Swordmaster, I would probably have thrown a hissy fit right there at my computer, logged into my Amazon account, and canceled my pre-order on the spot, and I'm not usually prone to rash decision making, or lording my "customer rights" over the developer.

My group got lucky, we had one guy who was thinking he might go Hammerer, but that's it. I can only imagine the people who had their heart set on one of the cut classes, or guilds who had several people affected by the cuts.

I have to assume that Mythic had an excellent reason for cutting these classes, they said the classes cut were not distinctive or strong enough. This tells me there was a problem with the classes' mechanics. Does this bode ill for the Ironbreaker, who shares a mechanic with the recently cut Blackguard, or the Chosen who shares a mechanic with KotBS?

What exactly wasn't working with the melee DPS (hammerer, choppa)? Were they having problems getting kited, or was it too difficult to balance their survivability (medium armor) with their damage? Why were the stealth (Witch Elves and Hunters) and pet classes (White Lion) not having similar problems? What about the Marauder?

Were the hammerer and choppa's mechanics giving them class specific problems? Did their momentum mechanic make them early and frequent targets for focus fire? Did they not have adequate mitigation or escape mechanisms?

Is it possible that the melee dps were so fragile they couldn't make it to their targets without stealth or a built in tank (aka pet)? Or that they had to resort to running in well after the fight had already commenced to avoid focus fire?

Of course, we do have to salute Mythic for doing what they think is best. Cutting classes must have been very difficult for them to do, and I'm sure they knew the response would be widely negative. Mythic's commitment to excellence is admirable, let's hope it doesn't bite them in the ass.

Look for more on this later,
Stormcrow

Tuesday, July 8, 2008

The Greenskin: Bo's Balancing Act II

Check out this article by Bo over at the Greenskin! His Balancing Act articles are top notch! You can find it: here!

In this article he tackles the delicate art of class balance, don't miss it!

Stormcrow

Warhammer Info: Class Abilities and More!

Tons of great information in this post, ranging from class specific abilities to general game play mechanics. I don't know if this information is all that new, but I certainly hadn't heard much of it. So please go over to Warhammer Info and take a look if you haven't already!

You can find the post: here!

Stormcrow

Thursday, July 3, 2008

The White Tower Speaks: Collision Detection Part I

Collision detection, yes please. To me, one of WAR's main selling points. Collision detection is awesome, it creates a more tactical game where positioning is key, adding a new layer of depth and strategy to game play. Not only this, but it creates a less cluttered game space because people can't pile on top of each other so it becomes near impossible to target them (talk about frustrating).

Collision detection allows you to clog a choke point, and hold off, and perhaps even help you defeat, a larger enemy force. Not only this, but you can keep your healers, support, and ranged DPS out of harm's reach! So why don't all games have collision detection?

Unfortunately, collision detection is difficult to properly implement because of the potential for same-side griefing. Yeah, those jerks who block off the bank or auction house all day just to be douches, ruin an otherwise fantastic feature.

So the question becomes, how do we implement collision detection, but limit the players' ability to grief his own faction?

WAR has one answer, turn collision detection on only against enemies.

I have to admit, when I hard WAR was only going to feature enemy collision detection, I was a little disappointed. I already hear you clamoring, "WAR BASHING? Not on my watch!". Just hear me out.

I think the greatest thing about (full) collision detection is that it allows a smaller force in the right position (say a hallway, or a bridge), to engage larger forces on more equal terms. Tight spaces don't allow your enemies' numbers to work for him.

So what is this really? A zerg counter. Numbers don't matter quite so much when they can only bring a few of them to bear. Eventually, they will probably overwhelm your position. Your tanks will run out of hit points and your healers will run out of mana (or should I say action points!). Hopefully, however, you've managed to take out a few of the enemy and slow their advance without losing too many of your own.

Enemy only collision detection negates this strategic advantage altogether. It doesn't matter if there's only room for four people in the hallway if 1,000 people can stack on top of them, and their archers and spell casters can fling their full arsenal at you despite their teammates being in the way (a separate gripe for another day).

Stay tuned for Part II, coming later, for other ideas on Collision Detection Implementation.

Thanks,
Stormcrow

Wednesday, July 2, 2008

White Tower of Hoeth Featured in Chaos Cast 3!

That's right folks, Syp, Snafzg, and Keen have put out their newest WAR Podcast and they were nice enough to talk about us here at the White Tower! Also in that podcast, questions from viewers, and an interview with Garthilk over at WHA!

Lots of interesting stuff here guys, so make sure to check it out: here!

Thanks guys!
Stormcrow

Monday, June 30, 2008

The White Tower Speaks: Gear vs. Skill Part II

This article is a continuation of Gear vs. Skill Part I, which you can find: Here! So here's our problem. We need to balance gear so that it provides something for players to keep striving for, but at the same time, we need to keep it from over-powering those who attain it.

Now that's a quandary if I've ever seen one, but there are a few possibilities:

1. Don't make gear upgrades the reason people want to keep playing. This one seems pretty obvious. WAR looks like it's making a step in the right direction here. People will probably play just because the campaign is dynamic and fun, incorporating the best elements of RvR, PvE, and Realm Pride/Socialization.

2. Make gear about customization, not power. Have items be similar to your Masteries/Tactics, and allow them to further differentiate and customize your character. If you really hate casters, for example, maybe you can sacrifice some armor for spell resistances, and so you seek out a set with higher spell resistances bonus. Or maybe if you feel too squishy as a caster, maybe you can sacrifice some spell damage for hit points. This allows you to customize your gear to your play style, while allowing you to embrace your class role as well.

3. Have gear reduce your weaknesses, instead of increase your strengths. In a rock, paper, scissors environment, or indeed any environment where balance is desired, it's not always possible to achieve. Let's say you're a Tank, and you're usually pretty good against Melee DPS, but weaker against ranged DPS. Having better gear should mitigate your weaknesses in match-ups that are not usually favorable for you (ranged dps), instead of giving you even more advantages over classes you already do well against (melee dps).

There you have it folks, a few ideas on how to make gear desirable without being overpowering. If you have something to contribute, please do!

Stormcrow

The White Tower Speaks: Gear vs. Skill Part I

Before you read this, make sure to pop on over to the The Greenskin! and read Bo's article. It's all sorts of amazing, and provides a suitable base for what I'm about to talk about.

The eternal debate, Gear vs. Skill: the truth is, there's not much of a debate, as Bo mentioned, there are very few people who are going to say "I don't want to beat people because I'm 'better' than them. I want to beat them because I have better gear."

Does anyone really say that? To me, that statement makes no sense. When I beat someone, I want it to be because of my deeper understanding of game mechanics, proper use and timing of skills, solid team work, and generally just being faster or smarter than my opponent.

Does this always happen? Of course not. There is always someone out there smarter or faster than you. There will always be people who are capable of beating you, no matter how good you (think you?) are. That's a given. But what about the people who beat you, not because they out thought you, or outmaneuvered you, but simply because their gear allows them an unfair advantage over you.

That's what gets me. I can play a match-up perfectly: anticipating CC, interrupting heals, maximizing burst damage etc. While my opponent makes numerous mistakes: forgetting about diminishing returns, letting a heal get counter-spelled, and still win, simply because his gear allows him to take 3 or 4 times more punishment than me, or deal out twice as much damage.

No one (at least not me) wants to lose that way, and I really hope no one wants to win that way either.

But let's face it, gear is a large part of MMO's, it always will be. People have to have something to strive for, a reason to keep playing. Who's going to keep playing for an item that makes one stat .001 percent better? A few, maybe, but what's the point?

That's the problem, there's got to be a balance. How can we balance gear so that it provides a means for players to keep having something to strive for while keeping the gear differential in check?

Come back for the next installment of The White Tower Speaks: Gear vs. Skill Part II

Sunday, June 29, 2008

Order Strikes Back: The White Lion

The Elves of Chrace are different than many of their brethren. They, more than most, feel the primal calling of the land itself, the beauty and magnificence of nature. The woodsmen of Chrace walk many paths: warrior, hunter, and guardian. Indeed, their strength and courage is renowned throughout the land of Ulthuan.

It is this courage and skill that earned them their position as the bodyguards of the Phoenix King himself. In a time long passed, these "White Lions", as they came to be known, saved Caledor, then Phoenix King, from a band of marauding Dark Elf assassins. Many gave their lives defending him when they could have fled and saved themselves from certain death.

Not just any elf of Chrace can take up the Huntsman's Axe and ask to join the king's guard, nay, any who would serve the Phoenix King must first go out into the wild and defeat one of the feared and dangerous Lions of Chrace in single combat, and claim its pelt as a badge of honor. Do not think these hunters heartless, however, for the white lions are dangerous creatures and pose a serious threat to any who encounter them. Such is their respect for these magnificent creatures that even in death the hunters embrace the lion's spirit, taking its name as their own, honoring the beast's courage and strength.

For some, however, the link between lion and elf is stronger still... some of the young lions are taken in by the hunters of Chrace and trained to pull the great chariots of the Elves (those not of Tiranoc). For this to happen, however, they must first be trained. This training forms an intense bond between elf and lion, and as the two adventure and hunt together, the bond grows stronger still. At the pinnacle of this relationship, these two symbiotic beings become as one. Claw, tooth, and axe strike out in perfect harmony, creating a flurry of steel and beast unlike any other.

To fight either the Axeman or Lion alone would prove a daunting task, to fight both at the same time? Truly any who wish for such a battle must yearn for a swift and brutal demise, for that is all they will find at the hands of the White Lion and his companion.

I'm Back!

After a short break, I'm back and ready to get at it again, so keep checking back for more sweet articles!

Stormcrow

Sunday, June 22, 2008

Order Strikes Back: Shadow Warriors

The Shadow Warriors of Nagarythe. The name is spoken in hushed tones, even amongst their own people, and whispered in dread amongst their Dark Elven foes. And the Dark Elves are right to fear them. These elite warriors are all that remain of the once great kingdom of Nagarythe, the ancestral home of those elves who fell to darkness, and followed Malekith into Naggaroth. In one terrible day, the Shadow Warriors lost everything: their lord, their land, and their honor.

Betrayed by Malekith and his Dark Magic, the lands of Nagarythe were swallowed by the fury of the oceans. The seas crashed down upon the shores of Nagarythe, consuming them as Malekith made his escape with his followers. Those who were not swayed by him remained, and swore an oath of vengeance: that they would never rest until the betrayer, and all those who followed him, were destroyed.

Consumed by hatred and malice, these "Shadow Warriors" continue to wage a guerrilla war against the Dark Elves of Naggaroth. They were never many, but such is their skill and cunning, that they emerge from the darkness like angels of death and vengeance, striking down all in their path, and disappear again like shadows in the night.

These elite warriors are consummate marksmen and scouts, and are adept at harrying and harassing the enemy. All too often their missions require them to engage forces far larger than their own. Once they whittle down an enemies' number with countless guerrilla attacks, they prepare for the final assault. After releasing their initial volley from concealment, the Shadow Warriors charge forward, releasing their second volley on the run, and before the first arrow even finds its mark, the second is already in flight. Relying on the death and confusion caused by their initial volleys, the Shadow Warriors wade into hand-to-hand combat all too willingly.

Their hate gives them incredible strength, and they relentlessly rain blows down upon the heads of their enemies. The Shadow Warriors take no prisoners, and once their bloody work is done, they quickly disappear into the darkness with no more than a whisper marking their passage.

Even after such a victory, the Shadow Warriors are dark and brooding, there is no mirth in their nomadic camps, no joyous song or dance. Indeed, it is rumored that Shadow Warriors never laugh, and smile only in the presence of death itself: their own or their enemy's, and you can be certain that if a Shadow Warrior lays dying, the corpses of many Dark Elves will be littered around his own.

Beware these nomads of Nagarythe, foes of Ulthuan, for they will never forget their oath, nor will they forgive your betrayal. So watch your back, evil one, or you may unexpectedly find a Nagarythe arrow (or two) planted there...

Stormcrow

Saturday, June 21, 2008

Order Strikes Back: Archmage

The winds of magic blow strongly in the Warhammer world, unfortunately, they blow straight from the Realms of Chaos, making one of Order's strongest weapons incredibly risky to wield. The magic of Warhammer is dangerous and unpredictable, and puts the very soul of the user in dire peril. Reach too far, and your soul will be devoured by the very Gods of Chaos themselves. Nor is the study of magic a simple task, even the most talented Bright Wizard requires a life time of study to truly master the Path of Flame, and that is only one of the eight winds of magic.

The True Power of the winds of magic, however, lies not in their separation, but in their combination. Qhaysh, the magic of the High Elven Archmage, represents the pinnacle of mortal magical might and combines the powers of all eight winds into one, pure, uncorrupted force.

Of all the sorcerers in the Warhammer World, only the High Elven Archmages, and the enigmatic Slann Lords of Lustria, have ever managed to conjure this awesome, and nigh unstoppable power. Such is the might of High Magic, that it can move mountains, separate the seas, destroy entire armies, and even slow the flow of time itself.

Such is the skill of the Archmage that he need not fear his own magic turning against him at an inopportune moment, his control over his art is absolute. Indeed, such is the power and purity of his magic that his soul has nothing to fear from the Chaos Gods, his magic is beyond even their corrupting powers.

The very essence of the Archmage is balance, interweaving the positive and negative forces at his command into a single harmonious mastery of life and death, allowing him to simultaneously bring death to his enemies and life to his allies, single-handedly turning the tide of battle.

Choose the path of the Archmage and you will no doubt become one of the greatest magi who has ever walked the face of the Warhammer World. You will be able rain down the ancient and powerful High Magic upon your foes, and bring your allies back from the very brink of death itself.

It is true that there are others who wield magic of similar power to your own: the Dark Elven Sorceresses, the Magi of Chaos. But remember this: theirs is the power of darkness and corruption, bought at the price of an eternity of unquestioning servitude and despair.

So when you stand against the Forces of Destruction, remember that your magic was not bought, it was earned. Your true power stems not from the Powers of Chaos, but from your own wisdom, inner strength, and force of will.

Stormcrow

"While Lesser races must study magic in its corrupted broken form, our Mages harness its power as pure mystical energy. Our minor spells, those Lores taught to the humans by mighty Teclis, are but a pale reflection of the power that can be wielded by an Asur fully trained in the magical arts of the White Tower."

- Loremaster Haydrel, Archmage of the White Tower

Friday, June 20, 2008

Articles from Book of Grudges and The Greenskin!

Hey guys, if you haven't already, be sure to check out these two awesome articles:

Book of Grudges: Hardest Sell of All, PvP to non-PvPers

As well as:

The Greenskin: Bo's Gear vs. Skill

Both very interesting topics, I'm probably going to write a little something myself on the issue of Gear vs. Skill, so keep checking back!

Stormcrow

Wednesday, June 18, 2008

Order Strikes Back: Swordmasters of Hoeth

Welcome back to today's section of Order Strikes Back. Today I'm going to highlight one of my favorite units in the Warhammer Universe, the Swordmasters of Hoeth. For official Swordmaster information go: Here!

The first thing you should say about the Swordmasters is very simple: they are consummate warriors, spending their entire lives searching for serenity through meditation and feats of martial prowess. This lifetime dedication manifests itself in their nearly superhuman speed and skill, and even allows them the use of minor magics.

That's right, folks, they are the Samurai (if the samurai could use sweet magical powers) and Jedi of the Warhammer World. Not only are they the greatest martial artists the world has ever seen, wielding their signature weapon (the great sword) with incredible ease and grace, they have even managed to bend the chaotic winds of magic to their awesome will.

Legends about the Swordmasters of Hoeth abound: Some say they can cut a candle in half without disturbing the flame, others that they can fight in complete darkness, guided only by the faint whisper of their foe's breathing. Still others whisper that a fully trained Swordmaster can draw his sword, decapitate his foe, and return the blade to its scabbard all in the blink of an eye. Naturally, no enemy can confirm these stories... as they are all dead.

In battle, they are deadly opponents, eager to practice their legendary skills on worthy foes, in an arena where there is no room for second best. This is the true test of their mettle, skill, and honor, that these warrior-ascetics eagerly seek out. Because in the end, they know who will emerge the victor...

So, tremble in fear, enemies of the Swordmaster. He's faster than you, he's smarter than you, and worst of all, he knows it. Don't blink, destruction fans, or he'll be the last thing you'll ever see.

Stormcrow

"From the darkness I cry for you.
The tears you shed for us
are the blood of the elven kind.
O Isha,
here I stand
on the last shore,
a sword in my hand.
Ulthuan shall never fall."
-Swordmasters of Hoeth