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Warhammer Online: the new classes Article

MMO PC Article by Alec Meer

19 December, 2008

The public apology starts here. Mythic copped a fair chunk of flak for the late revelation that they'd axed four classes and four cities from Warhammer Online. The grand, sprawling world we'd been anticipating suddenly seemed smaller and more ordinary. Indeed, MMOs breaking their own promises is something that happens with depressing regularity - look at the difference between what Conan was meant to be and what it is. Whither those severed limbs?

To Mythic's credit, it's gradually working on reinstating the cut content, and it looks as though it'll be free rather than in paid expansions. Take last week's much-anticipated 1.1 patch, which introduced two new tank classes to the game. You really don't get many MMOs that offer up a new class for no-pennies, let alone two of the beggars. Mythic's developers haven't broken any promises - they're just taking their time.

These are not just throwaway bonuses, either - the new classes are about balance, levelling out the playing field, and bringing the slightly unruly team-play closer in line with MMO tradition. It seems incredible in retrospect that WAR had fewer tank classes than it did healers (4 to 6, to be precise). This is, after all, a game about constant fighting. With the Dark Elves and Empire humans finally having a front-line beefcake amongst their number, the player-versus-player game's set to become that much more visceral.

These tanks can dish out a fair amount of damage, but their main purpose is to hold the line - to absorb the slings and arrows of their enemies, and to act as a meat-shield for their frailer allies. Warhammer has that collision detection in PVP for a reason, after all, and it comes into its own when applied to a tall fella with a massive shield.

The new classes are interesting, and possibly game-changing. Like so many of WAR's 22 careers, while they're rough mirrors of classes on the opposing side, they're definitely their own entities. The Dark Elf Black Guard is perhaps the most conventional class in the game to date, and that's not said in a negative sense - just that this is a pure front-line assault troop without the funny business that characterises his peers and foes. Like World of Warcraft's Warrior, he (or she) builds up a special energy bar as he fights - here known as Hate rather than Rage - which powers his more devastating attacks. So it's vital to take a Black Guard down fast, before he builds up so much Rage that he becomes an unstoppable force.

'Warhammer Online: the new classes' Screenshot 1

A Knight of the Blazing Sun takes a stand.

The closest analogue is the Dwarf Ironbreaker, but this guy's a whole lot more self-interested than that redoubtable shortie. The Black Guard has no powers that aid his allies - simply ones which increase his own offence and defence. Crucially, the Guard's naturally quite resistant to magical attacks - something you can increase significantly if you take his talents down the Path of Anguish - which means he's not fodder for all those back-row mages while he's busy holding the front line. His presence could really shake up the PVP game. Those Bright Wizards might not look so smug now.

The human Empire's Knight of The Blazing Sun is a fresher take on tanking, and as a result his effect on the war effort is subtler, but likely to be hugely effective as players get to grips with him. It's possible, though, that you won't see too many Knights wandering about, as playing one requires a certain degree of philanthropy - while powerful, they're certainly not an ideal class for lone rangers.

The Knight's abilities focus as much on buffing the rest of his party as on doling out damage, so they lack the more immediate appeal of the Black Guard. It's the thinking man's Tank, in other words. They have a few similarities to the Paladin archetype of MMOs - decent enough powerhouses in their own right, but they need to balance the offence with caretaking their fellows. For instance, head down the Path of Glory and you'll find yourself casting buffs that increase the amount of healing your party enjoys, and decreases the enemy's. Not that a Knight has any healing abilities himself - he's a sort of front-line commander character rather than an armoured priest.

So, two pretty meaty additions, and certainly not token efforts to bolster the ranks. The sometimes bewildering pile-ons of Scenarios will hopefully become more colourful and more tactical affairs now that there are six remarkably distinct flavours of tank to choose from. Whether or not they're exciting enough to help repopulate WAR's flagging servers remains to be seen. Everyone currently playing is bound to roll one as an alt, and definitely should, but it's not as though they're shaking the game up enough to lure back lapsed subscribers.

'Warhammer Online: the new classes' Screenshot 2

Starting out as a Black Guard.

It'll likely take the restoration of the axed Greenskin, Dwarf, Dark Elf and High Elf cities to do that, as they're the best hope of amping up the personality of what's otherwise a somewhat functional world. At present, the starting areas are still pretty desolate, despite the new classes. That's no doubt why one of the less headline-making aspects of the recent patching is the reduction in the difficulty of Public Quests. There just aren't enough souls around, especially in the earlier zones, to complete the PQs, so making them more achievable for smaller groups is the best hope of keeping this great but currently faltering idea relevant.

Mythic has been claiming that is plan is to ‘fix' WAR before working on a full expansion, and that hopefully means we can expect more patches of this magnitude. While this one may not address some of the more fundamental problems with the game, it's an incredibly generous freebie that definitely adds real worth.

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Comments: 1-16 of 16 in total

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Nillsens
19/12/08 @ 15:40
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Don't understand why it isn't doing better, it really is quite a good game.
Kremlik
19/12/08 @ 16:07
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I've started a KotBS and it's offically sheifed all plans to have a only dwarf character selection screen :)

@Nil: WAR is in fact doing pritty good for itself it's just under the shadow of '11 million subs' like many MMOs it seems 'small' even tho back in the day even 250k worldwide was deemed hugly successful - These days it's really down to the 'suits' wanting a small game game to give a constant streem of cash or a massive influx of players for that just one shot cashcow...

The only thing really keeping WAR from being a 'must buy' is the fact there is too many servers for the population it has in both reigons - TBH the game could run just as well on a single node based server (ala EVE), once the servers at least in the EU end come down from 40 to about 10 it'll go along fine
MrChallacombe
19/12/08 @ 16:51
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i really enjoyed the game up to L 20. but then the grind really started and i got bored.
PQs also got ridiculous. 4 or so people were enough in early tiers, then suddenly you need 20, except you don't have 20 people!

mainly i think they got the xp wrong tho. It was much easier to level up doing scenarios than PQs or quests. and openwolrd RvR was pointless. quite fun, but with no real reason to do it, no-one bothers.

shame. still prefer it to WoW
berelain
19/12/08 @ 17:53
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adding criminally missing tank classes that should never have been axed doesnt strike me so much as a generous freebie, as a 'bollocks, we should have had these ready for the launch instead'. WAR simply wasnt ready when it launched- there were still major flaws from closed beta days in the release client- and the endless scenario repetition in order to advance your pvp reputation makes the game feel more like a tournament style game than an actual MMO.

That's what made me stop playing; there was just nothing to do apart from fight other players in scenarios. Which is all well and good, but when the combat still feels a bit lacking in impact and the subscription fee is pretty hefty in comparison to WAR's peers, it just didn't do enough to make me want to stay.

Pity, I was really enjoying being a badass Orc, but I've since returned to LOTRO and never looked back.
Gastrian
19/12/08 @ 17:57
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MrChallacombe, thats always going to be the problem for games like WAR, they are competing against a mature (content wise not player wise) product so XP grinds and balance issues are always going to seem worse even though WoW had them in its first year or two. Hopefully WAR will have enough time to address these issues and become a more "enticing" game.
jglover4
19/12/08 @ 20:22
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Interesting that to read this article alone you'd think that the Black Guard was better than the KotBS, yet play the game and it's clearly they other way round (although less so now that a game-breaking bug that benefitted the KotBS has now been hot-fixed).

I agree with MrChallacombe in that the game is most fun on the way up to around level 20 - after that everything takes too long and the ridiculous amount of crowd control (all traditional variations there-of and a few new ones) really make the game lose its lustre. As someone else once pointed out: in WoW you really wanted to level up and get to the end game; in WAR you want the lower levels to last for as long as possible and that's not quite right.
DarkBytes
19/12/08 @ 23:44
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maybe
TsunamiRR
20/12/08 @ 00:58
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I'm a WoW lover, but still loking for a reason to go back to War. The main reason I quited was actually the huge stuttering and lag that i suffered on both of my computers.

Can anybody tell me if it's any better yet? Or should I wait till the next patch to give War another go?
jetsetdemo
20/12/08 @ 06:24
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I like WAR, it's not quite right just yet but i am sure it will only get beter as the year goes on. I did try WOW how ever after two weeks it felt like the game world fell out as a freebe from a packet of cornflakes. After 25 years of role playing games WOW is not a place i would like to spend my free time gaming in. Warhammer is a fantastic IP, it has it's own flavor and allway's has.
Koozer
20/12/08 @ 12:47
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Personally I think WoW is the most 'gamey' of MMO's, and Galaxies of old was the most like a coherent world. Have you seen the bloody rolling green fields giving way to sheer snowy cliffs in WoW?
sneetch
20/12/08 @ 14:51
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@TsunamiRR
"I'm a WoW lover, but still loking for a reason to go back to War. The main reason I quited was actually the huge stuttering and lag that i suffered on both of my computers.

Can anybody tell me if it's any better yet? Or should I wait till the next patch to give War another go?"

It's better for me at least. That said I haven't had much of a chance to play since the last patch so maybe I've just been lucky so far.

I'm really surprised to read Alec's comment about how "desolate" the starting zones are, try any starting zone in any MMO a few months after launch and you'll see that there's feck all people about, try Tier 3 and 4 now.

That said, I could hardly move for Black Guards and Knights of the Blazing Sun when I started my own, the Knight kicks ass. :)

In addition to making one PQs per chapter easier Mythic also added RvR PQs to the RvR lakes, these will also hopefully encourage more open RvR and less reliance purely on scenarios. I've been in a couple of keep raids and they were great fun so I'd like to see some more of that (although I was on Empire side before the KOTBS joined so the raids were largely doomed: which of our 7 witch hunters should tank the keep lord? :) ).
Edited 1 times, most recently on 20/12/08 @ 16:32
WARGold
22/12/08 @ 04:41
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I personally think that the game is still stabilizing. People forget that WoW, LotRO, and AoC all had similar problems before. I love the new classes and I think that it's not as grindy as other games. Even WAR Gold is abundant and the scenarios really make up for the lack of people at off-peak times.
kangarootoo
22/12/08 @ 09:21
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I don't really know what you are all talking about, but there is something very Xmassy about a thread where WoW and WAR fans discuss the pros and cons of their respective favourites without calling each other names.

Its like that Paul McCartney song about pipes and trenches :)
SilasMalkav
22/12/08 @ 10:35
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I just created two new destruction characters on Karak-norn, and both the DE and Chaos starting areas were filled to the brim with people running around. My main character is on Burlok, and Tier 4 constantly has 2+ warbands roaming around the RvR areas. The problem isn't really about there being not enough people, it's having too many people. Apparently 400vs400 people fights are causing some client and server instabilities (!). Oh and the Blackguard is way more ignorable in RvR than the Knight, hence being a worse tank.
Apologie
22/12/08 @ 13:19
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WAR is a great PvP centric MMO... but after a while it can become frustrating, the professions are not well developed (something i would like to see optimized in the future), scenarios became a little repetitive after a while, more variety please in terms of objectives, the PQ's are a great idea but don't replace instances (they should add more instance's to the game), and the RvR is a lot of fun, but pointless, they dont give you anything exept some XP... graphics are above avrage for an MMO, classes are good (some lagg when you choose an ability), animations sometimes jamm etc...

Nontheless, i can really apreciate the atmosphere and the game overall... i wish they improve everything i just mentioned.

I have a sourcerer lvl 32 and chosen lvl 40, and a shadow warrior lvl 34... the other chars are not worth mentioning.:)
Edited 2 times, most recently on 22/12/08 @ 13:21
retrend
23/12/08 @ 06:30
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the RvR gives u loot and renown. do u mean the metagame is pointless?
Edited 1 times, most recently on 23/12/08 @ 06:30

Comments: 1-16 of 16 in total

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