It’s been a while since I’ve had a WAR-related post, so here goes nothin’
I’m not going to beat around the bush on this one. I’m not even tempted to try out Wrath of Heroes. In fact, I’m overly disappointed with the way that BioWare (I’m not going to even apply the Mythic tag anymore, as I would affectionately do from time to time) went with this.
If you don’t want to hear about ORvR, then click the back button. Don’t leave a bitchy comment; I’ll roast you like a chestnut at Christmas.
As one who played WAR for nearly two years (which is pretty long, considering the average WAR player’s tenure in the game), I appreciate how the game started with a fully open RvR feeling. There were keeps being sieged all over the place. The zerg would run here to there, try to get in to kill the Lord, and then get that random chance (and I snicker as I type that) to get gold bag. Sure, scenarios were popping up here and there, but it was a rarity to have someone drop out of a good keep siege, or a huge open-world skimish to hop into an instance and fight for a flag. After all, there were 80 faces to melt out here, and 12 in there. The math said that there was more fun to be had out here. Plus, nothing compares to ass-jamming a zerg with a group of about a dozen late comers and ending the battle in mayhem.
Then things changed. Fortresses turned into lag-fests. Servers started crashing. People started raging. The balance issues in the game wore people down. Rain. Of. Fire. People started leaving. So what’s a company to do? Well, it made sense to strike fortresses from the game for the time being. Campaign streamlined. I fault them in not testing it better, but not the decision to put the fortresses out of their misery. It happens. We moved on.
Then came the new City Siege. It was arguably better-organized than before. It was now a giant scenario. Ok, anything was better than having to figure out the complicated City Siege which was originally in place. Also, putting out fires sucked. While I liked the new objective-based City, it pained me that ORvR would eventually lead to a scenario. I didn’t play non-instanced-PvP to get thrown into instanced-PvP. This hurt me.
Now let’s talk about Scenario Currency. The progression of your character stopped at Rank 80. Ta-Da, you won the game. Time to melt more faces, and do what you want to do. *SCREECHING TIRES* Just kidding. Now you need to play Scenarios (and a crapton of them) to keep up with others due to this nice and fancy token system. Not the open-RvR medallion system. These tokens could be turned in for great weapons and other “niceties” to help you compete against your enemies. Where’s the draw to go ORvR now? Hrm, seems to be fading.
And the final nail in the coffin comes in the form of the new Keep Siege. There is NOTHING Open about this system, aside from the fact it actually occurs in a RvR lake. The mechanics are scripted, the upgrades are scripted, the entire system has moved from a choice-based system (in regards to when and where to fight) to a play-here-now-k-thx-bai system.
What’s the point of an ORvR game if it isn’t really open?
You’re right, there is no point. You might as well just take out Keeps and Lakes, take out the PvE, take out the quests (the gear sucked, compared to SC/Renown gear). Hell, might as well take out leveling, since that was so trivial compared to the grind to 100.
Why don’t you just change this game into a persistent FPS? Maybe call it… Wrath of Heroes.