Archive for December 20, 2010

WAR’s 12 Days of Christmas – Day 8

December 20, 2010 3 comments

Land of the Dead & Vulture Lord
Now I’ve mentioned this before, and I’ll mention it again – hoping that this time by it being on my Christmas wish-list something may come of if!

I don’t know who (aside from the developers) likes the Land of the Dead lock mechanic. The zone is an artistic masterpiece that everyone loves to hate. Gone are the days of its novelty. LotD was marketed as this intense PvP contested zone, made more intense by the unlocking mechanism – you had to battle it out in the RvR lakes to gather resources so you could wipe LotD of the evil enemy. Although this happened when the zone locked, its honeymoon period was short-lived. The excitement of unlocking LotD is lost, now all people want is for it to be unlocked so they can go do their PvE content; hardly anyone goes there for serious PvP (I’ve given room to the rr80s who feel like boosting their ego killing level 33s). Given these opinions (which many share with me) I see no reason why the locking mechanism should exist – it’s obsolete.

Branching off of this, we enter the realm of ToVL. Another artistically stunning dungeon, but the bugs in it make it horrendous – with 1.4 new bugs were introduced to the trash mobs of bosses 3 and 6 lagging the hell out of people’s games and forcing them to crash (in some cases freezing up their computers) and boss 1’s carrion phase. Coupled with the infrequency of usable gear there is little reason anyone would want to run this dungeon (going on 14 kills of the Vulture Lord, where art thou chest?) Repairable gear is nice, but when it never drops the concept is rather wasted. Maybe Mythic hates me and has cursed my account, but when you’ve done multiple clears of ToVL without a single piece of repairable gear dropping… something isn’t right.

Oh and did I mention purges? Yes, well this also needs some attention. I’ve seen arguments for this one all over the place, – people love, people hate it. Let me say that in my opinion the purge heavily favors the purgers. First off when you run a dungeon you often times bring the standard group set up for PvE (tanks speced into initiative and survivability, dps specced for max dps output and lower survivability, etc), so their mindset is PvE; whereas the invaders are purely able to spec for one situation – killing players. My tank that is specced for block, initiative, and lower damage intake/output is rather useless when all the invaders have to do is kill the squishies and leave me for last; whereas a purging tank could spec into strength, melee crit,and weapon skill because he doesn’t have to worry about a giant scorpion critting him for 10k. The fact is simple – groups that purge in many cases would not run the same group for the dungeon. For example, you would not run ToVL with three DoKs, a Chosen, a choppa and marauder. Why? Well because this combination cannot cleanse the debuffs from boss 3-5, or the stagger from Akil on 6 or 8’s dot. But it is a lethal melee train purge group. I’m not picking on Destro here, the same can be said for Order groups. The fact is that many classes are not optimal for purging, yet would still want to run the dungeon for their gear. Not only that, but the invaders just have to kill 6 players (you rez a squishy and he gets insta-killed, that’s 2 points against you) – the counter doesn’t reset. For the defenders they have to kill ALL 6 of the invaders, every time they are resurrected their counter resets. How exactly is this fair? Perhaps its broken, not sure…

As a side note, when LotD was released many Tomb Kings fans saw this as the last nail in the coffin for this army ever being playable as a race in Warhammer Online. While I agree that this would a rather hard implementation since most of the Tomb Kings are mindless undead, I see no reason why Mythic cannot expand the Land of the Dead. There is room to implement the Tomb Kings as perhaps a third or mercenary faction, or even allow one or two new archtypes to join Destruction. Most of all there is tons of room to expand the conceptual realm of the Land of the Dead. Zandri is but one of the cities of Nehekhara, you’ve got Khemri, Lahmia, Mumas, Quatar, and more. There is much room to make another ‘pairing’ of the Land of the Dead, a pairing which truly implements what Mythic tried with the Skaven. In my opinion the Tomb Kings would have been a far better choice for the 1.4 ‘race’ expansions we’ve gotten (PvPvE dungeon, 4 ‘controlled’ units, a struggle over resources which contribute to the campaign but do not take away from it, NEW zones.) So much that could have been done and made sense with game lore…

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