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Daoc Vs Gw2

in WvW

Posted by: Unpleasant.4286

Unpleasant.4286

Like I said for its time it was accessible.

What makes it Brutal by today’s standerds?

Long duration hard CC.
Super long cooldowns 30-60 minutes on some.
Death penalties and Rez sickness
Equipment that would break with use and needed to be replaced eventually.
No casting well moving, melee attacks auto interrupting casts.
The ability to run out of resource Mana/Endurance
Positional and Reactionary attack chains.
No jumping right back in the action when you wipe.

Some of these are quality of life changes to the mmorpg realm as it has become more mainstream but like I said most people who started with games like WoW would find these thing punishing where some of us older guys miss some of that stuff.

Hola. I’m a former and current daoc player who runs a guild group 2-3 times a week in DAoC. I just wanted to give my thoughts on this whole GW vs DAOC thing.

To me GW2 will never be a daoc^2, and there are a bunch of fundamental design differences as to why.
However that does not mean Anet couldn’t improve the game a lot by copying daoc in certain areas.

What GW2 and DAoC have in common is the “frontier” zone where all the wvw/rvr takes place. It’s one area where you fight the enemy, conquer keeps and so on.
Another big thing both games have in common are zergs – there’s always one rolling, even in daoc. During prime times in daoc there’s always a zerg running from each of the three realms, usually numbering between 50 and 150 players per zerg.

The differences are in map size, combat mechanics and holy trinity (or lack of).

- WvW map size.
GW2 maps are a little too tight, as you can’t really evade the zerg and just plain avoid fighting against it. I prefer the daoc’s frontiers where there’s always room to go around if you know a big zerg is at point X.

- Holy trinity and a lack of one.
In GW2 you have no reliable way to take out/hinder/stop a zerg from steamrolling everything unless you are ikittenerg of your own. Since everyone is a healer, a tank and can resurrect each other due to downed state mechanics, there’s very little that can be done against a big mass of players.

- CC is a joke – this ties in with the above.
Of course as a daoc player this applies to every other mmo pvp. There isn’t enough area control to take out a big ball of each others kitten hugging zerglings with smaller numbers.

- Progression and the actual pvp.
The new wvw paths are a nice idea, but they really need some work. I doubt people find 5/5 for a 5% dmg bonus against certain things, such as guards, valuable.
Make the wvw skill tree options meaningful. I’m going to bring up daoc again as it’s what i have most experience with: in that game you have about 5-10 reasonable choices where to spend your points (gained from rvr, by killing people and not taking keeps 24/7). You generally have 2-5 really good active abilities which you can pick or passives that either make you swing melee weapons faster, hit harder, crit more, cast spells faster, have reduction to magic damage taken, reduction to melee damage taken, increased parry or block chances, increased healing effectiveness, more critical hits on heals and such.

Ultimately as the two games are sooo different fundamentally I’d just wish Anet thinks over the pvp progression and change the focus on to killing enemies while not cluttered in one superkittenerg. Map layout/size should and could be changed to make smaller groups viable, IMO.

Thanks for reading ^_______^

/Unpleasant Touch

(edited by Unpleasant.4286)