An incorrect assertion really. As an example, the witch elf has no equivalent short ranged (non melee) attack that compares with the Witch Hunter's executions. Instead, she gets the ability to deliver immense DOT attacks. Even when spec'd for DOT a witch hunter delivers far less DPS in an outright slugging match. I prefered the play style of the witch hunter but generally speaking attempting to engage a witch elf that wasn't already hurt was suicide.KeyMaster45 said:The classes on both sides have the same mechanics, the spells have different names, but the classes function identically.
I played up to about level 22 - 23. I'm not complaining about the witch hunter - it was my favorite class. I was just pointing out the disparity of the two presumably identical classes.KeyMaster45 said:My dorm mate played a witch hunter also, damn near unstoppable and the only way someone could kill him was if they had a healer standing behind them. Up to what level did you play your witch hunter?
And much like the disciple of khaine, the empire healer ends up being a piss poor healer beacause both classes are more concerned with keeping themselves alive more often than not thanks to the fact that they draw an enormous amount of damage. Yes, order has two excellent healers but these are hamstrung it seems by art direction and early player choices. It was rare that you had rune priests or archmages in any quantity.KeyMaster45 said:Disciple of Khaine plays with the exact same mechanic, their healing power comes from being in the thick of fights.
Coordination had absolutely nothing to do with it. It's a numbers game - 20 people cannot take a keep defended by 40 or 50 people. Such scenarios vary by server yes, but the vast majority of my experience was on an open RvR server where order was consistently severely outnumbered in most areas, and often outleveled as well (since in an open RVR server you can actually fight one tier below your current rank)KeyMaster45 said:That's based simply on a server to server basis and amounts to the same kind of QQ you see from horde and alliance players. If you couldn't take a keep it was probably because the group you were with didn't have the coordination needed to take one.
There are only four archetypes but certain variations certainly come up. Empire for example lacks a tank class at all, and the Chosen is superior when compared to the Swordmasters. The minor variations between class archetypes end up with one class naturally being the superior variation of that archetype. Yes, bright wizards deliver absolute gobs of damage but often you'll find that even the shadow warrior delivers more damage thanks to superior range, the fact that they don't have to hurt themselves to deal damage and their basic ability to skirmish. The witch elf is more than capable of delivering absolute gobs of melee dps, but is no better at killing opposign support than the witch hunter. The White Lion's end up as the absolute worst of the melee DPS characters, mostly due to the terrible pet mechanic.KeyMaster45 said:Both sides have the same classes, just with different names, I say this because I played each class to level 20 or so in the 2 months I played and I can safley say that the mechanics were the same, just with different names on the abilities.
None of the slight balance problems are damning though. I played the game and had quite a bit of fun doing it and even now I consider playing it again, when there has been some time to sort out the problems that I saw. Almost all of the problems were not the fault of the game itself but rather the players around me. Only a few classes on the order side seem attractive to people just starting out, and as such you end up with a glut of Bright Wizards and Witch Hunters but rarely see reasonble concentrations of healers and tanks as well.
From time to time you do get a good group together though, and when a fight has roughly equal numbers and there aren't any weird high concentrations of specific classes it's a blast to play.