Here are some fairly nice videos showing game play and abilities of some classes.
A Wall of Text blogspot videos
A funny one to watch is the Goblin Shaman part 2 showing the use of the "Gork Sez Stop" ability.
game play videos
Started by Maraud, Aug 28 2008 03:49 PM
8 replies to this topic
#1
Posted 28 August 2008 - 03:49 PM
#2
Posted 29 August 2008 - 07:49 AM
Thanks for the links.
Only watched the shaman videos. Fairly entertaining, looks like a fun class.
Only watched the shaman videos. Fairly entertaining, looks like a fun class.
#3
Posted 29 August 2008 - 08:54 AM
I love their armor in later levels. It looks much better than the low level armor.
#4
Posted 29 August 2008 - 09:17 AM
If you watched that without the guy talking would you think it was a WoW video? With the res being so shitty on youtube I couldn't help but think his gobo shammy just looked like a gnome warlock haha.
#5
Posted 29 August 2008 - 01:42 PM
I like the play mechanic of that class. I might try the arch mage for the order side.
#6
Posted 29 August 2008 - 01:54 PM
Jil, get off your lazy ass and shoot some sweet WHO Beta vids to direct traffic to pker.org.
#7
Posted 29 August 2008 - 02:04 PM
I think they took down the beta? I dunno I haven't tried to log in this week. I guess I will try it when I get home tonight. I did play some WoW for like 30 minutes last night before saying fuck it and watching some stoner movies. I could record some WoW movies and pretend like they are from Warhammer.
Sturmur hopefully they will improve upon it by release but in beta the Archmage does less dmg than the shammy. The mechanic is also not super smooth as you have to cast 5 spells of either healing or dmg to actually get the full advantage of your yin/yang mechanic. If you cast one of the oposite type it drops you back to zero. It sounds neat but basically both classes revolve around their absolute fuckton of DoTs. You spend like 16 seconds just loading someone up with all of your DoTs and they still won't die from it. You have no decent nukes and your best DoT is channelled. I don't think either class fares very well in PvP except at 1v1 and dps classes will wtfpwn you. You can't really kite people around in this game so burst dmg is way better than DoTs. If you like healing the class will still be fun but if you are looking just to do damage and then be able to heal yourself it's not so hot IMO *shrug*
Sturmur hopefully they will improve upon it by release but in beta the Archmage does less dmg than the shammy. The mechanic is also not super smooth as you have to cast 5 spells of either healing or dmg to actually get the full advantage of your yin/yang mechanic. If you cast one of the oposite type it drops you back to zero. It sounds neat but basically both classes revolve around their absolute fuckton of DoTs. You spend like 16 seconds just loading someone up with all of your DoTs and they still won't die from it. You have no decent nukes and your best DoT is channelled. I don't think either class fares very well in PvP except at 1v1 and dps classes will wtfpwn you. You can't really kite people around in this game so burst dmg is way better than DoTs. If you like healing the class will still be fun but if you are looking just to do damage and then be able to heal yourself it's not so hot IMO *shrug*
#8
Posted 31 August 2008 - 01:54 PM
So I went back and started reviewing what kind of spells and such for many classes, but again I found nothing that really stands out for me. All of the classes are super bland with no real unique qualities about them. I seems that Mythic went overboard with this play mechanic malarkey. I applaud their ingenuity but the fact of the matter is that the classes are super boring.
I hate to say it, but WoW's classes are fucking amazing compared to this game.
I hate to say it, but WoW's classes are fucking amazing compared to this game.
#9
Posted 31 August 2008 - 11:42 PM
Yeah WoW classes are similar in that all of the classes have a good number of utility abilities (stuns, mezzes, buffs, snares, etc). The difference is that in Warhammer basically every single class has the same CC abilities. They don't even do them in significantly different ways. Like a swordmaster may have an attack that is a 10 second DoT and snare whereas a Shaman will also have a 10 second dot/snare etc. The only difference between the two is that one is a spell and the other is a melee attack. The only real mechanic of note between the classes in each archtype is simply what means they use to acquire the "special points" needed to use the ability.
In WoW the abilities work a lot different. Like a Priest, Rogue, Warlock, Mage, and a Hunter may all have a mez of sorts but they all work completely different. The Priest can charm a mob taking it out of combat and allowing the priest to use its abilities but at the expense of the priest being forced to channel the charm and being unable to use the rest of their abilities. The rogue can sap a mob but they have to be stealthed and the mob has to be out of combat. The warlock can use their succubus to seduce the mob. A mage can turn the mob into a sheep. The hunter can lay a trap and guide the mob into it to freeze them for a while. These abilities all accomplish roughly the same thing but have their own flavor that fits the class.
What gives classes a bit more flavor in Warhammer is the use of Morale abilities and Tactics. The early morale abilities are pretty lame but there are quite a few down the line that do amusing shit. Like in that shaman video the ability he was showing raping the tank (gork sayz stop) is pretty nifty. It basically casts a curse on the person or mob so that if they are moving they take damage essentially forcing them to stand still or get raped. It's like a root of sorts simply because the player will have to decide whether to run and take a shitload of damage from the DoT or stand in place and get raped by something else.
Tactics also can be used to change up the way your class plays vs someone else of the same class, especially when used in combination with some of Career Spec choices. For instance w/ the Swordmaster (sorry I keep using this I have just looked at this class the most as it is what I am playing at release) if you want to spec in doing a shitload of spirit damage you can snag a tactic from the Path of Hoeth that gives you a pretty nice spirit debuff when your weapon procs go off. You can also pick up another tactic from Hoeth that makes your weapon procs go off more often to keep this up. You set your "balance combos" up to use all attacks that do spirit damage rather than physical and combine it with these tactics to drop the nasty debuff and you can do some nice damage to heavily armored targets which can mitigate tons of physical damage.
Or say you want to play a tank instead, you can combine tactics and abilities from the paths of Vaul and Hoeth giving you an attack that puts a shield that absorbs 450 dmg on yourself and toss in a tactic that puts a shield up that absorbs 275 damage every time you block parry or dodge. On top of that you can add in another tactic that gives you an increased chance to block/parry depending on which stage of balance you are in. Not really exciting but it will certainly play a lot different than the other spec I mentioned.
You are limited in Tactic and Morale slots so you can only have a few up at any given time. Some of the possibilities here can be pretty interesting even though the classes at face value are pretty bland. I have heard that earlier in beta the classes were a lot more unique but maybe they decided it was too much of a bitch to balance and started dumbing a lot of them down I dunno. Hopefully as time goes on they will tweak the classes to give them a bit more individuality from a class to class perspective rather than just how the player chooses to spec. *shrug*
In WoW the abilities work a lot different. Like a Priest, Rogue, Warlock, Mage, and a Hunter may all have a mez of sorts but they all work completely different. The Priest can charm a mob taking it out of combat and allowing the priest to use its abilities but at the expense of the priest being forced to channel the charm and being unable to use the rest of their abilities. The rogue can sap a mob but they have to be stealthed and the mob has to be out of combat. The warlock can use their succubus to seduce the mob. A mage can turn the mob into a sheep. The hunter can lay a trap and guide the mob into it to freeze them for a while. These abilities all accomplish roughly the same thing but have their own flavor that fits the class.
What gives classes a bit more flavor in Warhammer is the use of Morale abilities and Tactics. The early morale abilities are pretty lame but there are quite a few down the line that do amusing shit. Like in that shaman video the ability he was showing raping the tank (gork sayz stop) is pretty nifty. It basically casts a curse on the person or mob so that if they are moving they take damage essentially forcing them to stand still or get raped. It's like a root of sorts simply because the player will have to decide whether to run and take a shitload of damage from the DoT or stand in place and get raped by something else.
Tactics also can be used to change up the way your class plays vs someone else of the same class, especially when used in combination with some of Career Spec choices. For instance w/ the Swordmaster (sorry I keep using this I have just looked at this class the most as it is what I am playing at release) if you want to spec in doing a shitload of spirit damage you can snag a tactic from the Path of Hoeth that gives you a pretty nice spirit debuff when your weapon procs go off. You can also pick up another tactic from Hoeth that makes your weapon procs go off more often to keep this up. You set your "balance combos" up to use all attacks that do spirit damage rather than physical and combine it with these tactics to drop the nasty debuff and you can do some nice damage to heavily armored targets which can mitigate tons of physical damage.
Or say you want to play a tank instead, you can combine tactics and abilities from the paths of Vaul and Hoeth giving you an attack that puts a shield that absorbs 450 dmg on yourself and toss in a tactic that puts a shield up that absorbs 275 damage every time you block parry or dodge. On top of that you can add in another tactic that gives you an increased chance to block/parry depending on which stage of balance you are in. Not really exciting but it will certainly play a lot different than the other spec I mentioned.
You are limited in Tactic and Morale slots so you can only have a few up at any given time. Some of the possibilities here can be pretty interesting even though the classes at face value are pretty bland. I have heard that earlier in beta the classes were a lot more unique but maybe they decided it was too much of a bitch to balance and started dumbing a lot of them down I dunno. Hopefully as time goes on they will tweak the classes to give them a bit more individuality from a class to class perspective rather than just how the player chooses to spec. *shrug*
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users











