The 1.1 patch is just around the corner, well, coming in December, and I thought it’d be a good idea to go over some things that should be included. Keep in mind these are just some ideas, and are in no way official changes that have been confirmed. I think Warhammer Online is a great game, and had a very solid launch, but is riddled with imbalances and bugs. None of these seem beyond fixable, in fact, they all seem like very simple things to change, which makes me wonder why they haven’t been already.
Better Scenarios
It’s no secret that the majority of the RvR/PvP in this game at the moment happens in the confines of Scenarios. Why is it then, that they’re all so bad? Every rank tier has a different selection of scenarios to play, yet only 1 in each gets played consistently. Tier 4 seems to have some especially bad scenarios. Grovord Caverns is a Line-of-Sight nightmare with a buggy spawn-gate, Thunder Valley is spent just running around on mounts, etc. Serpent’s Passage is pretty solid, but only doing the one scenario over and over gets boring.
Let’s see some kind of Nordenwatch and Highpass Cemetary equivalents in Tier 4, those scenarios were a blast. Get rid of Grovord Caverns, nobody likes that one. Change Thunder Valley to have only 3 capture points, and move them closer to eachother. Lorgim’s Forge has potential, it’s essentially a Highpass Cemetary, but a little too big to get around in.
Double the Renwon in Open RvR
They’ve doubled the experience gain from Open World RvR, now double the renown gain. If ORvR was the highest source of renown in the game, you can bet your ass that it would happen. I’ve mentioned this before; roaming PvP/RvR nights. The experience boost was great, but it doesn’t benefit the rank 40s at all, and it’s them that have nothing to do anymore.
Rewards for Defending
Right now there’s really no reward for defending a keep or a world objective, other than knowing that you beat up some players. It makes more sense at the moment to let the other faction take said keep/object, come back later, and retake for renown/loot. Give some incentive for defending, and you might see some more Keep / Objective battles, instead of these ‘exchanges’ of renown. Giving loot for a defense might be too much, and very hard to calculate, so why not make it that the faction who owns the keep gets 1.5x renown for kills while in the Keep zone? The team defending gets a bonus to renown, while the offensive team gets loot if they make it through all the way.
Itemization Improvements
Itemization in this game is horrible. While I love the idea of a renown gear system, I’d love it even more if any of the gear was actually good. I’m not sure who was put in charge of allocating stat points on the gear sets, but it seems they only played one class, and had no idea what stats the others used. As fun as it is to have Willpower/Initiative gear for my Sorceress, I’d prefer something more useful. This extends beyond just renown gear, as the influence/quest/drop rewards at higher levels are very much in the same boat.
This really seems like something that should’ve been fixed a long time ago. There’s really not much incentive to get my renown rank up, seeing as all the potential ‘rewards’ are worse than what I’m currently wearing. Goodie.
