WoH: What I want to know
August 16, 2011 2 Comments
Just a list of questions I’d love to get some answers to.
- What is the projected length of each match?
- What is the projected length of combat interactions?
- I.E. in LoL, a fight between two people can last seconds to a minute or so with feints, baits, etc.. Group fights can also be similarly diverse.
- With multiple maps, will the objective of each be the same?
- If no, what are the different game-types?
- How many maps are there planned to be?
- Will there be leveling within a match?
- If so, what will leveling provide?
- Will all five powers (skills, abilities, w/e) be available from the start?
- Will there be any “neutral” mobs, or “creeps” similar to other MOBAs?
- Any plans to include a match-only item shop as seen in other MOBAs?
- It was stated there are 40 levels to each account, what comes along with this advancement?
- With six possible team members, are you planning on adhering to typical MMO archetypes?
- Are you planning on sticking with WAR’s archetypes?
- WoH appears to be using the same engine as WAR, can we expect similar control schema?
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Ok, lets see…
Think of it as a typical WAR scenario but faster paced. Controls are pretty much the same, but a bit simpler. I did not notice much of a fight-length difference when I played. It will vary depending on if you are fighting a tank and such.
When we played, there was no in-match leveling or items. Your tactics (result of advancement) are where the customization comes in. All 5 abilities are there from the start.
As for types of matches, we only saw Mourkain Temple. It had a bobble and 3 objectives to capture. They do have more, but I can’t speak as to what they are.
Thanks for the info. It really does sound like they just took scenarios straight from WAR, made it a 3-way, and make you play with heroes. Not a bad thing per-se. In fact, I imagine I will have some good fun with it. But the shared incentives will have to be pretty strong to get me back into WAR w/ this around.