
It's not just the reward systems either, both games also have very different opinions on how to
achieve class balance.
World of Warcraft has increasingly been balancing its classes towards small-scale combat. Almost every class has methods of crowd control and ways of incapacitating other players. Warfare in the game has become more about timing your special abilities correctly to counter crowd control spells then about actually dealing damage. This may make
arena combat more exciting, but it has the price of making larger scale encounters less balanced. Simply having that one extra person with a stun, fear, or root gives enough of an advantage to completely shut down the opposing side.
In
Warhammer, combat seems more about
large-scale combat and sticking with the basics: healing and dealing damage. The only crowd control abilities I have seen so far have been root spells which seem to be given only to cloth wearing casters. There are some interesting knock-back abilities, but these don't stun or incapacitate the target. If want to defeat an opponent then you are going to have to deal enough damage to kill them while they fight back. This would seem to be the better combat system, but it actually encourages running away in small-scale encounters. In particular, any sort of PvP system where the objective is simply to stay alive would last forever. This is probably why we won't be seeing arenas in
Warhammer any time soon.
Continue reading Player Consequences: WAR games, part 2