World of Warcraft

From Grom358

Revision as of 00:46, 9 November 2007 by Grom358 (Talk | contribs)

Graphic Style: 3rd Person. Can pivot the camera around character and zoom in/out. Able to zoom into 1st Person View

Controls: Complete freedom over movement. Movement controls is one of the best aspects of this game. Actions are control through keybindings or clicking on the actions in action bars.

Combat Style: Real time. Majority of special attacks are limited by a Global Cooldown, this is to make the game lag friendly. There a wide range of actions, but typically will only use a limit set of these actions (eg. Fire mage will typically cast fire only spells and escape spells). Combat actions consists of the following:

  • Melee automatic attacks
  • On next melee attack. Special moves performed on the next melee attack
  • Instant melee attack
  • Direct magic damage
  • Area of effect magic. Either target an area or point-blank.
  • Damage over time magic
  • Heal over time
  • Direct heal
  • Area of effect heals

Spells are either instant, require casting or channeled. Casted spells require that the player does not move in order to perform. Likewise Channeled spells will be cancel if the player moves. Actions may have additional side effects. For example, melee attacks can affect other nearby targets and/or cause damage over time effect.

Character System: Class based system. Has the following classes:

  • Priest - Healer
  • Warrior - Tank / Melee Damage Dealer
  • Rogue - Melee Damage Dealer (Stealth)
  • Mage - Direct Damage, Area of Effect Magic Damage Dealer
  • Warlock - Damage Over Time Magic Damage Dealer, Control Demon Pets.
  • Hunter - Ranged Damage Dealer, Control Beast Pets.
  • Druid - Jack of all trades
  • Shaman - Offensive Hybrid (Healer / Damage Dealer)
  • Paladin - Defensive Hybrid (Healer / Tank)

Character Development: There are two stages of character development. First is leveling upto level 70. Each level you gain stat increases and a talent point. Talent points let you specialize in certain areas of your class. Once you reach the max level, character development is achieved by loot progression.

Game driver: The game is basically a grind fest. There is no overarching story or story progression. At end-game the game driver is loot progression/dungeon progression.

Equipment system: Besides typical equipment slots, one can also attach enchancements (eg. Enchants) to equipment. Additionally, there is Gem socket system. Matching gem colours to socket colors grants additional equipment bonuses.

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