World of Warcraft
From Grom358
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
- Wand 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
- Buff (beneficial spell or effect placed on a player) / Debuff
- Dispell / Purge
- Crowd Control
Crowd Control effects include Charm, Daze, Fear, Root, Sleep, Slow, Snare, Incapacitate, Disorient and Stun.
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.
Certain actions have cooldowns before they can be used again. Some actions also require reagents or certain conditions/effects (eg. Warrior's execute can only be performed when target is below 20% health. Also most warrior moves require certain stances etc).
Most actions also require energy/rage/mana. Energy starts at full (ie. 100 for untalented rogue) and recharges fairly quickly (eg. 20 energy per 2 seconds for rogues). Rage by default is empty, and builds only by being hit, by dealing damage, or by using certain abilities. Rage also decays quickly outside of combat. Mana starts at full and regenerates at a slow rate during combat. Mana based classes (including Moonkins) rely on mana heavily and running out of mana greatly reduces the effectiveness of these classes.
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.