Vamp wrote:
If you played diablo 2 avidly, then the story part of the game will seem very familiar to you (at least it did to me). It's a great game, but you might have seen it before just with worse graphics.
The PvP is spectacular though and a lot of fun once you get into it. Easy to pick up, easy to put down; unlike many other alternatives that require extensive play in order to feel satisfaction from it.
I found PvP so in depth it was hard to master, but easy to acquire what was needed to master. Let's make a comparison. WoW, the class Priest is very platform. When you fight a Priest, you can always expect the priest to use a small bit of spells in its arsenal. A shadow priest will rely on doing raw damage, a holy will try to out last you, both with psychic scream and shield to avoid you. Now to GW's Monk. The class can have a secondary (should have one at that) making it not only a healer, but whatever for its secondary. Say its a Monk/Elementalist (like me); it can cast healing spells or use the arsenal of elementalist spells to deal damage. If that monk is like mine, it relies on its earth magic to boost its defense, making physical classes nearly useless.
My Pros and Cons:
GW is free online, easy to play, and wont be hard on new players. It is an easy game to grasp and only requires about a week to master the skills needed (estimate applied to a hardcore gamer, of course). Skills can be unlocked in the roleplay mode as well as gear, all of which can be used in making a PvP character which is set automatically at the level cap (20). The gear and skills can be then used in PvP (the main point of MMOs) in various sorts of combat. There are a wide variety of cool armors, weapons, and emotes to enjoy when bored. The cons to this game are painful, but don't seem to be seeing any improvement anytime soon. When a player leaves a town, he/she gains a personal landscape of which other users cannot go unless in the player's party. In addition, there is no real physics engine in this game, making jumping non-existent. The world of GW is also very small (unless you buy all three expansions) and returning to places in the world is nearly pointless.
WoW fits many of the pros of GW, minus the good graphics, free online gameplay, easy user acceptability, and wide variety of emotes. Though this may sound bad at first, WoW has much more pros including many different brackets of challenging PvP, much more gear than GW, and a world that is vast and gives you a reason to return to nearly every spot. WoW also has a difference by hosting different servers, each of which has different styles such as:
PvE : "Player Verses Environment" in which the player only fights creatures that roam the world, not other players on the world. The user may select to go to PvP events, but will not be able to attack other players outside of these events.
PvP : "Player Verses Player" in which every moving object in the world that is not respectively allied, nor inside safe areas (such as Horde or Alliance Territory) is attackable. Note, attackable, not easily killed. This type of server can cause stress much more than any server, due to the fact that if you are on a quest, you can be killed by the opposite faction, your quest target may be killed, both, or neither but will get killed afterward. The up-side is the ability to kill the other team when they least expect it (like what they do to you
).
RP : If you don't know what that stands for, you aren't a member of anything with the abbreviation "RP" in it. These servers are exactly like PvE servers, except that players must "role-play" their characters. Though many do not, some do, making the focus less on player vs. player, leveling, and questing, moving more to enjoying the game. An aberration of this style is "PVPRP" which in my opinion wrecks more RP than it gains.
In short:
GW will take your soul, but unlike WoW, it will give it back.