GameSpy's Warhammer Online Coverage Continues

Following up their hands-on preview, GameSpy has dedicated this entire week to publishing more content for EA Mythic's Warhammer Online: Age of Reckoning. Currently available is an article covering the game's "littlest things", an article covering the game's classes, and a video interview with creative director Paul Barnett and producer Jeff Hickman. A snip from the class article:
"Warhammer Online approaches its classes a bit differently than most MMOs," Gershowitz said during our demonstration. Unlike traditional RPG labor divisions, Warhammer Online won't have anyone whose job it is to stand back and snipe or someone who plays the classic "healbot/Whack-a-Mole" game. The Warhammer universe is one of total and constant warfare. Everyone -- that means everyone -- is expected to get into the fray and fight. That doesn't mean that everyone plays the same, however. The basic class structure is broken down into damage dealers ("brawlers" and "Rogue" types) and magicians ("nukers" and "healers"). The difference is that even the game's heal classes have considerable direct damage and melee capabilities.

These four basic divisions, however, don't begin to indicate the level of diversity and subtlety the developers are putting into the game's classes. The ebb and flow of combat, for example, only looks frenetic for somebody who's watching it. One of the most interesting aspects of our time playing with a Dark Elf Sorceress was how long and how much of a build-up many of her abilities required. Many of her most powerful spells require a two- or three-second firing time (an eternity in PvP) or are part of an "ability chain" that needs earlier spells to function. They also contribute to a build-up of "Dark Magic feedback" that will increase the power of the Sorceress' spells while increasing risk of a disastrous blowback that will damage the player. Drescher and Gershowitz confirm that this is by design. One of the things a player will often have to balance during a fight is the length of time a particular ability will require to execute versus its probable effect versus the possibility of blowing themselves up.

"Each of the game's archetypes has a basic spectrum of skills that fit into a particular tactical role," Drescher said. Each race's tank, for example, is designed to fit along a particular axis of ability. Strong physical or magical offensive powers would be balanced with equally weak defenses. The Dark Elf Black Guard thus has balanced offensive and defensive physical abilities while being particularly resistant to magic. Each side in the game therefore has classes that fit into every tactical niche (though each individual race doesn't) which not only encourages players of the different races to work together but also makes balancing a bit easier by providing each side with an equivalent selection of tactical play styles.