It was basically unheard of to take a relic for the first few months of the games release, and even then oh my lord was it hard. Mind you, this wasnt as a walk in the park. Being attacked and losing your melee and/or magic relics meant your WHOLE realm did less damage and the enemy who took it and capped it in their own fortress gained that damage. If your realm got attacked, no matter what you were doing you hauled *** to defend it. Realm pride - Everyone no matter who you were in that game had a sense of pride in the realm. Having played DaoC and being on the best guild in our server and being #1 across all servers for my class (infiltrator) for the time I played (release - TOA), I can tell you exactly what went wrong and right with daoc.ĭaoC was by far the best PvP game Ive played yet, and I will tell you why.ġ. Hell im pretty sure you can youtube a video of an 8 man wiping a 100 man zerg because they funneled them up into a tower and nuked the sh*t out of them as they came inside. ![]() And you couldnt just mindlessly zerg good players as with good CC and kiting they might still wipe your group of 40. The good 8 mans were well known because they hardly ever died except to the other good 8 mans. But it made teamwork all that more important. It required a huge assault force usually to take these so if you controlled one, you knew you would probably have it for a while and you would try to defend those with your life if you were online when a enemy faction would try to take it from you.Īnd ya, some classes did just counter other classes. It also had castle sieges and a resource called relics that gave faction wide buffs if you controlled them. That even though an 8 man could simply kill the solo player to get realm points to help lvl up, they usually past them up and let them roam looking for a 1v1 as it was considered "dishonorable" to gank a solo player with your 8 man. On top of that, you had solo players running around looking for 1v1 or 2v2 and most the community had what they considered "honor" in that game. Attacks that could only be used from the side or the back or after a block or dodge, attacks that could only be used as a sequel to a previous attack, 3-4 chain attacks. And melee had directional attacks and chains. And ya casters were interupted a **** ton, but casters hit like a truck, if you didn't make sure to shut certain casters down they would demolish a team if they were allowed to free cast. The 8vs8 fights were intense, they could be fast matches that ended in 40 seconds or they could last 10 minutes. Which i loved about the game that a smaller force could wipe a force 3-4x bigger if they played well together and the zerg did not. Then you had 8 mans kiting or bombing zergs because again, zergs were lazy and put 1 guy on auto follow so everyone was clustered ontop of eachother and allowed themselves to be hit by 3 casters CC or AoE dmg spells and wipe 50 people. Zerg vs Zerg in that game just seemed epic, these 50 vs 50 battles of spells going off and melee charging in, and CC/AoE that can hit an infinite amount of targets if they are dumb enough to stand that clustered togeather (yes, you wanted to spread out so 1 ground AoE spell didn't hit everyone). But that was because the PvE blew chunks, and i was young and leveling was so slow and painfully boring for an ADD teen.īut the PvP was amazing. I didn't play DAoC as much as my friends did.
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