PvMP Changes: What They Mean For Wargs
Isengard will soon be upon as and there are a host of changes coming for PvMP in general and it’s time we took a look at what these changes will mean for the warg.
This isn’t a list of everything the devs have posted about PvMP recently, rather it’s a look at points pertinent to the warg and how it will affect our gameplay. If you want to read about all the changes coming then head over to the forums.
Infamy From Quests
This proposal, more than any other, seems to have split the community with many arguing both for and against it. If this proposal makes it into the game then it is going to be a golden age for us wargs. The first thing you need to do is see past any objections you might have about ‘PVEing for rank’. It’s not the infamy you will be able to gain from the quests that will make this so good for wargs, it’s the quests themselves.
Imagine the scene … hordes of freeps running around the map trying to find npcs, quests drops, etc, all so they can complete some quests to gain a little infamy. Those quests occur all over the map, often in remote locations far from Elf Camp or freep held keeps. For the warg this presents an amazing opportunity.
Whether solo or in small packs wargs can roam around the map picking these questing freeps off. The best thing about this is that there will essentially be a never ending supply of either lone freeps or small groups of them wandering around. Without their npcs to back them up they will be at the pack’s mercy …
With Isengard f2p players will gain access to the Ettenmoors. This means a number of new players completely new to the Moors and who won’t have a clue about how wargs operate or where safe spots, etc are. In short they will be easy targets … at least for a time. In due course they will wise up of course, but in the beginning the savvywarg will be able to take down many a fresh player who has never encountered a warg before.
Creeps are getting some changes to how their critical protection stat works. Basically we’re getting more of it. Sadly the warg is on the lower end of the scale with this, but it is still an improvement over what we have at the moment.
Wargs will start off with a base critical protection rating of 4%. That means wargs can reduce their opponents chance of scoring a critical hit by 4%. With corruptions slotted this can rise to 9%.
It is definitely an improvement over what we currently have and it should help to even out fights with tactical classes, especially Rune-keepers. Classes that depend upon critical hits to do most of their damage should be a little more manageable now.