D&D Online Vs. World of Warcraft

Mar 24, 2006 14:55

what D&D online has:

1. Real Combat, meaning you don't have to watch a show, you get to actually swing the weapon yourself, you can jump, dodge, block, and depending on where you are you actually get pluses or minuses if you were to say run around an enemy and swinging at them you would have less of a chance to hit then if you were standing still or running towards them which actually would give you a bonus to hit using the force of your run. Unlike Neverwinter Nights where they don't really implement that being as how its a click your mouse button to attack game like WoW.

2. 100s of dungeon crawls, and you only do the same quest twice if you want to try it again on normal or elite difficulty levels.

3. The best 'looking for a group' system ever. No longer standing around for an hour asking for someone to do 'sm armory' with you, instead go to your social box, put up an open ticket for whatever quest and people will find you by going to their social box and looking for what people are asking for groups. I went to this area and made a group request for any quest in that area and had a group of 7 together in two minutes.

4. No Grinding Needed, no meticulous hours of killing this or stabbing that, there's a reason to kill everything, plus since the dungeons are private if you decide to solo them or take a party, no one can interrupt you or take your or your groups kills.

5. Gone are the days of the ninja looter, the PC fixed the items that creatures drop, and even in chests, that would make sense to go to a certain char, it 'reserves' them if you will. Kind of like Guild Wars in that respect but there's always an equal share.

6. No Race or class limitations because of Race. You can be an Elvish Paladin, or Halfling Barbarian, a Dwarf Sorcerer, the combinations are endless. Plus, you......choose.....your......stats......skills......and abilities. Meaning: no two characters can ever be exactly alike.

7. You actually feel like you are roleplaying, the party participation is so intense, that you feel more like a team, and it feels more flowing as in the realistic combat.

8. The enemies are geniuses and they'll try to swamp you, draw you out, use group tactics, lead you into water where your movement is slowed a lot (that fact in itself is awesome, i fell down a hill where water was pouring down and found a chest, when i walked back up the hill the water actually pushed against me with its weight, no more miraculously being able to get through water in heavy armor with ease, you actually have to remove your armor to have an easier time walking through it.

9. The Jumping makes sense, for some reason in WoW you can leap 5 feet in the air in full plate mail. In this game you actually jump to climb up things, you can jump from a ledge and hang on to another, you can go up and down ladder.

10. Armor makes sense, no more gaudy shoulder armor that makes you look like you couldn't raise your arm above your head.

11. Weapons used in certain situations matter such as, if you use a sword against a blob as opposed to fire or blunt weapons it will split apart creating two blobs, skeletons die faster with blunt weapons, zombies die faster with slashing weapons. I'm praying that trolls regenerate and have to be killed with fire. Don't know yet.

12. You can sneak up on enemies, I was in a group with a rogue and wizard and we we're trying to rescue this woman, using my sneak ability, being a barbarian i can apparently be a little stealthy, not as much as the rogue though, i got right behind the bugbear guarding her and used a power attack that took half of his health before he knocked me out and the rogue and wizard were able to double team him after that. Plus when you die your body remains incapacitated until someone heals you and you don't actually fully die until you reach -10 hp which even then a cleric or paladin can raise you and as far as i know if you decide to rez yourself at the dungeon entrance there are no penalties.

Things DND doesn't have that Wow does have:

1. Huge world to explore, however I don't foresee that being a problem because with all the hundred of quests to go through, you will be exploring on each quest anyway.

2. PVP, yeah you can't fight each other and everybody's on the same side, but the game's not really designed for PVP right now, so perhaps turbine will add that in later.

3. Mounts, but they aren't really needed.

4. Evil characters, or the Horde, whatever you consider them, I don't see the horde as evil besides the undead. DnD online does not allow you to be the Eberrons version of the dark elf yet, or orcs, or anything dark dank and dreary, yet, and you can't be an evil alignment, yet, but it eludes to the fact that turbine could add these things in like I say again, later.

5. No player economy besides trading, you buy and sell at vendors only, and yes you can buy things that people have sold, nothing is 'soulbound' to you. To me this is a plus, I hate having to kill kill kill just to get one item, and I hate how things are soulbound in WoW. If I can help someone out by giving them my old sword to someone, then hell freaking yeah.

There ya have it, in my opinion DND online is the better game because it does stuff well that WoW doesn't. I still love WoW due to the fact that it has a big world explore and that everyone is always on but I like DND better because I feel like I'm going on an 'adventure' not just joining someone's party to grind SM armory for the 7th time just so I can get ravager. I'm not a big fan of PVP so the fact that it is absent doesn't bother me. I love my barbarian, I am Karne Doomsayer on the Reidra server, I also started an Elf Paladin named Durien Knightenger.

Peace.
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