They've updated PQs so that tiers 1-3 have at least one PQ in each chapter than you can complete alone. They've also updated the loot drops from these PQs so that there's now greater chance of gold bags as a reward and these bags contain extremly nice set items. I've got a couple of the T4 pieces and they're really really nice.
Trying to solo in RVR is just a bad idea. People are always going to know someone who's willing to come kick your face in, or your going to run into a class that's suppose to counter you on the battlefield. This is especially true in T3/4 when classes really start getting their roots/snares/disables/silences/knockdowns/knockbacks. Time was, people would spam these ability like mad, but around 1.06 iirc they added a cooldown so that you become imune to all of these effects for 5 seconds once the cooldown on whatever was effecting you had expired. 5 seconds probably doesn't sound like alot, but it made a hell of a difference.
Point Two - Itemisation
In 1.1 they updated every set in the game to make it far more desirable than they previously were. Before 1.1 everyone I knew was toating random green/blue/purple items. Post patch everyone is after these set items, which has as a result increased ORVR because 3 of the 5 items from the sets only come from taking keeps, while the 4th drops from players.
To encourage more ORVR they also implemented influence rewards for RVR. Some of the items from that are amazing and are really only outclassed by proper end-game gear (Such as [url=http://www.wardb.com/item.aspx?id=656378]this staff[url] discovered by me. World first drop, I was proper chuffed
Point Three - Faction Balance
Destro do still outnumber order on just about every server going, but by the time you hit T4 order has such powerful defensive tools that (and I'm sorry to quote movies here) destros numbers count for nothing. I've been in fortress fights with possibly 24 order defending vs god only know how many destro, and because orders tanks are just that awesome and our AOEs are better than destros, we just sat there and held them for a full hour until destro gave up and fucked off. Lower tiers, the balance of power does swing from order to destro, especially in T2 when witch elves from from an iritation to really dangerous. As a counter-point, in T3 scenarios order has alot of their defensive tools, most RDPS classes have the bulk of their AOEs and a good 6 man order pre-made will easily dominate 12 destro of any mix.
Point Four - Client/Server Stability
At launch I considered it stable-ish if I went an hour without crashing. Since then they've been able to really sort out alot of the issue of WAR having memory leaks when some other programs are running. Right now, the only conditions my client will crash under, is when there's 3-400 hundred people sluging it out in a 200ft area around me. They've removed ghosting and warping is a severe rarity. Server stability got alot better in the last 6 weeks. Before that, the best defence was just to node crash by getting a massive amount of players. regardless of level, in on the fight. On sunday we had close to 500 people (according to GMs) fighting in a fortress zone along with about 100 skirmishing on the zone boarder trying to get in to help/stop reinforcements.
Point Five - The Travel System
They've added rally masters to warcamps, making it easy to have a book of binding set that is 10 seconds from a flight master. Also, at guild rank 16, you unlock Guild Recall Scrolls, which let you teleport from anywhere in the world to Sigmar's Hammer, literally right next to a flight master. With these two things, it's possible to re-deploy hundreds of people to a different warzone in under two minutes (something we have done a few times)
And now a few (hundred) word about why i enjoy this game
I lead a good guild (Eve players will find it no surprise than I ended up in charge
Using the assist tracker, we focus all RDPS onto these targets, with healing de-buffs going onto marauders and squig hearders. Bitch elves drop under any kind of focused fire anyway, so it's a waste using such skills on them. If your not playing with a good team, and using some basic level of tactics, even as simple as focusing fire, you do usually end up getting frustrated as destros zerg of MDPS classes over-run your lines and butcher healers.
Destro do have lots of tanks, but every squishy class in the game has a de-taunt ability that will reduce the DPS of a single target by 50% and since tanks don't do damage as a rule anyway, once de-taunted you can ignore. Some classes are better at this than others, such as archmages who have an AOE de-taunt which at lv35, iirc, has a 15 second effect with a 20 second cooldown. That's enormously powerful.
Last bit I really enjoy about this game is the community. In the last few weeks order on my server has been working together, with massivly impressive results. As a leader, part of that is down to me directing my guild, making sure the few standards we have are upheld, getting feedback on any new recruits and helping/getting others to help if they need it. Between the 10 properly organised guilds on eltharion, only about 2-300 active players we completly turned the war around and instead of twice-four time weekly sieges on order fortress we've been assault destro fortress again and again. When your side wins a fortress assault, and it's down in part to the tactics, strategy and preperation your guild went to, it's an amazing feeling. I honestly never though any game after eve would give me such an adrellin kick, but WARs manage that.





