Showing posts with label Diablo. Show all posts
Showing posts with label Diablo. Show all posts

Monday, March 03, 2025

Checking In

It's been a while since I last posted. Not much change in what I'm playing though.

World of Warcraft

The new patch just dropped. It's pretty fun. I'm not the biggest fan of goblins though, so thematically it's falling a little flat for me. But Undermine is very well done. 

The new car was a bit annoying at first, but I switched the engine to the other type you get at the start, and the slower speed works much better for me. I do find that I'm looking at the map a lot, because Undermine looks very similar in all directions.

The Arfur and the Knights of the Brown Table quest line was great, though.

Diablo IV

The new season is good. I'm playing a Spiritborn Stinger build. Last season, Spiritborn were overpowered, but now they look to be back of the pack. Still, it's quite enjoyable. I'm in the second-last chapter of the season, but I'm not sure if I'll finish it. This point, in Tier II or III with Paragon 150 is about where I normally stop playing.

Final Fantasy XIV

Other than holiday events, I haven't been playing FFXIV at all. I still have to do the 24-man raid and all the side quests, beast tribe quests, and Manderville content. Honestly, I really should drop the subscription.

I think the biggest problem with this genre is that I don't really like the current form of group content where you rush to the end at full speed. I mean, I don't want to go too slow, but just AoE'ing everything is not much fun either.

Maybe I should take a break from MMOs and try a different game.

Monday, November 11, 2024

Diablo IV: Vessel of Hatred

Diablo IV's first expansion, Vessel of Hatred, launched a couple of weeks ago. Some thoughts:

Blizzard made the same...mistake is not quite the word I want...with the story of Vessel of Hatred as Square Enix did with Dawntrail. They both assume or take it for granted that the player likes the main NPC, Neyrelle in VoH and Wuk Lamat in Dawntrail, to much greater degree than is warranted. If the player doesn't like the NPC, then the story is actively annoying. At the end of the main campaign in base D4, Neyrelle does something quite stupid, and a lot of player base is out of charity with her because of that. So VoH insisting that the player is deeply concerned with Neyrelle rubs you the wrong way.

Also, in general, I think RPGs should refrain from forcing emotions on the player character. Gamers are notoriously contrary, and insisting that "No, your character feels X" is a surefire way to get their hackles up.

Otherwise, though, the story is quite good. It delves into Nahantu and Akarat, and I really liked the fleshing out of the Akarat mythology.

Gameplay-wise, I kind of wish the new Season hadn't started right away. I wanted to do the new campaign on my original Rogue which did the main campaign. But that character is an eternal character, and I wouldn't have made any seasonal progress. In the end, I basically made a carbon-copy of my Rogue and did the story in Seasonal. D3's rebirth feature would have been a nice compromise.

Apparently the new class, Spiritborn, is completely broken. One of the community sites rates builds in tiers, using S-A-B-C. They introduced a new "S+" tier, just for Spiritborn.

I'm playing a Flurry Rogue, and it's going pretty well. Blizzard has spread out the rewards nicely. Bouncing around and doing a bit of different content every play session works very nicely.

The way the new difficult tiers have settled with Torment levels is very nice as well. It's good that almost all content scales together. The only exception is the Pit, which is all about pushing higher difficulties.

All in all, Vessel of Hatred is a good expansion. The story is pretty good, and the rest of the game is in a good position. The only glaring issue is the power level of Spiritborn, and hopefully Blizzard will bring them back in line for the next season.

Monday, August 26, 2024

The Infernal Hordes

The history of Diablo IV is Blizzard trying to make unique and interesting content, and the community yelling that the content needs to be more streamlined. That there's no point in making complicated dungeons, or making the players search for keys, etc. Then Blizzard gives in and smoothes out the rough edges.

And so in Season V, we come to the ultimate expression of this philosophy: The Infernal Hordes.

The Infernal Hordes is basically a large round room. Waves after waves of enemies spawn, and then you kill them and collect aether. After several waves, you go to a new room and fight a council of 3 bosses. Then you can spend your aether on rewards.

I fully expect the community to complain that you have to switch rooms for the boss fight.

On the other hand, the Infernal Hordes is pretty fun. There's also a mechanic after each wave where you can choose a boon/bane combo from a set of 3 options, which can change up how you approach future waves.

The Infernal Hordes is Diablo's combat in its rawest, purest form. Yet, Diablo's combat system is strong enough to make that compelling. But I guess the true test is staying power. Can the Infernal Hordes remain fun after a few weeks?

Thursday, August 01, 2024

Heuristics for Building a Diablo IV Character

Diablo IV's next season is coming up, so I thought I'd lay out some heuristics and strategies for getting a semi-decent build. Now, none of these will compare to a true pre-made build from the various websites, but I think they're a good skeleton for a player to experiment with.

  1. Diablo IV is built around builder-spender gameplay. Generally only take 1 builder and 1 spender.
  2. One of your abilities (usually the spender) will be your main source of damage. Only put multiple ranks into this ability. Just take 1 rank of the other abilities you want to use. Other than your main ability, focus on passives.
  3. The legendary aspects you put on your gear are your "set". The priority for the early game is figuring what your "set" looks like and assembling the necessary aspects. After that, just keep imprinting your set on new gear.
  4. Put your best aspect on a 2H weapon (2x effective) if you are using one, otherwise on your amulet (1.5x effect). 
  5. While levelling, temper your gear with the basic stats. The more exotic stats generally need a full build to take advantage of.
  6. As for gear, just upgrade whenever you can. You can worry about specific stats once you hit Ancestral gear.
  7. Unique items are powerful, but don't use too many. Much of your power comes from your "set" of legendary aspects, and each unique you use causes you to lose one of your set pieces.
  8. What sort of abilities and special effects you focus on depend mostly on your build (i.e. crowd control, burning, overpower, etc.). But you need an easy, regular source of Vulnerable, be it ability, aspect, paragon glyph, etc. You should have it by the time you hit Tier IV.
  9. For the paragon board, your first priority is glyph sockets, and enough ability points to activate the secondary power of the glyph. Then paragon nodes if they are good for your build. You should aim for at least 5 sockets. Pick up rare and magic nodes if they are close by, but focus on the path between sockets and paragon nodes.
  10. Personally, I think D4 works best when you do a wide variety of content. Mix things up.
Obviously, these tips will only take you so far. The meta-builds on the various websites will most likely be stronger. But these heuristics will give you some direction if you want to try a home-brew on your own.

Friday, July 19, 2024

Spiritborn Unveiled

 Diablo IV unveiled the new class in the upcoming Vessel of Hatred expansion: the Spiritborn.

The reactions online are pretty amusing:

It's just a druid. 

It's just a monk. 

It's just a witch doctor. 

It's just an amazon. 

Harambe!

It clearly draws a little from all these classes. The Aztec Jaguar Warrior motif is very neat. It's not something you see in many games. As well, it is a good mix of the familiar (Eagle, Jaguar) and the unusual (Gorilla, Centipede!).

I'm looking forward to Vessel of Hatred, and will probably give Spiritborn a spin in the first season. (Along with 95% of the game's population.)

Thursday, July 04, 2024

The Evolution of Diablo IV

The one game I have been playing over the last year is Diablo IV. It's been interesting to see how the game has changed since launch and the four seasons so far.

The best way to look at Diablo IV is the conflict between Diablo II and Diablo III. 

It's pretty clear that during development, Blizzard listened to the internet community lauding D2 and looking down on D3. D4 at launch was much closer to D2 and intentionally rejected a lot of the conveniences and power scaling of D3.

So naturally the story of D4 is listening to the community complain about those missing conveniences, and slowly moving D4 closer and closer to D3. More and more posts in the community are calling for an Auction House, of all things!

Now, there are a lot of good things about D4 at launch. The aesthetic was a lot darker than D3, and the player base is happy with that. The performance of the game is closer to D3. And D4 has avoided the one great mistake of D3: armour sets. Armour sets were too vital, and difference in power between getting a set and not was too large. D4 has a smoother power curve.

Season 4 redid a lot of the loot, making it more relevant, and easier to find and get the pieces that you need for your builds. Even the "uber" uniques (will be tagged as Mythic in the next season) have gotten easier and easier to find. It also introduced the Pit, which is basically D3 Greater Rifts.

(Though, to be fair, I've never gotten an uber, I generally stop before that point.)

The big conflict between Blizzard and the vocal community is endgame. Basically, Blizzard wants players  to do a variety of content during their gameplay sessions. Do a Nightmare Dungeon, do a Pit, then maybe kill a couple of bosses. The community, on the other hand, wants to figure out the single optimal activity to get power and spam it 24/7.

It is also interesting that Blizzard allowed trading once more. Now there are people selling items in chat for billions of gold, with probably a lot of gold farming and shady websites selling items for real money. Ironically, though, the high end community seems happy with this. Again, shades of D2.

I think Blizzard is on the right track with Diablo IV. The aesthetic (and trading?) of D2, the gameplay and power of D3, with a bit smoother scaling, is proving to be quite fun. If Blizzard keeps on this track, I think the upcoming expansion should be quite good.

The hard part, of course, is knowing where the line is and keeping from overstepping. For example, I think  an Auction House or class sets would harm the game more than help it.

Tuesday, June 07, 2022

First Impressions of Diablo: Immortal

First off, I'm not going to discuss monetization in this post. I've observed before that F2P ends up poisoning the conversation around the game, and I'd like to to discuss the game itself. As well, I'm still pretty low level, and haven't reached a point where the monetization actually impacts me.

Diablo: Immortal is a Free-2-Play mobile phone/tablet game, though it does have a PC version. The PC version is technically a beta, but as character data is shared between mobile and PC, it's live for all intents and purposes.

Now, I don't actually play any games on my phone. But I decided to try D:I on the phone given that it's the native environment. I have an iPhone X, so a couple generations behind the very latest. The game ran pretty well. Controls are fairly straightforward and easy to use. Your left thumb controls a "joystick" for movement, and your right thumb presses the attack and ability buttons.

However, after about 5-10 minutes, my phone got uncomfortably hot. I'm not sure if this is normal, or if it's just a little too old, or if I should have turned down the settings. But in any case, I removed D:I from my phone and installed it on PC. Everything carried over, so I picked up where I left off.

Diablo: Immortal is a somewhat simplified Diablo III. Most of the classes and abilities are very similar to D3 abilities. However, there's only one primary attack, and 4 extra abilities, plus one ultimate ability. No runes modifying abilities so far. Abilities appear to be cooldown-based so far.

I'm playing a Crusader. Barbarian, Demon Hunter, Monk, Wizard, and Necromancer are also available.

The story is very Diablo, featuring many characters from the series. It's also rather grim, maybe aiming a little more towards Diablo II. It's pretty standard, you're chasing down and trying to destroy Shards of the Worldstone, which are being used by a variety of bad guys. For now I'm just following the main questline, but there are dungeons, bounties and a couple types of rifts you can also do.

D:I is kind of an MMO, but one where playing with others is very optional (at least so far). For example, you see other people when running around in the world, and you can opt to do dungeons and rifts with others using automated match-making. But if you don't want to play with others, you can do the dungeons and rifts solo.

The UI is interesting. It's obviously meant for mobile. So for example, there's no right-click or drag-and-drop in the UI. Everything is button-based. It does have a nice feature where gear and menu items have a red gem on them if you can do something with them.

You can upgrade rare items and gems. In a nice twist, if you equip a new item, you can automatically "transfer" the upgraded level and gems.

Diablo: Immortal is clearly a mobile game. The graphics are decent enough, but obviously meant for mobile. It's lacking a lot of the bells and whistles that a PC game would have. For example, it doesn't have destructible barrels and jars, which is pretty traditional for Diablo.

If you feel like playing more Diablo, give Diablo:Immortal a whirl.

Wednesday, May 12, 2021

Gaming Log - May 12

With the move and everything, I haven't been playing a lot of games lately.

World of Warcraft

My guild got Ahead of the Curve: Sire Denathrius while I was away. So I got it when I was able to rejoin the raid. It's a pretty interesting fight and one where it seems relatively easy for things to fall apart quickly.

Heh, on one attempt, the raid leader called a wipe in P2 and we all jumped off the side of the platform. Just then Sire did his death grip, and pulled us all back to him.

Diablo

I'm casually leveling a Demon Hunter in Seasonal to try out the companion changes. The big problem is that I don't particularly like Lyndon the Scoundrel. I would prefer to use Kormac the Templar or Eirena the Enchantress. But the Scoundrel uses Dexterity, like the Demon Hunter. So almost all the gear that drops has Dexterity, and most of the weapons that drop are bows or crossbows.

Now, most of the time the D3 change to have most gear drops tailored to your character is a good decision. It's only the solo player who wants to use a different companion who has issues.

One amusing thing is that the armor inventory graphic changes based on your character's gender and class. It doesn't change when equipped on your follower. (The in-game character model doesn't change with gear.) So Lyndon's character sheet looks like he is wearing a leather corset!

Wednesday, February 24, 2021

Diablo 3 Follower Revamp

In a complete surprise, Diablo 3 is revamping Followers next patch:

Follower System Revamp: The Follower system for Diablo III has been revamped and will be made permanently available for Seasonal and Non-Seasonal play! Players can now equip Followers with a total of 14 different item slots which include the Follower Relic Item, Helm, Shoulders, Chest, Gloves, Bracers, Belt, 2 Rings, Neck, Pants, Boots, main-hand weapon, and off-hand. We're introducing a new Follower feature into Diablo III called Emanate, which allows the player to gain the intended effect of certain Legendary Powers and Set Bonuses when equipped on the hired Follower.

It's a pretty big buff to solo play, as well as getting a lot of use out of secondary or utility items. Blizzard is also revamping many of the Follower abilities.

As someone who plays D3 solo, I'm quite looking forward to the next patch. The only real issue remaining with followers is that it is difficult to use a follower with a different main stat than yours. D3 loot revamp meant that if you're a Strength class, most of the loot that drops for you is Strength. Personally, I like using a follower which is different, like Crusader + Enchantress, so gearing them well is always a pain.

The most amusing thing about this change is how it took the forums completely by surprise. It's a bigger change than expected for such an old game with 2 new entries on the horizon.

Monday, February 22, 2021

Diablo IV Rogue Reveal

At Blizzcon, Blizzard revealed the fourth class in Diablo IV: the Rogue.

The Rogue is your typical Dexterity-based character. Interestingly enough, it covers both ranged and melee, making it unlikely we'll see another class focused on one type. I think it looks pretty good, with a nice back-to-basics vibe, rather than something exotic.

The classes previously revealed are Barbarian, Druid and Wizard. So naturally enough, everyone is speculating about the fifth class. The two big archetypes missing are the heavy plate wearer with a shield, or a summoner class.

I'm hoping for the Paladin, or a similar class like Crusader or Templar. Alternatively, I'd like something new. Though not a Death Knight variant. So far Blizzard is playing it really safe with Diablo IV, and I would like to see at least a little bit of innovation.

Monday, February 04, 2019

Diablo Season 16

I haven't played Diablo III in a while, but I jumped back into Season 16 when it started a week ago.

Normally, I stop playing Diablo after I finish the first four Season chapters and get the full 6-piece set. Usually Torment 6 or Greater Rift 20 or so. This time I've decided to make an attempt at getting into the Diablo III elder game. Primal legendaries, ancient primals, Torment 13 etc.

I'm basically following an online guide to the Hammerdin build, and it's going pretty well. I'm in Season chapter V. I still need to find a proper weapon and shield for the build, but most of my other pieces are decent. Though I cannot roll a socket on my amulet to save my life.

It's interesting because usually I don't "farm" in Diablo. I play on difficulties close to my gear level, pushing to finish the chapter requirements. Enemies seem to take a while to kill, but also take a while to kill me. This time around I'm farming T6.  Everything dies super-fast, and I can finish a rift in five minutes or so. But everything also does a lot of damage, and death can happen very quickly.  It feels very different from the Diablo III I normally play.

Season 16 is the Season of Royal Grandeur. There's a universal buff which mimics the effects of the Ring of Royal Grandeur, allowing you to get set bonuses with one less set piece (minimum of two pieces). It's an interesting twist. I'm currently running five pieces of the Seeker of the Light set (so I get the 6-piece set bonus) and two pieces of the Blackthorne set for the 2- and 3-piece set bonus.

Playing Diablo III this way is an interesting experience. Probably what most serious Diablo players are used to, though.

Monday, November 26, 2018

Kotaku's Blizzard Article

Last week, Kotaku ran an article on Blizzard, The Past, Present, and Future of Diablo.

It has lots of interesting tidbits about Diablo's development. Basically Blizzard opted to work on Diablo IV's development instead of a second expansion of Diablo 3. The article presents that as a "bad decision". But honestly, I remember the chatter around around D3 at the time. A lot of the gaming community didn't like the direction of D3, and Reaper of Souls didn't really change that.

It's a bit of revisionist history to say the community loves Reaper of Souls. Yes, it fixed a lot of problems in the base D3, mostly by closing the auction houses and adding the Crusader. But by and large, the people who liked D3 before Reaper liked it afterwards, and the people who didn't like D3 before Reaper still didn't like it afterwards.

So I think the decision to move on from D3 is defensible. As a fan of Diablo 3, it's not what I would have preferred, but it is reasonable.

There are is some interesting information about Diablo IV's development. The first idea, Project Hades, was a Dark Souls variant. Over-the-shoulder perspective. I think it would have failed miserably as Diablo IV. Blizzard ended up cancelling this one too.

The current project is codenamed Fenris. It's a more traditional Diablo, going back to more D2 aesthetic rather than D3. But it's a few years out, so Blizzard isn't saying anything about it publicly.

The most interesting part of the article, though, is the fact that the push for mobiles games is coming from Blizzard senior developers, not the business side. It seems to be a reaction to the very long development cycles for PC games.

An AAA PC game apparently takes a decade to build, and a mobile game takes 1 to 2 years. I can totally see devs wanting to shepard a project from inception to fruition in two years, rather than spend ten years of your life on single game, with a high possibility of seeing it cancelled halfway through. Make five different games rather than one.

The interesting underlying question is why AAA development is taking so long. Is it the art requirements? Is it the game engine that new properties require? Is it just that content creation for expected amount of playtime takes so long? Does iterative development, which Blizzard is famous for, waste too many resources, even if it produces a better game in the end?

We'll see what answers Blizzard comes up with. To be honest, this makes me more interested in Diablo Immortal, and seeing what Blizzard's new team comes up with, even if it is on mobile.

Sunday, November 04, 2018

Blizzcon: Diablo Mobile Game

The biggest story from Blizzcon was the reveal of a Diablo mobile game, and the subsequent backlash from the crowd.

Personally, I think the backlash is a little excessive. Like many, I was disappointed that Diablo IV wasn't revealed. But if Blizzard wants to make a mobile game, to explore that space, then a streamlined Diablo III is probably the best fit. I don't play games on my phone, but--assuming the payment scheme is sensible, which is a big assumption--I might try this one out.

Though I suppose the backlash is just par for the course in the current age. Everything is pushed to the extremes. Something is either a 10/10 or a 1/10; the best or the worst; love or hate. There's no room for indifference, mild curiosity, or a wait-and-see approach.

I think that Blizzard made three mistakes here. First, they should not have announced the announcement. They should have just not said anything about Diablo like they normally do. Instead they explicitly said that there would be reveals at Blizzcon, and that got the hype train out of control.

Second, Blizzard should have been explicit about the payment model. I believe the main reason mobile games are disliked is that the micro-transactions are widely seen as annoying at best and predatory at worst. I would love to see Blizzard use their clout and establish a sensible price for a mobile game. The fact that they are not saying anything about payment models gives rise to suspicions that they're going to go down the predatory micro-transaction route.

Finally, Blizzard sends mixed messages about fan response. For example, in the WoW presentation, they talked about how the "Remove shoulders for Saurfang" had a big impact on the team and led to trying to make choices that matter (SWTOR players winced here). But saying things like this just encourages fans to overreact and start "movements" for every little thing. Blizzard would do far better to name drop people who make polite, reasoned arguments on the forums.

Basically, if the squeaky wheel gets the grease, don't be surprised when all the wheels suddenly start screaming. You get more of the behavior you reward or subsidize.

Thursday, September 20, 2018

Seasonal Alts

In the Reddit AMA, Watcher discusses alts:
We're often torn when it comes to questions about alt progression, alt catch-up mechanisms, or account-wide systems. Philosophically, what's the point of an alt? For one group of players, the primary desire is to jump into participating in endgame activities from a different perspective (a PvP alt, or a healer alt for a change of pace from your usual DPS main, or whatever). In that context, almost any required progression can feel like a nuisance - an obstacle in the way to the desired endpoint of being raid-ready, or arena-viable. 
For another group of players, an alt represents a fresh set of goals to pursue after reaching a point of diminishing returns on a main, whether that's someone who hits max level and then promptly begins leveling another character, or someone who doesn't have many available gear upgrades left on their main and hops over to an alt where progress can once again come quickly. For this type of player, the more things are account-wide, the fewer new goals they have to pursue.
This is a good point on how there are two groups with opposing desires when it comes to alts. Fortunately, Blizzard has a game which has already solved this problem: Diablo 3.

Normally, new characters in Diablo 3 share a lot of elements: access to followers, crafters and recipes, and a common stash. But Diablo 3 also has "seasonal" characters, which are a new character which does not share anything with the others. The character lasts for the season, and at the end converts into a normal character.

This might be a good system to bring to WoW. Allow people to create seasonal characters, which:
  • cannot use heirlooms
  • cannot receive mail from non-seasonal characters
  • cannot trade with non-seasonal characters
  • cannot access guild banks
  • do not share currency or reputations
  • cannot be boosted
Then allow normal characters to share reputations, and maybe other elements like a common bank stash, or even currencies.

Throw in some achievements, and maybe a pet or mount reward for levelling a seasonal character from 20 to 120 (start at 20 so that you can level Allied races). Maybe automatically give out an old tier set cosmetic armour. That's enough of an excuse for people to try out seasonal characters.  You can link the seasons to the PvP seasons, as they already exist.

I think this would solve the issue between the two groups of people who want to create alts. It would also create a new track of gameplay for people who are so inclined.

Personally, I really like Diablo 3 seasons. It gives you a reason to start a fresh character and level it to max, as well as several points where you can stop and feel satisfied with what you've accomplished. Seasons would be a good system to port to WoW, especially with all the new Allied Races.

Thursday, November 02, 2017

Blizzcon Predictions

Blizzcon starts tomorrow. What do you think will be announced?

I predict:

  • The next WoW expac is announced. It focuses on Kul Tiras and the nagas. The void will be in the background (perhaps for the expansion afterwards).
  • No new classes, but playable Vrykul and Nightfallen.
  • A completely new gear slot which uses the artifact mechanics. We go back to normal weapons.
  • Overwatch announces a new support character. A male healer that heals like Ana or Mercy.
  • Diablo announces a new Druid class for 2018, released much like the Necromancer.
Those are my wild guesses. Of course, by the time you read this, Blizzcon will probably be in full swing. What do you predict will be announced?

Saturday, August 05, 2017

Diablo 3 Seasonal Necromancer Complete

I finished Chapter IV of the Seasonal journey with my Necromancer in Diablo 3 today, and got the complete Rathma set for her. This is the point I stop in D3. I don't really care for farming perfect items and Greater Rifts. I really like Seasons because they give a directed path that you can follow, and several points where you can stop and still feel satisfied with what you've completed.


The Necromancer is an interesting class. It has three possible resources: essence, corpses, and health, which you can combine in different ways. For example, I use Devour to gain essence from corpses, and took a passive that generates health globes when corpses are used. I then use a Legendary that gives me Essence from consuming health globes. I got another Legendary which causes my golem to drop a corpse every second, further feeding that loop. Add a Siphon Blood rune which automatically pulls in all health globes when you attack. Finally, all that essence gets channeled into summoning Mage Skeletons.

Some ability runes also change some costs from Essence to a percentage of Health, which you then supplement with abilities to get health back. More than most characters, the Necromancer feels like it's designed for you to set up these Rube Goldberg-esque chains converting one resource into another, feeding your damage.

It was pretty enjoyable, and I think the D3 team did a good job in setting up several possible play styles.

I'm not sure what the future of Diablo 3 is like, but these packs which introduce a new class are an interesting way to go. For example, adding a Druid shape-shifting class would be great.

Monday, July 31, 2017

Updates

Posting has been almost non-existent over the last couple of months. I'm not 100% sure why. I've been playing several games, I've have several ideas for posts. But I can't seem to bring myself to write anything. Oh well, maybe next month will go better.

I'm currently playing WoW, Diablo, and FFXIV. On deck are Pyre and Foxhole.

World of Warcraft

Just chugging along in Tomb of Sargeras. We're on Heroic Mistress Sassz'ine, and are having lots of trouble with her. We've beaten her once, but the fight just isn't clicking for us. I think we aren't doing Hydra Shot well, so when it's Hydra Shot + other mechanic, we fall to pieces and lose people. I really should look up some videos.

Diablo 3

I made a Necromancer for Season 11, who is currently level 68. For most of levelling I went with a Bone Armor + Death Nova build which waded into melee. For the last few levels, I've been trying a more caster-style build with Skeletal Mages + Blood Siphon.

Final Fantasy XIV

I got the expansion and finished the main story quest. It was quite good, and hopefully I will make a full post about it soon. I've grown disenchanted with tanking in FFXIV, though. I really don't like mass pulls, but if I don't do mass pulls, the DPS pulls for me and the run becomes a mess. So I've decided to level up a Red Mage, which is quite fun. Of course, as DPS, there are queues, so I'm leveling Miner alongside it.

Pyre

Pyre is the latest from Supergiant Games, who made Bastion and Transistor. I pretty much bought it sight unseen, on the strength of the previous two games. I have no real idea of what it is actually about.

Foxhole

Foxhole is an interesting game. It's in Early Access, but is fairly polished. It's kind of like a WWII Real-Time Strategy game, only you control a single soldier.

As well, there's a full economic chain to do anything. For example, scrap has to be mined, taken to refinery and converted into building materials, then taken to a factory to make bullets, and then the bullets have to be taken to the front line. When a soldier dies, they respawn with nothing, so everyone is reliant on logistics to get anywhere. You can build buildings and vehicles including tanks.

Games are quite long (multiple days), but it isn't totally persistent as there is an eventual winner. Then a new game starts.

In some ways it reminds of Eve Online, only there are defined teams. There also is no money involved, so the logistics chain is a bit different.

I haven't played very much, but I strongly recommend trying Foxhole if you're looking for something new and different.

Thursday, January 12, 2017

Updates

Since I don't seem to be doing well at actually writing posts, here's a round-up of what I've been doing gaming-wise.

World of Warcraft

My paladin has gotten the 35th point in The Silver Hand, and I'm at 34 in The Ashbringer. I've done all the Suramar quests, and am pretty much ready for 7.2.

I have a Horde warrior at 110, and have finished the class order campaign. However, I haven't done much else with it.  I also levelled a Demon Hunter to 110, but that character hasn't even finished the class order campaign.

FFXIV

This is pretty much dormant, waiting for the next patch. The interesting thing here is that I haven't done the second 24-man raid, or the 2nd and 3rd 8-man raid. I play a tank, and I seem to have concluded that those pieces of content are too complicated for me, for some reason.

Diablo 3

I started a Demon Hunter in Season 9. Really, I did this because my 70 Crusader has the same name as my current 70 Demon Hunter, and I want a Demon Hunter with a different name. I'm not sure if this character will make it to 70, though.

Pillars of Eternity

I made it to Act 3, and I just can't seem to push myself further. Maybe I'll spin this out into a full post.

The basic problem I'm having is that I don't like anyone in this world, so I have no real impulse to keep going. It's kind of like my attitude to Game of Thrones: if you kill all the characters I care about, I'm left with a book full of characters I don't care about, and that rapidly becomes a book I stop reading.

Thursday, January 05, 2017

Diablo's 20th Anniversary

It's the 20th anniversary of the release of Diablo, and the various Blizzard games are celebrating. These are the events I've tried.

World of Warcraft

In WoW, there are Treasure Goblins which spawn in the Broken Isles, in the Dalaran Sewers, or at the end of instances. Kill them fast enough, and you can take a portal to the Cow Level, which has a lot of diabolical tauren, cows, and the Cow King. Killing the Cow King gives you a toy.

I recommend going for a Treasure Goblin in the Dalaran Sewers. You can pick up a guard from the guard captain for 5g, and that will keep you out of PvP (for 5 minutes or so). There are usually lots of players in the sewers, making it easier to kill the Goblin.

You can only loot the Cow King once, no matter how many times you kill him. However, you can loot multiple Treasure Goblins. Apparently the Cow King is a mess on PvP servers, but that's what you get for rolling PvP.

All in all, a short, fun event with some Diablo-themed loot.

Diablo 3

Diablo 3 has a small area and dungeon which mimics the original Diablo. There's a filter making all the graphics look old-school and pixelated, though all the mechanics are still Diablo 3. There's 16 levels in total, and four old bosses.

I recommend that you start with a new level 1 character in an Adventure game on Normal. You can portal right near the entrance to the new area and enter it without killing anything. Completing the dungeon on normal with that character gives you an achievement and pet. Plus it gives you the enjoyment of low level gearing and gaining levels and abilities.

One thing I wasn't sure about was if you were allowed to go back to town before finishing and still get the achievement. I ended up just dropping all the blue and yellow items that I didn't equip.

I did it with a new Crusader, and it was pretty easy. If you're thorough, you can get almost all the seasonal achievements in that one run. The only one that takes multiple runs is the achievement to kill all the unique mini-bosses.

This was a lot of fun, and the old-school graphics did a good job at invoking nostalgia. And at the same time subtly pointing out that normal D3 is a pretty good looking game.

Monday, April 11, 2016

Diablo 3 Builds and Fun

I've been playing a bit more of Diablo 3 lately. I've been playing my regular Crusader and Wizard, rather than a seasonal character.

One thing I've found is that I'm not too happy with my Crusader. I cannot seem to find a build I enjoy. I'm currently running a 6-piece Akarat's Champion set with Blessed Hammer. It's good enough, but it's just not fun enough. It's a little hard to explain, but it doesn't really feel "melee" enough for me.

Meanwhile I'm running this Fire/Lightning Arcane Torrent with Hydras build on my Wizard and I find it hilarious. Stunning, fire, electricity, I really enjoy playing it, even if it's much lower power than my Crusader.

Any D3 players out there have suggestions for an interesting melee-ish Crusader build that's still reasonably effective? I did try a Thorns-build with the Invoker set, but this was before Blizzard revamped Thorns. I remember that it was decent, but annoying because I couldn't kill Treasure Goblins.