This post contains significant spoilers for The Last Jedi. Seriously, I don't think there's anything that I do not spoil.
When the DVDs for The Last Jedi come out, someone will immediately make an abridged version where pretty much every scene of Finn's is cut. And that version will be superior to the theater version.
Thursday, January 11, 2018
Wednesday, January 10, 2018
Darth Jadus
I saw The Last Jedi tonight. I'll try to have a full post on it tomorrow.
But every time I see one of these movies, I wonder why we can't get a villain like Darth Jadus. Here's a clip from Chaper 1 of the Imperial Agent story of The Old Republic.
Now this is a Sith Lord. Truly scary, almost reasonable until you realize that he's insane, and powerful enough to make his insanity real.
But every time I see one of these movies, I wonder why we can't get a villain like Darth Jadus. Here's a clip from Chaper 1 of the Imperial Agent story of The Old Republic.
Now this is a Sith Lord. Truly scary, almost reasonable until you realize that he's insane, and powerful enough to make his insanity real.
Tuesday, January 09, 2018
Defensive Passive Talents in Path of Exile
A friend of mine sent me some advice on Path of Exile:
It is a little weird ignoring most of the tree. There are lots and lots of offensive talents, and they're often the interesting talents, the ones you "want" to take. However, it is very nice to take much less damage and survive more.
One of the interesting things about a defensive build is that it gives you a lot more options for play style. Offensive talents often "lock" you into a build. For example, taking talents which boost your Fire damage makes you dependent on Fire. But if you only take defensive talents, your attacks depend solely on your gear and gems. You can switch styles and abilities freely.
In that respect, defensive builds are really good for new players, as they give a lot more room for experimentation during the game.
The current structure is a bit of trap for new players. I rather wonder if the skill tree in Path of Exile would benefit from a different structure. Perhaps something where the inner ring of talents are all defensives, while all offensives are in the outer ring. This would nudge new players into taking defensives early, while they are still learning the game.
I played for years with terrible defenses and a lot of deaths. Always took offensive passives and built glass cannons that always hit a wall. The passive tree really needs to be more depth than breadth first, as you seek out life nodes in other starting areas, only taking some offensive passives along the way. I think the general rule is something like 400 life per act with capped resistances (preferably from gear, but temporarily from passives if necessary). Offensive power generally comes more from appropriate support gems in linked gear, with some relatively few on the passive tree. Game became way more fun when I built defensively on the passive tree, even though it seems weird bypassing so many offensive nodes related to your skills (at least early on).
My favorite defensive base for a Ranger (Raider) is taking the life nodes and rushing Phase Acrobatics, Arrow Dancing, and then stretching across the bottom to the Marauder and up to the Scion Life nodes. “Cast When Damage Taken + Immortal Call” helps a lot too even if you lack endurance charges. At least one point of energy shield for stun avoidance, and a little bit of armour (diminishing returns) from armour-evasion hybrid gear. It’s very solid. Same idea for other classes, I’m sure.
I do wish there were an easier way to respec, but fortunately it doesn’t take long to rush the first several acts (no need to full-clear zones or really focus too heavily on gear early on). Especially if you saved some leveling uniques/rares from your first run.I ended up deleting my existing characters and starting again, this time focusing solely on defensives. I'm playing a Scion, so we'll see how that goes.
It is a little weird ignoring most of the tree. There are lots and lots of offensive talents, and they're often the interesting talents, the ones you "want" to take. However, it is very nice to take much less damage and survive more.
One of the interesting things about a defensive build is that it gives you a lot more options for play style. Offensive talents often "lock" you into a build. For example, taking talents which boost your Fire damage makes you dependent on Fire. But if you only take defensive talents, your attacks depend solely on your gear and gems. You can switch styles and abilities freely.
In that respect, defensive builds are really good for new players, as they give a lot more room for experimentation during the game.
The current structure is a bit of trap for new players. I rather wonder if the skill tree in Path of Exile would benefit from a different structure. Perhaps something where the inner ring of talents are all defensives, while all offensives are in the outer ring. This would nudge new players into taking defensives early, while they are still learning the game.
Monday, January 08, 2018
Fishing Legendary!
I got the Fishing Legendary Artifact Weapon, the Underlight Angler, today!
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| Coriel with the Underlight Angler at the Fountain in Dalaran |
After that you fish up a Pearl from a pool, and then eventually get a quick scenario from Nat Pagle. Kill some murlocs, fish in some pools, kill a giant murloc, and then the skeleton gets fashioned into a fishing pole. Now that I think about it, it's kind of creepy.
I also found a useful macro for fishing:
#showtooltipNormally, it acts as the fishing cast. But if you hold down a modifier button like Shift or Alt, it switches weapons between your fishing pole and the correct weapon for your specialization (substitute different weapons for different classes, the spec order is as listed in the specialization window).
/cast [nomod] Fishing
/equip [noequipped:Fishing Poles, mod] Underlight Angler;[spec:1, mod] The Silver Hand;[spec:2, mod] Truthguard;[spec:3, mod] Ashbringer;
I have to say that this took a lot less time than I was expecting. Perhaps there's a lesson there.
Edit: Just realized I made a mistake. It's not a Legendary, it's an Artifact Weapon with a talent tree. You have to fish up rare fish to get Artifact Power.
Sunday, January 07, 2018
Progress in Heroic Antorus
With the holidays over, my guild has returned to Heroic Antorus. We've moved Normal Antorus off to an optional or with alts weeknight. We did leave Normal Argus alive, and killed him first, so that all of our heroic raiders would get the Argus trinket upgrade item.
This week was a pretty good week. We got first kills on Heroic Antoran High Command, Essence of Eonar, Portal Keeper Hasabel, and Imonar the Soulhunter.
Antoran High Command
I rather like this fight. It's not so bad once people get the hang of the pods. The only thing is that a guild coming from Normal might have only one or two people who regularly do pods. And now you suddenly need six, so it's possible to have a learning curve. Especially for the first guy into the Engineer's pod who has to drop a shield device asap.
I'm the healer who gets to activate the shields, which I find very fun for some reason. Wait for the voice line, activate the device, shield comes up and protects everyone.
Essence of Eonar
We actually had more trouble with this fight than with Antoran High Command, mostly because we kept getting mixed up where to go. Once we get the activation sequence down, it should become a lot smoother.
This fight is kind of annoying as a healer because everyone is taking constant damage, but people are in and out of range and line-of-sight all the time.
Portal Keeper Hasabel
Not much to say about this fight. I was the healer who went up with the portals. The first two portals were pretty easy, but the third one was very confusing with all the debuffs. To be honest, I don't really understand why our kill attempt was so much smoother than the preceding wipes. We must have fixed some mistake, but I have no clue what the mistake was.
Imonar the Soulhunter
This fight was pretty amusing. After working out the P1 and P2 kinks, we made several good attempts. But after phase 2, as we were roughly in the middle of the bridge, Imonar would suddenly appear and start attacking. In the confusion, we kept losing half the raid. We were wondering if we weren't going fast enough, or if tripping one of the traps caused him to come after us, or even if it was bugged.
We were leaning towards bugged, because on some of our earlier attempts with a lot of early deaths people could get across the bridge fine. After looking through logs, the cause was finally tracked down. Our feral druid was wearing a mythic+ Ember of Nullification, which has:
All in all, a pretty good week. Hopefully next week we can get everything down quickly and get some decent attempts in on Kin'garoth.
This week was a pretty good week. We got first kills on Heroic Antoran High Command, Essence of Eonar, Portal Keeper Hasabel, and Imonar the Soulhunter.
Antoran High Command
I rather like this fight. It's not so bad once people get the hang of the pods. The only thing is that a guild coming from Normal might have only one or two people who regularly do pods. And now you suddenly need six, so it's possible to have a learning curve. Especially for the first guy into the Engineer's pod who has to drop a shield device asap.
I'm the healer who gets to activate the shields, which I find very fun for some reason. Wait for the voice line, activate the device, shield comes up and protects everyone.
Essence of Eonar
We actually had more trouble with this fight than with Antoran High Command, mostly because we kept getting mixed up where to go. Once we get the activation sequence down, it should become a lot smoother.
This fight is kind of annoying as a healer because everyone is taking constant damage, but people are in and out of range and line-of-sight all the time.
Portal Keeper Hasabel
Not much to say about this fight. I was the healer who went up with the portals. The first two portals were pretty easy, but the third one was very confusing with all the debuffs. To be honest, I don't really understand why our kill attempt was so much smoother than the preceding wipes. We must have fixed some mistake, but I have no clue what the mistake was.
Imonar the Soulhunter
This fight was pretty amusing. After working out the P1 and P2 kinks, we made several good attempts. But after phase 2, as we were roughly in the middle of the bridge, Imonar would suddenly appear and start attacking. In the confusion, we kept losing half the raid. We were wondering if we weren't going fast enough, or if tripping one of the traps caused him to come after us, or even if it was bugged.
We were leaning towards bugged, because on some of our earlier attempts with a lot of early deaths people could get across the bridge fine. After looking through logs, the cause was finally tracked down. Our feral druid was wearing a mythic+ Ember of Nullification, which has:
Equip: Taking magic damage has a chance to apply Choking Flames to the attacker, silencing them for 2 sec.So taking incidental damage while crossing the bridge triggered the trinket, and it interrupted Imonar from very far away. On the early attempts, the druid had died, so the trinket didn't come into play. Once the trinket was removed, Imonar died in short order.
All in all, a pretty good week. Hopefully next week we can get everything down quickly and get some decent attempts in on Kin'garoth.
Friday, January 05, 2018
Fishing in Legion
For a secondary goal, I've decided to take up fishing in Legion. Today, I did the fisher friend in Suramar. I rather like the reputation mechanic used.
For those who don't know, there are several fishing NPCs scattered around the world. To gain reputation with them, you need to fish up a special item nearby and turn the items in. Every so often, you will get a special item which summons a boss. Killing the boss gives you about 25 of the reputation item.
So what happens is that there will be raid going. Everyone fishes peacefully until someone summons the boss. Then the raid kills the boss and everyone gets the reward. The infrequent combat breaks up the monotony of just fishing. For the most part you're doing your own thing, but you come together as a group. There's also a sense of camaraderie with all your fellow fishermen.
It's a simple mechanic, but I think it works quite well. It's also a perfect fit for the fishing profession.
For those who don't know, there are several fishing NPCs scattered around the world. To gain reputation with them, you need to fish up a special item nearby and turn the items in. Every so often, you will get a special item which summons a boss. Killing the boss gives you about 25 of the reputation item.
So what happens is that there will be raid going. Everyone fishes peacefully until someone summons the boss. Then the raid kills the boss and everyone gets the reward. The infrequent combat breaks up the monotony of just fishing. For the most part you're doing your own thing, but you come together as a group. There's also a sense of camaraderie with all your fellow fishermen.
It's a simple mechanic, but I think it works quite well. It's also a perfect fit for the fishing profession.
Thursday, January 04, 2018
WoW Videos: Eternal Legend
I was wandering around YouTube, and I ran across this old video. I'm posting it in anticipation of WoW Classic.
It certainly drips with that Vanilla WoW flavor. It's probably the lack of shoulder pads.
One thing about this video is that it really gives a sense of many different smaller stories happening. A modern WoW expansion is really focused on one major story line. Now, Blizzard does a pretty good job with that one story line, but I kind of miss the old way where each story was somewhat separate from the others. I suppose Pandaria was the last expansion like this, at least before the Garrosh story kicked into gear.
It certainly drips with that Vanilla WoW flavor. It's probably the lack of shoulder pads.
One thing about this video is that it really gives a sense of many different smaller stories happening. A modern WoW expansion is really focused on one major story line. Now, Blizzard does a pretty good job with that one story line, but I kind of miss the old way where each story was somewhat separate from the others. I suppose Pandaria was the last expansion like this, at least before the Garrosh story kicked into gear.
Wednesday, January 03, 2018
A Hard Time With Secondary Goals
I'm currently having a hard time choosing a secondary goal in WoW. There's many options, but I'm not really enthusiastic about them.
My main goal is raiding of course, but that's reserved for a couple of specific nights a week.
Possible goals:
The thing is that I don't really value one of these options more than the others. So I try different options and random, and don't really make any real progress.
What goals are you working on in WoW (or any other game)?
My main goal is raiding of course, but that's reserved for a couple of specific nights a week.
Possible goals:
- Finish the mage tower challenge. I've tried it about 4-5 times. I usually get up to the point where you have to heal the ghosts, and then I die there. I'm really not used to healing outside of the UI. I probably should practice and finish this though.
- Get the Retribution and Protection hidden artifact weapon appearances. Retribution in particular is supposed to be an interesting quest line.
- Get the artifact fishing rod. I have leveled fishing to 800, so I could continue on and get the Underlight Angler.
- Get the PvP Prestige rank 1, or whatever they call it. I only have about half the PvP talents unlocked.
- Continue working on one of my other max-level characters. I have a mage, warrior, demon hunter and shaman at 110, but I haven't really concentrated on any single one. Instead I desultorily play one or the other at random.
- Level a new character. I'm waiting for 7.3.5 and all the changes to leveling before trying leveling again.
The thing is that I don't really value one of these options more than the others. So I try different options and random, and don't really make any real progress.
What goals are you working on in WoW (or any other game)?
Tuesday, January 02, 2018
Revisiting Gevlon's "4 fun ppl" Theory
A couple of years ago, Gevlon proposed a "4 fun ppl" theory of toxicity[1]:
Those we consider trolls are people with honest intention to positively socialize, but their extremely low social skills cause them to post hurtful or annoying things instead.I was recently reminded of this theory when Jeff Kaplan of the Overwatch team posted a "takedown" of a player complaining that he had been banned unfairly:
You have over 220 reports for harassment. Looking at your chat logs, these reports are verified. Here are some examples:
now im dont give a [expletive]
they can [expletive] my [expletive]too
you deranged addicted nerd
and this community is ignorant and insane
im the reason for anything good
good morning you sad sad dumb generation
LONG WALK FOR A PILE OF [expletive]
Plus you continually accuse other players of hacking -- we're seeing this in a significant percentage of your games played. The players you are accusing are not hacking, they are just performing at a high level.
Also, you repeatedly spam lines such as:
TOrbrbrbrbBrbrbrBrBrBRBBRBRBRBRbRBRBRbRB
Our community has made it clear to us that Toxicity is one of the top issues that needs to be addressed in this game. As a result, we're getting stricter and that means people are going to get suspended and banned for poor behavior. You've fallen into that category.I'm not denying that this player is toxic. However, looking at the examples, it really feels like he's one of Gevlon's "4 fun ppl", rather than an intentional troll. Probably someone with poor impulse control, and who swears a lot in real life, rather than someone who intends to be toxic. Someone trying to socialize and be "fun", but failing at it.
(To be honest, even I find the idea of a Tobjorn player spamming "TOrbrbrbrbBrbrbrBrBrBRBBRBRBRBRbRBRBRbRB" kind of funny after the fact, though I don't doubt it was annoying in the match.)
As Gevlon noted, these are the types of players who really suffer from a lack of clear rules. "Don't be toxic" is not a clear rule. In my opinion, multiplayer games would be far better served by concrete rules like "no swearing" or "don't call out people for hacking".
You could even add a popup whenever someone swears or uses the work "hacks" in chat. Something like "Swearing is considered toxic and you may be suspended. Send Message or Cancel" and have Cancel selected as the default option. That way, the popups train people not to swear. And if they continue through the popup, that's evidence that they intend to be toxic.
[1] My previous posts on Gevlon's "4 fun ppl" theory:
Monday, January 01, 2018
Happy New Year
Happy New Year, everyone!
I'm still working my way through Path of Exile. I'm now in Act 5. Unfortunately, I don't think my character has enough defensives, so I'm dying a lot more. Given that the game doesn't really offer much in the way of respecs, this is beginning to cause my interest to drop. I really don't want to restart with a new character and redo everything.
In WoW, my guild is 2/11 Heroic Antorus. We pretty much only did Normal mode over the holidays though. We start Heroic in earnest this weekend.
Looking at last year, I didn't post a lot. Less than a post a week. I'm not sure if I have nothing new to say, if I'm getting tired of writing, or if I just fell out of the habit. Or maybe the MMO industry is just dying like normal.
At the beginning of the year, I changed to threaded comments on this blog. There's only one level of replies. I did this primarily so I could reply to each comment. But I'm not sure it really worked out. I'm leaning towards going back to a flat comment thread. If anyone has any opinions on this, let me know in the comments.
I'm still working my way through Path of Exile. I'm now in Act 5. Unfortunately, I don't think my character has enough defensives, so I'm dying a lot more. Given that the game doesn't really offer much in the way of respecs, this is beginning to cause my interest to drop. I really don't want to restart with a new character and redo everything.
In WoW, my guild is 2/11 Heroic Antorus. We pretty much only did Normal mode over the holidays though. We start Heroic in earnest this weekend.
Looking at last year, I didn't post a lot. Less than a post a week. I'm not sure if I have nothing new to say, if I'm getting tired of writing, or if I just fell out of the habit. Or maybe the MMO industry is just dying like normal.
At the beginning of the year, I changed to threaded comments on this blog. There's only one level of replies. I did this primarily so I could reply to each comment. But I'm not sure it really worked out. I'm leaning towards going back to a flat comment thread. If anyone has any opinions on this, let me know in the comments.
Monday, December 18, 2017
A Second Look at Path of Exile
On the recommendation of a friend, I'm taking a second look at Path of Exile.
I've gotten a lot further than last time. I'm currently in Act III with a Witch, but I'm thinking about starting over with a Scion. My Witch is currently a Lightning caster, but I kind of want to try a sword-and-board melee class instead.
I really like the story so far. It's told well, and the New Zealand flavor makes it a bit different than the norm.
The Path of Exile devs have spent the last few years steadily adding to the game. It makes it more complex, which can be daunting, but it also means there's more to dig into if you want to.
Speaking of complexity, so much loot drops in the game. Players can actually write "loot filters" in a quasi-scripting language to only show loot that you want to drop. I downloaded a loot filter that literally has a Github repository. While it seems like overkill, it does go a long way towards cleaning up the clutter on-screen.
The ironic part is that even if a lot of loot drops, you don't really replace what you're wearing all that often. D3 had the same issue at launch, but Blizzard went in the direction of having fewer but more relevant drops.
If you're looking for a ARPG, give Path of Exile a shot. You'll probably have to spend your first character just figuring out how everything works. But once you get a handle on the complexity, it's pretty neat.
I've gotten a lot further than last time. I'm currently in Act III with a Witch, but I'm thinking about starting over with a Scion. My Witch is currently a Lightning caster, but I kind of want to try a sword-and-board melee class instead.
I really like the story so far. It's told well, and the New Zealand flavor makes it a bit different than the norm.
The Path of Exile devs have spent the last few years steadily adding to the game. It makes it more complex, which can be daunting, but it also means there's more to dig into if you want to.
Speaking of complexity, so much loot drops in the game. Players can actually write "loot filters" in a quasi-scripting language to only show loot that you want to drop. I downloaded a loot filter that literally has a Github repository. While it seems like overkill, it does go a long way towards cleaning up the clutter on-screen.
The ironic part is that even if a lot of loot drops, you don't really replace what you're wearing all that often. D3 had the same issue at launch, but Blizzard went in the direction of having fewer but more relevant drops.
If you're looking for a ARPG, give Path of Exile a shot. You'll probably have to spend your first character just figuring out how everything works. But once you get a handle on the complexity, it's pretty neat.
Wednesday, December 06, 2017
World PvP in Battle for Azeroth
One of the most interesting elements in Battle of Azeroth is that Blizzard is doing away with PvP and PvE rulesets for different servers. Instead, any character on any server will be able to flag or unflag PvP in a major city. Then when they go out into the world, they will be (seamlessly) put into a cross-realm zone where everyone has the same PvP state.
This is a really interesting way to handle PvP. Limiting changing state to major cities encourages people to try out world PvP. If they decide it's not for them, it's fairly painless to switch back.
There are also lots of interesting things Blizzard can do with this system. For example, they could ensure that each PvP cross-realm zone is balanced between Horde and Alliance. It won't be like modern PvP servers where one faction outnumbers the other ten-fold.
Blizzard could also eliminate ganking entirely. Simply put the max level players into a different cross-realm zone than the lower level players. Absolutely unfair fights simply can't happen without the players forcing it through grouping shenanigans.
About the only major loss I can see is that PvP fights at raid entrances will probably go away. It would be very likely that a group intent on raiding will unflag before heading over to the instance.
All in all, I think Blizzard's plan for PvP is a good one, and it will be very interesting to see how it plays out.
This is a really interesting way to handle PvP. Limiting changing state to major cities encourages people to try out world PvP. If they decide it's not for them, it's fairly painless to switch back.
There are also lots of interesting things Blizzard can do with this system. For example, they could ensure that each PvP cross-realm zone is balanced between Horde and Alliance. It won't be like modern PvP servers where one faction outnumbers the other ten-fold.
Blizzard could also eliminate ganking entirely. Simply put the max level players into a different cross-realm zone than the lower level players. Absolutely unfair fights simply can't happen without the players forcing it through grouping shenanigans.
About the only major loss I can see is that PvP fights at raid entrances will probably go away. It would be very likely that a group intent on raiding will unflag before heading over to the instance.
All in all, I think Blizzard's plan for PvP is a good one, and it will be very interesting to see how it plays out.
Monday, December 04, 2017
Dropping FFXIV
I've decided to stop playing Final Fantasy XIV.
The first reason is that I've decide to try and get through the backlog of games I have to play. So I've decided to stick with one long-term game, WoW, and one short-term game which gets uninstalled after I finish it. Thus FFXIV is dropped and uninstalled.
The second reason is that I do not find the current meta much fun. I don't like running through the dungeon and mass pulls. I also played a paladin, which is a tank class. But the current meta is all about staying in DPS stance as much as possible and doing maximum DPS. I didn't find it as fun as actually tanking.
So I switched to playing a Red Mage, but my heart wasn't really in it. It's perfectly fine, I suppose, but spamming AoE was a little boring.
The main story quest and other single-player quests are still excellent. I may resub when the story patches are releaed. But the heart of FFXIV daily gameplay is regular dungeon runs and group content. And somewhere along the line, I lost the "fun" in that.
The first reason is that I've decide to try and get through the backlog of games I have to play. So I've decided to stick with one long-term game, WoW, and one short-term game which gets uninstalled after I finish it. Thus FFXIV is dropped and uninstalled.
The second reason is that I do not find the current meta much fun. I don't like running through the dungeon and mass pulls. I also played a paladin, which is a tank class. But the current meta is all about staying in DPS stance as much as possible and doing maximum DPS. I didn't find it as fun as actually tanking.
So I switched to playing a Red Mage, but my heart wasn't really in it. It's perfectly fine, I suppose, but spamming AoE was a little boring.
The main story quest and other single-player quests are still excellent. I may resub when the story patches are releaed. But the heart of FFXIV daily gameplay is regular dungeon runs and group content. And somewhere along the line, I lost the "fun" in that.
Friday, December 01, 2017
Battle for Azeroth Trailer
The next WoW expansion, Battle for Azeroth, was revealed at Blizzcon, and the cinematic trailer made its debut.
We make the standard observation that it is not as good as the Wrath trailer. But it's still quite good, and honestly, is a lot more understandable than the last couple of trailers. The graphics are excellent as always.
It's got some good moments for both factions. Sylvanas reminds everyone that she's the Banshee Queen and discovers Horde pride. Anduin, on the other hand, has a really cool helm, and realizes that healers win battlegrounds, thus putting him ahead of 80% of PvP players.
As for the theme of the expansion, way back in 2009 I wrote a post on The Nature of War, and I think it still holds up today. I don't think Blizzard can make this work without fully committing one side as the aggressor.
I do hope Blizzard doesn't make Jaina Proudmoore into the bad guy though, and butcher her character like they did to Fandral Staghelm. Her perspective is interesting, and I don't think it's wrong.
Monday, November 27, 2017
WoW Classic Announcement
I have to admit that I wasn't expecting Blizzard to actually make WoW Classic. It's basically a second game at this point, and I didn't think they'd be willing to go that far. But Blizzard is going to try, so we'll see how it works out.
I would like WoW Classic to be a success. If it is successful, maybe Blizzard will start nudging normal WoW back towards Classic, adding back some of the small decisions, inconveniences, and restrictions that have been smoothed away. Perhaps they will also dial back the focus on transient gameplay, bringing back an unapologetic focus on "extended" content.
Those are all changes which I think have weakened modern WoW, and I would be happy to see the pendulum swing back in the other direction. Of course, the opposite might happen. Blizzard might leave WoW Classic for people who like the rough edges, and make normal WoW even more smooth, in order to differentiate the two.
That being said, I think that a lot of people will try WoW Classic, run up against those changes, and start complaining. Are people really going to enjoy reagents, ammo, shards, dead zones, requiring exactly 40 people in a raid, top guilds poaching players from lower guilds, the hybrid tax, hybrids forced to heal, few viable specializations, very little loot, and all other sundry rough edges which have been smoothed away?
My prediction is that a massive number of players will sign up for WoW Classic, but they will all dwindle away in a year or two. The players remaining will be complaining that their guilds cannot maintain raids, and calling on Blizzard to smooth away the restrictions to attract more players.
I also think the mod community will make a determined effort to eliminate many inconveniences via mods. For example, I bet we see a Party Finder mod (with Gearscore!) quite quickly after WoW Classic is released.
Finally, I think the community will be surprised at how easy WoW Classic will be. I don't think WoW Classic will prove difficult for raiders used to modern mechanics and theorycrafting. Especially as everyone knows the strategies for all the old content.
Thursday, November 02, 2017
Blizzcon Predictions
Blizzcon starts tomorrow. What do you think will be announced?
I predict:
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?
Wednesday, November 01, 2017
Final Thoughts on Nier: Automata
I beat Nier: Automata last week and I'm still exhilarated by the ending. What they did at the very end was nothing short of brilliant. A beautiful use of video game mechanics and conventions.
Overall, Nier: Automata was an excellent game. It played well and had an interesting story line. Combat was fun and fluid. The sequence before the final fight was beautiful. I liked a lot of the mechanics like skill chips and the auto-use chips. The game did quite well at reinforcing the idea that the main character was an android through game mechanics.
I strongly recommend Nier: Automata to everyone. One thing to note is that game says it has multiple endings, unlocked through multiple playthroughs. That isn't quite right, and it is a little confusing at first, but it's hard to explain without significant spoilers. Just keep playing, and you'll know when you've reached the true end.
Some thoughts on the "true end' are below the break. Lots of spoilers.
Overall, Nier: Automata was an excellent game. It played well and had an interesting story line. Combat was fun and fluid. The sequence before the final fight was beautiful. I liked a lot of the mechanics like skill chips and the auto-use chips. The game did quite well at reinforcing the idea that the main character was an android through game mechanics.
I strongly recommend Nier: Automata to everyone. One thing to note is that game says it has multiple endings, unlocked through multiple playthroughs. That isn't quite right, and it is a little confusing at first, but it's hard to explain without significant spoilers. Just keep playing, and you'll know when you've reached the true end.
Some thoughts on the "true end' are below the break. Lots of spoilers.
Wednesday, October 11, 2017
First Impressions of NieR: Automata
An awful lot of video game conventions just make sense when your character is a robot.
I picked up NieR: Automata a couple of weeks ago, and have been steadily working my way through it. So far, it has been a delightful game, with some very interesting design decisions.
The setting is a post-apocalyptic setting where alien robots invaded Earth and drove the surviving humans to the moon. You play a female android, named 2B, who is working for the humans. It's mostly a straightforward console action game. The story line is very Japanese, which is somewhat hard to explain. If you watch anime, you'll recognize a lot of tropes. However, at the same time, it is also very weird.
Speaking of console games, the mouse and keyboard keybinds are next to impossible to play with. It's clearly a game designed for a console controller. After trying the game with mouse and keyboard, I promptly went out and bought an Xbox 360 controller. Given that the last console I owned was the NES (regular, not Super), this has been an interesting learning experience.[1]
Though the trailer above is in English, I'm playing with the Japanese voices and English subtitles. The English voices aren't as good, in my opinion. The only downside is that sometimes there will be a conversation while fighting, and it can be hard to catch the subtitles in that situation.
I started the game on Normal difficulty, but couldn't beat the first level, so I dropped down to Easy. Easy is interesting because your character has "auto-chips" which automatically control your character. However, you can enable and disable specific chips to customize your game. For example, I use automatic ranged fire from your pod and automatic evading, but manual melee attacks and manual weapon switching.
This whole theme of your character being an android and mechanics reflecting that is quite well done. For example, saving is literally your character uploading her current memory at a terminal. If you die, your memory is loaded into a new body at the terminal. You can find your old body and pick up all your gear.
Similarly, your characters "skills" are slots in memory. It's really nice system, and I'd like to talk more about it in a future post.
I really like the camera work as well. The game often seamlessly switches into a side-scroller or overhead view for specific sequences. It's quite well done. Character control is also very well done, and the game just feels smooth and easy to handle.
All in all, I'm really enjoying NieR: Automata, and I recommend it. It doesn't do anything too revolutionary, but it is a highly polished and fun experience.
1. As an aside, how do you console gamers handle the Left/Right Button and Trigger? Do you use your forefinger for both, or do you use your forefinger for the Button and middle finger for the Trigger? Neither feels quite right to me.
Monday, October 09, 2017
Ahead of the Curve: Kil'jaeden
My guild defeated Heroic Kil'jaeden last night. Our first attempt of the night was a 9% wipe, and then we were all over the map for a bit. But we did have another 4% wipe a few attempts before we got the kill.
We did end up wiping more on Fallen Avatar, but I think that fight just hits all our weaknesses more.
For Kil'jaeden, the fight overall is pretty good. It has a lot of mechanics, though, and you have to wonder if all those mechanics were really necessary. Perhaps it would have been a better fight if the dark phase had been skipped, but the last phase lasted longer. We never really had trouble with the dark phase. We either died in the phase before or after.
Not much more to say about the fight. Healing it is pretty normal. Deaths come from doing mechanics improperly, and failing mechanics usually ends in a total wipe. We did have several attempts with tank deaths to Felclaws. But I think those were more due to the tanks letting active mitigation drop at the wrong time.
Oh well, our goal of beating the raid before the next one comes out has been met. I'm looking forward to a couple of weeks of regular farming. (Well, let's hope the second kill goes smoothly!)
We did end up wiping more on Fallen Avatar, but I think that fight just hits all our weaknesses more.
For Kil'jaeden, the fight overall is pretty good. It has a lot of mechanics, though, and you have to wonder if all those mechanics were really necessary. Perhaps it would have been a better fight if the dark phase had been skipped, but the last phase lasted longer. We never really had trouble with the dark phase. We either died in the phase before or after.
Not much more to say about the fight. Healing it is pretty normal. Deaths come from doing mechanics improperly, and failing mechanics usually ends in a total wipe. We did have several attempts with tank deaths to Felclaws. But I think those were more due to the tanks letting active mitigation drop at the wrong time.
Oh well, our goal of beating the raid before the next one comes out has been met. I'm looking forward to a couple of weeks of regular farming. (Well, let's hope the second kill goes smoothly!)
Monday, September 18, 2017
Fallen Avatar of Sargeras Down!
Last night, my guild killed Fallen Avatar (Heroic), making us 8/9 for Tomb of Sargeras. Now we only have Kil'jaeden left. That's decent timing, and we should get him down before the next raid opens.
We actually had several close wipes on Fallen Avatar. 3% last week, and a 1% and 0% wipe this week. Sometimes my guild makes strategy over-complex. For example, here we were "sacrificing" people in the last phase to the Dark Marks, but that killed our DPS and we didn't have enough to push it over. For the kill attempt, we didn't try to sacrifice anyone, and just healed as much as possible.
The other problem, I think, is that we aren't very predictable in positioning. Like for Fallen Avatar Phase 1, I would imagine that people should try and stand in a given spot, and move in similar ways to the last attempt. But it seems like every attempt the movement of players is different from the last attempt, forcing everyone to adjust on the fly.
But then again, I've always liked assigned positioning and choreographed movement. The problem, of course, is that if you have to deviate a lot from the choreography, than you might as well not bother.
Still, I think that predictable player movement is an underrated element for normal/heroic raid groups. Mythic groups often move predictably naturally, and so rarely call it out as something to work on.
Still, a dead boss is a dead boss. On to Kil'jaeden!
We actually had several close wipes on Fallen Avatar. 3% last week, and a 1% and 0% wipe this week. Sometimes my guild makes strategy over-complex. For example, here we were "sacrificing" people in the last phase to the Dark Marks, but that killed our DPS and we didn't have enough to push it over. For the kill attempt, we didn't try to sacrifice anyone, and just healed as much as possible.
The other problem, I think, is that we aren't very predictable in positioning. Like for Fallen Avatar Phase 1, I would imagine that people should try and stand in a given spot, and move in similar ways to the last attempt. But it seems like every attempt the movement of players is different from the last attempt, forcing everyone to adjust on the fly.
But then again, I've always liked assigned positioning and choreographed movement. The problem, of course, is that if you have to deviate a lot from the choreography, than you might as well not bother.
Still, I think that predictable player movement is an underrated element for normal/heroic raid groups. Mythic groups often move predictably naturally, and so rarely call it out as something to work on.
Still, a dead boss is a dead boss. On to Kil'jaeden!
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