The gaming community's reaction to Anthem is really harsh. It's getting savaged in press and reviews, and on the internet.
I think the reaction is excessively harsh. Anthem's moment-to-moment game play is superb. It has some issues, that's true. But it's about what you would expect from a game like this. It isn't a "You must play this!!!" game. I wouldn't recommend it to someone who had no interest in looter-shooters. But if the general idea of the game attracts you, you'll probably enjoy it a lot.
The best explanation I've seen for the scale of the reaction is that Anthem is the "last straw" for a lot of gamers. There's been a whole host of AAA games which have disappointed recently, especially with regards to polish, and Anthem is just the point where the crowd decided to make a stand. It's a particularly attractive target as EA is so hated, and thus the community can indulge in the narrative that EA ruined the once-great Bioware.
One thing that concerns me, though, is that there is one game cited as "Anthem should have been more like this": Monster Hunter World. Now, it might be true that MHW was much more polished on release. But MHW was released on consoles in January 2018, and the PC release was months later, in August 2018.
An awful lot of the "polish" problems are PC problems which only occur on some setups. Differing loading times, that sound cutting out bug people keep complaining about, occasional crashes, etc. Absolutely none of which have happened to me. From my perspective, the game is rock-solid performance-wise. Even the lack of text chat is really a PC problem, and doesn't really apply to consoles.
I'm concerned that the lesson EA and the games industry will take from the contrast between MHW and Anthem is that the simultaneous launch on PC and console was a mistake. That Bioware should have just released a polished console-only game, and launched the PC version months later. If that console version had played how Anthem plays on my computer, then I think the reviews would be 10 to 20 points higher. But as a PC player, I'd rather not see that future.
In any case, I don't think Anthem is as bad as much of the online reaction is making it appear to be. Even if much of the complaints are rooted in reality, it feels like they are not weighing the sheer fun of the game. If you're interested in the game, I strongly recommend the Origin Access subscription route to try it out.
Wednesday, February 27, 2019
Thursday, February 21, 2019
FreePlay in Anthem
I'm currently level 16, and am "blocked" on the story. You have to do four trials which are basically collections of achievements. Kill 50 enemies with melee, etc. You can complete these achievements in the earlier story missions, but it's likely you'll be missing a few of them, so you have to head into FreePlay for a bit.
The major problem for me is that one achievement (open 15 chests) was bugged, and it only counted if you were the person to open the chest. It has since been fixed so that it counts if anyone opens a chest near you. But I entered FreePlay with zero chests, and have been slowly accumulating more. Most of the other achievements were about 80% complete, except Ultimate Kills. Apparently I wasn't using Ultimates earlier in the game. But since they're Ultimates, you rack up kills with them quite quickly.
FreePlay is a bit lonely. The map is very big, so meeting up with other people already in the map is rather time-consuming. As well, people leave and join often. You meet up with someone, do an event, and then they leave FreePlay and you have to go find someone else. You don't see World Events on the map, so there's no obvious location where people converge.
Once you meet up, wandering with people and doing events is fun. I guess if you played with friends, or an online community, it would be even better. Note that you don't have to group up. You can do most things solo, even the events. The only thing I was unable to do by myself was kill an Ash Titan. So much fire!
Javelin-wise, I've unlocked the Ranger, Colossus, and Interceptor. I don't care for the Interceptor play-style. It is a fast, fragile, melee type, which is just a bad fit for me personally. However, I really like the Colossus.
The Colossus has a shield, and you can hold up the shield and then charge at people, dealing damage to them. I have a component which increases that shield damage by 300%, so my Colossus just runs around the battlefield stomping mobs. It's pretty hilarious. It doesn't really work with flying enemies though.
In other news, I bought a Logitech g600 mouse for use with Anthem. Somewhat ironic, since it is an MMO mouse. But I found I needed about 4 extra buttons, and they were awkward to use on the keyboard. So far the new mouse is working well.
Anyways, I'm still enjoying Anthem. Hopefully I will get past this stage soon and then back to the story.
The major problem for me is that one achievement (open 15 chests) was bugged, and it only counted if you were the person to open the chest. It has since been fixed so that it counts if anyone opens a chest near you. But I entered FreePlay with zero chests, and have been slowly accumulating more. Most of the other achievements were about 80% complete, except Ultimate Kills. Apparently I wasn't using Ultimates earlier in the game. But since they're Ultimates, you rack up kills with them quite quickly.
FreePlay is a bit lonely. The map is very big, so meeting up with other people already in the map is rather time-consuming. As well, people leave and join often. You meet up with someone, do an event, and then they leave FreePlay and you have to go find someone else. You don't see World Events on the map, so there's no obvious location where people converge.
Once you meet up, wandering with people and doing events is fun. I guess if you played with friends, or an online community, it would be even better. Note that you don't have to group up. You can do most things solo, even the events. The only thing I was unable to do by myself was kill an Ash Titan. So much fire!
Javelin-wise, I've unlocked the Ranger, Colossus, and Interceptor. I don't care for the Interceptor play-style. It is a fast, fragile, melee type, which is just a bad fit for me personally. However, I really like the Colossus.
The Colossus has a shield, and you can hold up the shield and then charge at people, dealing damage to them. I have a component which increases that shield damage by 300%, so my Colossus just runs around the battlefield stomping mobs. It's pretty hilarious. It doesn't really work with flying enemies though.
In other news, I bought a Logitech g600 mouse for use with Anthem. Somewhat ironic, since it is an MMO mouse. But I found I needed about 4 extra buttons, and they were awkward to use on the keyboard. So far the new mouse is working well.
Anyways, I'm still enjoying Anthem. Hopefully I will get past this stage soon and then back to the story.
Sunday, February 17, 2019
Anthem First Impressions
In the end I picked up Origin Access Premium to try out Bioware's Anthem. Origin Access got to play the game starting on Friday, though the full launch is on Feb 22. I'm not very far in, I'm about level 13 and I have unlocked two Javelins: the Ranger and the Colossus. Here are my impressions:
Good
Anthem is pretty good. The core game with Javelins is lots of fun so far. The story and writing is a bit disappointing, but really only because we have such high expectations of Bioware.
I have no idea about the longevity of the game, though. I'm still just leveling up. If you're on the fence, consider getting a month of Origin Access and trying out the game first.
Good
- Javelin game play - this is just superb. It feels great, and is a ton of fun. In particular, flying in a Javelin is outstanding. The javelin heats up in flight, and you have to land if it gets overheated. But you can do things like fly through waterfalls, skim the surfaces of rivers, or dive straight down to reduce heat. So managing heat and flight time is a mini-game in and of itself.
- Combat is fun. You have guns and two "powers", which depend on your Javelin type and equipment. You can equip many different powers, and the guns also play differently.
- Different Javelins play differently. The Ranger is more long-ranged with a shield that regenerates. The Colossus meanwhile charges in with lots of health and armor.
- Gearing is good so far. There looks like a wide variety of gear and options. One interesting thing is that you only see loot at the end of a mission. I kind of like it, as you don't really need to worry about loot during game play.
- "Multiplayer-by-default" - Whenever you start a mission, you are matched with 3 others working on the same mission. Anthem in small groups is a lot of fun, especially seeing all four of you flying towards a destination. You can change the setting to Private, and play by yourself if you wish. Though you might want to dial the difficulty down in that case.
- Performance is pretty good. Some people are reporting lots of trouble, but Anthem has been rock-solid for me. It looks good as well, but I don't have very high standards for graphics.
- Story and Writing - It's decent, but not as good as I would have expected from Bioware. In some respects it's making me wonder if I'm looking back at Mass Effect and SWTOR with rose-colored glasses. Maybe ME and SWTOR writing wasn't as good as I remember. It feels like Bioware focused on improving game play significantly, as that was the weakness of ME, but in the process they let their writing team and practices degrade a bit. Now, it's not terrible or anything, but so far I'd give the story and writing a B, not an A.
- Real Money Transactions - the store is entirely cosmetics at this point, and you can earn Coins to buy stuff on it through gameplay. I generally ignore cosmetics though, so I'm not really someone to give advice here. All I can say is that so far, I've been able to ignore the system entirely.
- Load times. You absolutely must install Anthem on an SSD. Load times are long even on an SSD, and there are fair amount of load screens. This is especially important because you can start missions as soon as you load in, even before the others have loaded. So if you're on a older HDD, it's very likely you'll miss the beginning of every mission.
- Keep group together mechanic - During missions, if you fall behind too much, you'll get a warning and a countdown timer. If you don't catch up, you'll get ported to the group. Now, this is a good idea in general to help people who get lost, but the mechanic is very aggressive. You look around for five seconds, and the timer pops up. As well, failing the timer triggers a load screen, which hurts given the previous point. More than once I've been two seconds away from catching up to the group, when the timer expired and I got thrown into a 20 second load screen.
- Menus - there are a lot of nested menus. The control scheme is pretty clearly made for consoles, and it is a bit of a pain to navigate.
- Mechanics are opaque. For the most part you can muddle through, but if you're the type who needs to know exactly how stats and mechanics work, you're probably going to get frustrated. Even the basic damage mechanic of how Combos work, with Primers and Detonators, is extremely poorly explained. I found the following chart on Reddit, and the game mechanics and gearing make a lot more sense now:
Anthem is pretty good. The core game with Javelins is lots of fun so far. The story and writing is a bit disappointing, but really only because we have such high expectations of Bioware.
I have no idea about the longevity of the game, though. I'm still just leveling up. If you're on the fence, consider getting a month of Origin Access and trying out the game first.
Monday, February 11, 2019
Guild Implosion
The first raid night in Battle for Dazalor we had a whopping 29 people in the raid. Three weeks later, we had 11, and the guild leadership decided to swap factions and transfer servers. I am not really certain what exactly happened.
Or, well, I guess I do know. In Legion, we were a Heroic raiding guild. In Battle for Azeroth, it was decided to push for Mythic raiding. We didn't do too badly in Uldir, going 3/8 Mythic.
But before Dazalor, our long-time guild leaders decided that we were getting too hardcore for their tastes, and stepped down. After the first couple of raids, a large chunk of our best raiders decided that we weren't going to be good enough and split off. Then another, newer, group decided our times were not right for them, and they left too.
So then the leadership and core raid team decided to go Horde, since many of them wanted to play on that faction, and transferred to a larger server, hopefully with better recruiting prospects. This happened super-fast. They announced it Saturday afternoon, and people were transferring in the evening.
I have an invitation to join them, but I'm a little unsure what to do. I've raided with several of these guys for two years now. They're good people, and I enjoy playing with them.
But I really don't want to faction-swap Coriel. I suppose I could transfer or level a Horde character, even another paladin.
The other thing is that, looking back at my tenure in this guild, I preferred it as it existed in Legion. Focused on Heroic raids, 2 nights a week. I didn't mind Mythic raiding at 3 nights a week, especially since many other people in the guild wanted to try it, and I enjoyed raiding with them. But I did like the Heroic version of the guild better.
Hmm, perhaps writing this post has made things clearer to me. I want to find a decent Alliance Heroic guild, but one with zero intention of going to Mythic. Maybe one willing to "graduate" extremely good players, and help them find a spot in a Mythic guild, but able to resist the pressure from those good players to have the guild go Mythic.
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.
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.
Tuesday, January 22, 2019
Origin Access Premier?
Has anyone tried Origin Access Premier?
I saw someone link it in a discussion about Bioware's Anthem. It looks like quite good value for money, especially if you like to buy newer games. It's $20 CAD/month or $130 CAD/year, but given that Anthem will cost $80 CAD at launch, that's basically 4 months of subscription. Or a full year is 2 new games.
The back catalog also looks pretty decent, with a wide variety of games available. I am particularly interested in Dragon Age 2 and Inquisition, as I never played them.
You can probably do better value for money through Humble Bundles and waiting for Steam sales, but this looks really solid for new games. Of course, I think you're restricted to EA games. And like most subscription services, you probably lose access when you stop paying.
But it seems almost too good to be true for games that you will play and finish. If anyone has tried this service, can you post your impressions in the comments?
I saw someone link it in a discussion about Bioware's Anthem. It looks like quite good value for money, especially if you like to buy newer games. It's $20 CAD/month or $130 CAD/year, but given that Anthem will cost $80 CAD at launch, that's basically 4 months of subscription. Or a full year is 2 new games.
The back catalog also looks pretty decent, with a wide variety of games available. I am particularly interested in Dragon Age 2 and Inquisition, as I never played them.
You can probably do better value for money through Humble Bundles and waiting for Steam sales, but this looks really solid for new games. Of course, I think you're restricted to EA games. And like most subscription services, you probably lose access when you stop paying.
But it seems almost too good to be true for games that you will play and finish. If anyone has tried this service, can you post your impressions in the comments?
Monday, January 21, 2019
Blue Mage
FFXIV released their newest job, the Blue Mage, last week. The Blue Mage is a "limited job". It currently has a level cap of 50, and is not allowed in normal random-matchmaker group content. You can do dungeons and trials with a Blue Mage, but you have to be in a pre-made group.
The central mechanic of Blue Mage is that you don't learn abilities from levelling up, like all the other classes. Instead you learn abilities from monsters. You have to attack a monster, see it use the ability, and then defeat it. You then have a chance of learning the ability. There are currently 50 abilities to learn, of which you can equip 25 at a time.
The big problem, as I see it, is that the game doesn't give you very much information on what abilities you can learn. The spell book starts blank, with 50 slots. The only information given is the zone in which a monster with the ability can be found. It doesn't even tell you the name of the spell!
Now, obviously, all the information was data-mined and there are guides already up on the internet which will direct you to all the monsters you need.
But if you want to try and do it organically, you basically wander around attacking every monster in the zone. And since learning an ability is not guaranteed, you have to kill several of that type to be confident that you can't learn anything.
The saving grace of the system is that most abilities can be learned from several different monsters, not just the ones from the zones noted in the book.
What I'm currently doing is just finishing FATEs to level my Blue Mage, and incidentally learning abilities along the way. I can't target specific abilities, but the spell book doesn't tell me what abilities I can learn in any case. So far it is working pretty decently. I'm level 12 and I've learned 5 abilities or so. Among them an AoE bomb spell from goblins, a cone stun from Quirin, a "Sticky Tongue" pull from giant toads, and a self-destruct spell from bombards. Not really sure what use the last is, since it does kill you, but maybe it will combo with something.
I rather imagine I'll end up at 50 and then look up an online guide to get the abilities that I'm missing.
I do think it would have been better for the spell book to give the names of the abilities, but not the locations. That encourages the player to remember what monsters use the abilities. As well, if you're fighting a new monster, you know if you can't learn the ability, rather than wondering if you are just unlucky. Another option might be some sort of Lore spell which tells you if the monster has a learnable ability.
Still, FFXIV's Blue Mage is an interesting experiment. It's more of side-content, rather than a straightforward combat job, but it is enjoyable so far. It's a bit of a shame that the internet has already obsoleted the exploratory aspect.
The central mechanic of Blue Mage is that you don't learn abilities from levelling up, like all the other classes. Instead you learn abilities from monsters. You have to attack a monster, see it use the ability, and then defeat it. You then have a chance of learning the ability. There are currently 50 abilities to learn, of which you can equip 25 at a time.
The big problem, as I see it, is that the game doesn't give you very much information on what abilities you can learn. The spell book starts blank, with 50 slots. The only information given is the zone in which a monster with the ability can be found. It doesn't even tell you the name of the spell!
Now, obviously, all the information was data-mined and there are guides already up on the internet which will direct you to all the monsters you need.
But if you want to try and do it organically, you basically wander around attacking every monster in the zone. And since learning an ability is not guaranteed, you have to kill several of that type to be confident that you can't learn anything.
The saving grace of the system is that most abilities can be learned from several different monsters, not just the ones from the zones noted in the book.
What I'm currently doing is just finishing FATEs to level my Blue Mage, and incidentally learning abilities along the way. I can't target specific abilities, but the spell book doesn't tell me what abilities I can learn in any case. So far it is working pretty decently. I'm level 12 and I've learned 5 abilities or so. Among them an AoE bomb spell from goblins, a cone stun from Quirin, a "Sticky Tongue" pull from giant toads, and a self-destruct spell from bombards. Not really sure what use the last is, since it does kill you, but maybe it will combo with something.
I rather imagine I'll end up at 50 and then look up an online guide to get the abilities that I'm missing.
I do think it would have been better for the spell book to give the names of the abilities, but not the locations. That encourages the player to remember what monsters use the abilities. As well, if you're fighting a new monster, you know if you can't learn the ability, rather than wondering if you are just unlucky. Another option might be some sort of Lore spell which tells you if the monster has a learnable ability.
Still, FFXIV's Blue Mage is an interesting experiment. It's more of side-content, rather than a straightforward combat job, but it is enjoyable so far. It's a bit of a shame that the internet has already obsoleted the exploratory aspect.
Monday, January 14, 2019
FFXIV 4.5 MSQ, Orbonne Monastery, Suzaku
Final Fantasy XIV released the latest patch, 4.5, last week.
Main Scenario Quest
The MSQ continues setting up the next expansion. The Garlemad Empire is moving against Eorzea. The new dungeon, The Grimhylt Dark is pretty neat. It's essentially occurs during a battle, and has lots of cameos from the major named NPCs fighting in the conflict.
The dungeon is a bit easier than The Burn was, especially the last boss.
Orbonne Monastery
The patch also released the latest 24-man raid, the Orbonne Monastery. The third boss is a bit crazy, it took us many attempts. I still don't really understand the Crush Armor mechanic.
This raid took my group a long time to finish, mostly because half of Alliance B left after four or so wipes on the third boss. FFXIV has very generous timers on their instances, something like 180 minutes. We finished with less than 10 minutes.
Aside from the third boss, it felt a little easier than the previous couple of raids. At least the boss mechanics were more straightforward.
All in all, it is a pretty good. Three tank pieces actually dropped for me, but since FFXIV has a 1-item-per-week restriction, I had to watch 2 pieces go unclaimed. Very sad, as I'll now expect to never see the chestpiece again.
Suzaku
I realized that I hadn't actually done the Trial from the last patch, Suzaku, and I had to finish it before I can do the Trial from this patch.
Suzaku was a pretty interesting fight, though not that difficult now. It's interesting, but FFXIV fights are much more "gamist" than WoW, relying on very "unrealistic" visual elements. For example, in Suzaku, the arena is divided into four quadrants, each inscribed with a different colour and Japanese character. Then the four characters appear in the air on the edge of the area, and there's a flying phoenix circling. When the phoenix hits a character, the matching quadrant explodes.
I haven't done the latest trial yet. FFXIV is also staggering a lot of the content in this patch. For example, Blue Mage releases tomorrow. The MSQ also continues in a month or two.
Patch 4.5 is pretty good. I'm looking forward to trying Blue Mage tomorrow, along with everyone else on the server.
Main Scenario Quest
The MSQ continues setting up the next expansion. The Garlemad Empire is moving against Eorzea. The new dungeon, The Grimhylt Dark is pretty neat. It's essentially occurs during a battle, and has lots of cameos from the major named NPCs fighting in the conflict.
The dungeon is a bit easier than The Burn was, especially the last boss.
Orbonne Monastery
The patch also released the latest 24-man raid, the Orbonne Monastery. The third boss is a bit crazy, it took us many attempts. I still don't really understand the Crush Armor mechanic.
This raid took my group a long time to finish, mostly because half of Alliance B left after four or so wipes on the third boss. FFXIV has very generous timers on their instances, something like 180 minutes. We finished with less than 10 minutes.
Aside from the third boss, it felt a little easier than the previous couple of raids. At least the boss mechanics were more straightforward.
All in all, it is a pretty good. Three tank pieces actually dropped for me, but since FFXIV has a 1-item-per-week restriction, I had to watch 2 pieces go unclaimed. Very sad, as I'll now expect to never see the chestpiece again.
Suzaku
I realized that I hadn't actually done the Trial from the last patch, Suzaku, and I had to finish it before I can do the Trial from this patch.
Suzaku was a pretty interesting fight, though not that difficult now. It's interesting, but FFXIV fights are much more "gamist" than WoW, relying on very "unrealistic" visual elements. For example, in Suzaku, the arena is divided into four quadrants, each inscribed with a different colour and Japanese character. Then the four characters appear in the air on the edge of the area, and there's a flying phoenix circling. When the phoenix hits a character, the matching quadrant explodes.
I haven't done the latest trial yet. FFXIV is also staggering a lot of the content in this patch. For example, Blue Mage releases tomorrow. The MSQ also continues in a month or two.
Patch 4.5 is pretty good. I'm looking forward to trying Blue Mage tomorrow, along with everyone else on the server.
Friday, January 04, 2019
Mag'har Orc Scenario
I finally got exalted with the Honorbound on my Horde character, and unlocked the Mag'har Orc allied race.
The scenario itself was really neat. You go back to the alternate Draenor, this time twenty or thirty years after the events in Warlords of Draenor.
In this timeline, the Draenei became fanatical members of the Lightbound under High Exarch Yrel. They seek to convert everyone on Draenor to the Light. You have to rescue the last remnants of the Mag'har from them and bring them to Azeroth.
It's a really interesting set up. The real question is if Blizzard will do anything with this. I could see another expansion based around the Lightbound invading Azeroth. But perhaps a better method might be like how Star Trek used their Mirror Universe. Save it for occasional interaction, but don't focus on it intensely. A bit like how the Infinite Dragonflight was used.
This scenario was excellently done, and it's worth grinding rep with the Honorbound on a Horde character to see it.
The scenario itself was really neat. You go back to the alternate Draenor, this time twenty or thirty years after the events in Warlords of Draenor.
In this timeline, the Draenei became fanatical members of the Lightbound under High Exarch Yrel. They seek to convert everyone on Draenor to the Light. You have to rescue the last remnants of the Mag'har from them and bring them to Azeroth.
It's a really interesting set up. The real question is if Blizzard will do anything with this. I could see another expansion based around the Lightbound invading Azeroth. But perhaps a better method might be like how Star Trek used their Mirror Universe. Save it for occasional interaction, but don't focus on it intensely. A bit like how the Infinite Dragonflight was used.
This scenario was excellently done, and it's worth grinding rep with the Honorbound on a Horde character to see it.
Thursday, January 03, 2019
Updates
Just a quick round up of what I'm playing lately.
World of Warcraft
Nothing really new. We're just coming out of the holiday lull and waiting for the new raid to open in a couple of weeks.
I guess we're going to end this tier with 3/8 Mythic. That's not bad, but for some reason we stopped putting in attempts on new bosses. Instead there was a push to do Mythic Keystone dungeons. I hope this trend was just because of the holidays, and we return to focusing on raiding.
Final Fantasy XIV
I haven't really played this much lately. I did the seasonal events. The Starlight Celebration this year was pretty neat. It featured an attempt to organize a seasonal choir, complete with a musical rhythm game. It was pretty funny if you failed. Here's a video I found on YouTube:
Lord of the Rings Online
I haven't played it since my dungeon runs. I rather think I'm going to drop it.
Soul Calibur VI
I'm still working my way through Libra mode. I stopped using the highest level weapon that dropped, and just started focusing on learning and mastering one weapon style. The style I chose was Knightmare, a heavy 2H sword. I'm about level 48, though I'm not sure how far I've gotten in the story. My guess, based on the map, is about 70-80%.
World of Warcraft
Nothing really new. We're just coming out of the holiday lull and waiting for the new raid to open in a couple of weeks.
I guess we're going to end this tier with 3/8 Mythic. That's not bad, but for some reason we stopped putting in attempts on new bosses. Instead there was a push to do Mythic Keystone dungeons. I hope this trend was just because of the holidays, and we return to focusing on raiding.
Final Fantasy XIV
I haven't really played this much lately. I did the seasonal events. The Starlight Celebration this year was pretty neat. It featured an attempt to organize a seasonal choir, complete with a musical rhythm game. It was pretty funny if you failed. Here's a video I found on YouTube:
Lord of the Rings Online
I haven't played it since my dungeon runs. I rather think I'm going to drop it.
Soul Calibur VI
I'm still working my way through Libra mode. I stopped using the highest level weapon that dropped, and just started focusing on learning and mastering one weapon style. The style I chose was Knightmare, a heavy 2H sword. I'm about level 48, though I'm not sure how far I've gotten in the story. My guess, based on the map, is about 70-80%.
Wednesday, January 02, 2019
8.1 Horde War Campaign
Over the holidays I also finished the 8.1 Horde War Campaign. Like the Alliance version, there were three chapters, and the last chapter waits for the raid to open. There's also a second questline involving Saurfang.
The first chapter is a raid on the Norwington Estate to destroy stockpiled azerite weapons. It featured Rexxar. It was pretty straightforward as these things go.
The second chapter was a goblin escape with Gallywix and a mech. This was okay, if you're a fan of goblins you'd probably like it. I'm not, so I wasn't particularly enthused. There are some funny lines here and there.
The third chapter involved springing Lady Ashvane from Tol Dagor. Your compatriots are Rexxar and Arcanist Valtrois of the Nightbourne. I really like how Blizzard is reusing Allied Race NPCs in this expansion. I like Valtrois, and it's good to see her return. The actual quest is an enjoyable prison-break, featuring disguises and explosions.
The other major quest is the Saurfang quest. This is an excellent quest, as you try to discover what happened to Saurfang as he escaped Stormwind. It's really worth having a Horde character to go through it.
You even get to make a choice at the end to side with Saurfang or Sylvanas. Which is great, except it points up one of the downsides of this thing. I sided with Sylvanas on my blood elf, so to see the other side, I'd need yet another Horde character. I'm debating leveling an Allied Race, or simply using my BfA boost on a Horde character. I don't think the choice will make much difference in the long run, though.
In any case, the Horde War Campaign was a good counterpart to the Alliance one. The story is beginning to heat up, so we'll see what happens when the raid opens in a couple of weeks.
The first chapter is a raid on the Norwington Estate to destroy stockpiled azerite weapons. It featured Rexxar. It was pretty straightforward as these things go.
The second chapter was a goblin escape with Gallywix and a mech. This was okay, if you're a fan of goblins you'd probably like it. I'm not, so I wasn't particularly enthused. There are some funny lines here and there.
The third chapter involved springing Lady Ashvane from Tol Dagor. Your compatriots are Rexxar and Arcanist Valtrois of the Nightbourne. I really like how Blizzard is reusing Allied Race NPCs in this expansion. I like Valtrois, and it's good to see her return. The actual quest is an enjoyable prison-break, featuring disguises and explosions.
The other major quest is the Saurfang quest. This is an excellent quest, as you try to discover what happened to Saurfang as he escaped Stormwind. It's really worth having a Horde character to go through it.
You even get to make a choice at the end to side with Saurfang or Sylvanas. Which is great, except it points up one of the downsides of this thing. I sided with Sylvanas on my blood elf, so to see the other side, I'd need yet another Horde character. I'm debating leveling an Allied Race, or simply using my BfA boost on a Horde character. I don't think the choice will make much difference in the long run, though.
In any case, the Horde War Campaign was a good counterpart to the Alliance one. The story is beginning to heat up, so we'll see what happens when the raid opens in a couple of weeks.
Tuesday, January 01, 2019
Othrongroth, the Great Barrow
I ended up making several different characters in Lord of the Rings Online. I finally settled on a Captain, even if the NPC ally is a little janky.
I got my Captain up to the level of the first dungeon, the Great Barrow, and gave that a try.
LotRO has an interesting dungeon system. You have to form the group on your own, mostly by advertising the the Looking For Fellowship channel. But once you form the group, you start the dungeon using a menu system where you select the dungeon and a level for the dungeon. Then everyone teleports inside.
Selecting the level is interesting too. I just set it to the level of the lowest person in the party. But I think setting it to a higher level rewards more XP and loot, but is more difficult.
The actual dungeon run was very disappointing though. It was a total zerg. The tank took off at warp speed and blitzed to the end. To make matters worse, the dungeon is a bit of a maze, so you're chasing down corridors and hoping you don't take a wrong turn and end up with more mobs.
It was also very dark, and very hard to tell what you were fighting. The bosses were okay, I'm not sure if they had special mechanics. But it is the first instance, so one really only expects basic fights.
I did try the dungeons (there are three separate wings) twice. I had to do it twice because the first run was so fast I didn't finish some of the quests. If anything, the second run was worse.
All in all, The Great Barrow has really soured me on LotRO. I don't really want to do more dungeons, and I'm not sure if I really want to keep leveling solo. Especially as the Captain feels like a dedicated group character.
I got my Captain up to the level of the first dungeon, the Great Barrow, and gave that a try.
LotRO has an interesting dungeon system. You have to form the group on your own, mostly by advertising the the Looking For Fellowship channel. But once you form the group, you start the dungeon using a menu system where you select the dungeon and a level for the dungeon. Then everyone teleports inside.
Selecting the level is interesting too. I just set it to the level of the lowest person in the party. But I think setting it to a higher level rewards more XP and loot, but is more difficult.
The actual dungeon run was very disappointing though. It was a total zerg. The tank took off at warp speed and blitzed to the end. To make matters worse, the dungeon is a bit of a maze, so you're chasing down corridors and hoping you don't take a wrong turn and end up with more mobs.
It was also very dark, and very hard to tell what you were fighting. The bosses were okay, I'm not sure if they had special mechanics. But it is the first instance, so one really only expects basic fights.
I did try the dungeons (there are three separate wings) twice. I had to do it twice because the first run was so fast I didn't finish some of the quests. If anything, the second run was worse.
All in all, The Great Barrow has really soured me on LotRO. I don't really want to do more dungeons, and I'm not sure if I really want to keep leveling solo. Especially as the Captain feels like a dedicated group character.
Monday, December 31, 2018
Ask Coriel: What's Changed Since 2015?
A reader asked:
Since you say 2015, I'm guessing you missed Legion. The most noticeable changes Legion introduced are World Quests/Emissaries and Mythic Keystone dungeons.
World Quests/Emissaries replaced daily quests at max level. Instead of getting a bunch of dailies, when you open your map, there are a variety of quests scattered around the zones. Each day, there's an "Emissary" quest to do 4 World Quests from a specific area or faction.
Mythic Keystone dungeons (also called Mythic+) are extra-difficulty 5-man dungeons. They're timed runs which reward higher item level the more difficult the Keystone used to start them is. They're basically an alternate to raiding, and higher Keystones award comparable gear to Heroic and Mythic raiding.
Battle for Azeroth introduced Island Expeditions and Warfronts. They're lower difficulty than dungeons, and more optional activities. Their reception has been mixed, but they're worth trying out.
Otherwise the game is pretty much the same as ever. BfA has separate stories for each faction, so it's worth having both an Alliance and a Horde character.
Any other changes in the last couple of years worth talking about?
Edit: I completely forgot, but Legion added Demon Hunters, which are a pretty neat class.
I use to read your blog for many years and I have been away from WoW since 2015... How is the game nowadays and what major changes have been made ? I plan on returning next week.Welcome back!
Since you say 2015, I'm guessing you missed Legion. The most noticeable changes Legion introduced are World Quests/Emissaries and Mythic Keystone dungeons.
World Quests/Emissaries replaced daily quests at max level. Instead of getting a bunch of dailies, when you open your map, there are a variety of quests scattered around the zones. Each day, there's an "Emissary" quest to do 4 World Quests from a specific area or faction.
Mythic Keystone dungeons (also called Mythic+) are extra-difficulty 5-man dungeons. They're timed runs which reward higher item level the more difficult the Keystone used to start them is. They're basically an alternate to raiding, and higher Keystones award comparable gear to Heroic and Mythic raiding.
Battle for Azeroth introduced Island Expeditions and Warfronts. They're lower difficulty than dungeons, and more optional activities. Their reception has been mixed, but they're worth trying out.
Otherwise the game is pretty much the same as ever. BfA has separate stories for each faction, so it's worth having both an Alliance and a Horde character.
Any other changes in the last couple of years worth talking about?
Edit: I completely forgot, but Legion added Demon Hunters, which are a pretty neat class.
Friday, December 28, 2018
Soul Calibur VI
Over the holidays I picked up Soul Calibur VI.
It's been forever since I've played a fighting game. I'm pretty terrible, the veriest button-masher. But SC is a lot of fun. It's bright and colourful. There are lots of characters and weapons. Each weapon set is a different fighting style.
Soul Calibur VI also has an extensive custom character creator where you can make your own unique fighter. You assign that fighter a weapon which determines what moves your character uses.
The main story mode, Libra of Souls, has you creating a character, then wandering around in a quasi-RPG. Your character gains XP and levels from fighting enemies. You can also find or buy weapons which have levels and powers.
The RPG mechanics are actually a really nice fit for a single-player fighting game. As far as I can tell, levels just reduce the damage you take and increase the damage you deal, while the fighting game aspect is the same. So if you're actually good at fighting games, you can do everything at low levels. If you're bad, you can grind a few levels with the random encounters, and then have an advantage on the fights.
The story is pretty basic. There are a couple of choices you can make which change parts. You can do a Good or Evil play-through, though I'm still working my through it. Sometimes fights will have special conditions, like the area being slippery, making it very easy to fall off the edge.
There's also a second story mode (Soul Chronicle) where you play shorter stories as the specific characters in the game. Soul Chronicle doesn't have RPG elements, basically a series of fights with some story scenes in-between.
As for fighting game mechanics, I have no idea how it compares to other fighting games. It's quasi-2D, you can move towards or away from the camera, but it's mostly to dodge attacks and change direction in the arena. The camera keeps the view like a standard 2D fighter.
The basic moves (horizontal attack, vertical attack, kick, and block) are simple but effective. Then there are throws, break attacks, soul edge, and reversal edge specials. Soul edge are specials you can only use after a meter builds up. Reversal edge is a special break attack that takes you into this rock-paper-scissors mini-game, which I think allows you to "reset the momentum" if your opponent is pushing hard. Then there are combos after that. I'm still learning the basics and next tier though. Trying to learn how to block effectively.
I'm probably going to stick with single-player, rather than fighting other players online. But so far, the single-player component of Soul Calibur VI is surprisingly extensive, and very enjoyable. If you feel like trying a modern fighting game, I recommend giving Soul Calibur VI a whirl.
It's been forever since I've played a fighting game. I'm pretty terrible, the veriest button-masher. But SC is a lot of fun. It's bright and colourful. There are lots of characters and weapons. Each weapon set is a different fighting style.
Soul Calibur VI also has an extensive custom character creator where you can make your own unique fighter. You assign that fighter a weapon which determines what moves your character uses.
The main story mode, Libra of Souls, has you creating a character, then wandering around in a quasi-RPG. Your character gains XP and levels from fighting enemies. You can also find or buy weapons which have levels and powers.
The RPG mechanics are actually a really nice fit for a single-player fighting game. As far as I can tell, levels just reduce the damage you take and increase the damage you deal, while the fighting game aspect is the same. So if you're actually good at fighting games, you can do everything at low levels. If you're bad, you can grind a few levels with the random encounters, and then have an advantage on the fights.
The story is pretty basic. There are a couple of choices you can make which change parts. You can do a Good or Evil play-through, though I'm still working my through it. Sometimes fights will have special conditions, like the area being slippery, making it very easy to fall off the edge.
There's also a second story mode (Soul Chronicle) where you play shorter stories as the specific characters in the game. Soul Chronicle doesn't have RPG elements, basically a series of fights with some story scenes in-between.
As for fighting game mechanics, I have no idea how it compares to other fighting games. It's quasi-2D, you can move towards or away from the camera, but it's mostly to dodge attacks and change direction in the arena. The camera keeps the view like a standard 2D fighter.
The basic moves (horizontal attack, vertical attack, kick, and block) are simple but effective. Then there are throws, break attacks, soul edge, and reversal edge specials. Soul edge are specials you can only use after a meter builds up. Reversal edge is a special break attack that takes you into this rock-paper-scissors mini-game, which I think allows you to "reset the momentum" if your opponent is pushing hard. Then there are combos after that. I'm still learning the basics and next tier though. Trying to learn how to block effectively.
I'm probably going to stick with single-player, rather than fighting other players online. But so far, the single-player component of Soul Calibur VI is surprisingly extensive, and very enjoyable. If you feel like trying a modern fighting game, I recommend giving Soul Calibur VI a whirl.
Wednesday, December 19, 2018
8.1 Island Expeditions, Part 2
Though Blizzard announced that they had changed the way rewards were determined for Island Expeditions in 8.1, they actually made many other changes. Many of the changes I wanted in the previous post have been implemented, even if it is still something of a race:
- The location of monster packs has been tightened up. It's a lot easier to move between or around packs without accidentally pulling the entire island.
- The amount of Azerite elementals has been greatly reduced. I don't think I've seen a large elemental yet. This puts the focus back on the varied fauna of the island.
- Invasions of other creatures occur a lot earlier, and I think it's possible for two different types to land. Like you might get Vrykul early and then Mantid later on.
- I think that the items you need for the various quests to rescue NPCs are now found much closer. So it's much more likely you'll actually be able to do those quests.
All in all, the changes to Island Expeditions have made them a lot smoother and a better experience. It feels like you have more control over your progress, with more focus on special monsters rather than zerging everything in sight.
Island Expeditions are still the same in many ways as in 8.0, just a more refined experience. I think they're more enjoyable, and I rather like doing the four or five Heroic ones you need for the Weekly Treasure map.
Tuesday, December 18, 2018
8.1 Faction Assaults and War Mode
8.1 introduces Faction Assaults. Like Legion Invasions, one zone comes under attack for a set period of time. New world quests appear, and after you complete four, you do a final quest to finish the assault.
There are some changes from Legion. The Assault World Quests don't replace existing World Quests. They are all clustered in a specific part of the zone. There are different (but similar) quests for each faction.
The assaults are well done. The zone changes, and it really feels like a major battle is taking place. For example, in Drustvar, the city has magic shields fending off Horde bombardments.
These Assaults are excellent in War Mode. I turned on War Mode to do the kill 25 Horde quests, and it was a lot of fun. There are Alliance groups running around clashing with Horde groups. The Assault structure funnels everyone into the same locations, encouraging lots of faction combat while doing the World Quests.
I even joined an Alliance raid group in Zuldazar that got hyped up and decided to sack the city of Dazalor. Not really sure why, but we invaded the bottom of the city, killed everyone at the inn, then charged all the way to the Great Seal and killed everyone there. It was pretty hilarious.
Even though I had a fair amount of fun in raids, I still don't think they're a good match for War Modes. It's just too uneven. I was in a raid of 25, and we encountered a raid of 10, and wiped them out. I strongly believe that War Mode would work better if they were somehow restricted to 5-man groups. Even multiple 5-man groups loosely coordinating would be better. It also might improve performance a bit, having several 5v5 fights scattered around, rather than a single 40v40.
I'm not sure how Blizzard would do that though. Perhaps War Mode is automatically disabled while in a raid. I have a feeling that there would be a huge outcry though.
In any case, Faction Assaults are quite fun. I strongly recommend turning on War Mode for them, and joining a small group.
There are some changes from Legion. The Assault World Quests don't replace existing World Quests. They are all clustered in a specific part of the zone. There are different (but similar) quests for each faction.
The assaults are well done. The zone changes, and it really feels like a major battle is taking place. For example, in Drustvar, the city has magic shields fending off Horde bombardments.
These Assaults are excellent in War Mode. I turned on War Mode to do the kill 25 Horde quests, and it was a lot of fun. There are Alliance groups running around clashing with Horde groups. The Assault structure funnels everyone into the same locations, encouraging lots of faction combat while doing the World Quests.
I even joined an Alliance raid group in Zuldazar that got hyped up and decided to sack the city of Dazalor. Not really sure why, but we invaded the bottom of the city, killed everyone at the inn, then charged all the way to the Great Seal and killed everyone there. It was pretty hilarious.
Even though I had a fair amount of fun in raids, I still don't think they're a good match for War Modes. It's just too uneven. I was in a raid of 25, and we encountered a raid of 10, and wiped them out. I strongly believe that War Mode would work better if they were somehow restricted to 5-man groups. Even multiple 5-man groups loosely coordinating would be better. It also might improve performance a bit, having several 5v5 fights scattered around, rather than a single 40v40.
I'm not sure how Blizzard would do that though. Perhaps War Mode is automatically disabled while in a raid. I have a feeling that there would be a huge outcry though.
In any case, Faction Assaults are quite fun. I strongly recommend turning on War Mode for them, and joining a small group.
Monday, December 17, 2018
8.1 Alliance War Campaign
I finished the available parts of the Alliance war campaign. There are three "chapters" available, out of four total. I'm somewhat surprised that Blizzard didn't time-gate each chapter. It would have fit well, and each chapter is a reasonable chunk of content.
The first chapter is working with Jaina to fend off an assault on Anglepoint. This was a pretty good use of a previous location and NPCs. Also, the final cutscene combined with the Achievement name ([Kul Tirans Don't Look At Explosions]) was very amusing.
The second chapter was this very odd blend of comedy and tragedy, where you use a gnomish device to "embiggen" an intelligent gorilla at the cost of his intelligence. The gorilla volunteers for this operation, seeking to strike back at the Horde (goblins, naturally) for hunting his people. So the entire quest line is a bunch of things that are normally funny, but kind of aren't anymore. I'm not certain if this was a good idea or not, but it was an interesting way of presenting the usual light and mindless gnomish shenanigans.
The third chapter was a treasury heist scenario featuring our favourite Alliance rogues, Mathias Shaw and Flynn Fairwind. Even though they're both rogues, they're both very different characters. Lots of fun banter. The scenario itself was pretty interesting, with several traps that you have to navigate.
I believe the second and third chapters are setting up potential bosses in the Dazalor raid.
There's still one more chapter, which I'm guessing unlocks tomorrow.
All in all, the Alliance War Campaign is pretty good. One interesting thing Blizzard is doing this expansion is taking their time with the story. 8.0 was all about setting initial outposts, and trying to avoid the enemy's attention. In 8.1 things are heating up, and there is more direct confrontation. This long view of the story is interesting, especially as we see many complaints that the factions aren't clashing as much as people think they should be.
Edit: One thing I forgot that I wanted to point out was that Blizzard was very good with cutscenes featuring your character in this patch. The aforementioned first chapter cutscene with both your character and Jaina walking away from the explosion was particularly stylish.
The first chapter is working with Jaina to fend off an assault on Anglepoint. This was a pretty good use of a previous location and NPCs. Also, the final cutscene combined with the Achievement name ([Kul Tirans Don't Look At Explosions]) was very amusing.
The second chapter was this very odd blend of comedy and tragedy, where you use a gnomish device to "embiggen" an intelligent gorilla at the cost of his intelligence. The gorilla volunteers for this operation, seeking to strike back at the Horde (goblins, naturally) for hunting his people. So the entire quest line is a bunch of things that are normally funny, but kind of aren't anymore. I'm not certain if this was a good idea or not, but it was an interesting way of presenting the usual light and mindless gnomish shenanigans.
The third chapter was a treasury heist scenario featuring our favourite Alliance rogues, Mathias Shaw and Flynn Fairwind. Even though they're both rogues, they're both very different characters. Lots of fun banter. The scenario itself was pretty interesting, with several traps that you have to navigate.
I believe the second and third chapters are setting up potential bosses in the Dazalor raid.
There's still one more chapter, which I'm guessing unlocks tomorrow.
All in all, the Alliance War Campaign is pretty good. One interesting thing Blizzard is doing this expansion is taking their time with the story. 8.0 was all about setting initial outposts, and trying to avoid the enemy's attention. In 8.1 things are heating up, and there is more direct confrontation. This long view of the story is interesting, especially as we see many complaints that the factions aren't clashing as much as people think they should be.
Edit: One thing I forgot that I wanted to point out was that Blizzard was very good with cutscenes featuring your character in this patch. The aforementioned first chapter cutscene with both your character and Jaina walking away from the explosion was particularly stylish.
Wednesday, December 12, 2018
Battle for Darkshore
Patch 8.1 was released yesterday. I did the Night Elf quest chain leading to the Battle of Darkshore.
I really enjoyed the quest line. It was good to see the Night Elves go feral and strike back.
The new warfront is interesting. The initial phase before getting a base is longer, which makes it feel more like an invasion or amphibious assault.
The primary resource seems to be wood, where Arathi emphasized iron. In Darkshore it feels like you use iron for recruiting troops or special abilities, and use wood for building. I liked the Night Elf style of the buildings, and the abilities you get.
It did seem to go a bit faster than Arathi, with a shorter building phase, but that might be just because we're learning the new zone.
I'm not really sure about the undead/goblin opposition. Though that's mostly because I don't like goblins and the "tech" that they bring in. They seem out of place in a night elf/worgen/undead fight. It's all shadows and knives in the dark, then the goblins burst in with flashy neon lights.
All in all, the new warfront is pretty good. Warfronts aren't really an activity I focus on, but it's nice to do them once or twice whenever they become active in each cycle.
I really enjoyed the quest line. It was good to see the Night Elves go feral and strike back.
The new warfront is interesting. The initial phase before getting a base is longer, which makes it feel more like an invasion or amphibious assault.
The primary resource seems to be wood, where Arathi emphasized iron. In Darkshore it feels like you use iron for recruiting troops or special abilities, and use wood for building. I liked the Night Elf style of the buildings, and the abilities you get.
It did seem to go a bit faster than Arathi, with a shorter building phase, but that might be just because we're learning the new zone.
I'm not really sure about the undead/goblin opposition. Though that's mostly because I don't like goblins and the "tech" that they bring in. They seem out of place in a night elf/worgen/undead fight. It's all shadows and knives in the dark, then the goblins burst in with flashy neon lights.
All in all, the new warfront is pretty good. Warfronts aren't really an activity I focus on, but it's nice to do them once or twice whenever they become active in each cycle.
Tuesday, December 04, 2018
Island Expeditions in 8.1
Blizzard is changing up how rewards work for Island Expeditions in 8.1:
What I would have preferred:
Currently in Battle for Azeroth, Island Expeditions have a chance to reward cosmetic items based on which type of creatures you and your team defeated. For example, if the island theme of the week was Hozen, there’s a chance to receive one of the Banana toys. If the invaders were Nerubian, you could have a chance to receive the Voru’kar Leecher companion pet (among other things). They way this has worked is by means of a hidden scorecard that counted your group’s efforts against anything on the island that was part of the invaders’ ecology. So if anyone in the group earned some Azerite from killing invaders or mining Azerite near the invaders, everyone in the group had a chance at the cosmetic rewards. That chance grew based on how much invaders’ Azerite was obtained, and was also a higher chance in Heroic and even higher in Mythic difficulty Islands. We set the maximum chance you could earn at a reasonable threshold, in the hopes that players wouldn’t feel that they needed to only kill invaders and not complete the islands in a natural way.
Of course, that’s not how it worked out. Confusion around the best way to get cosmetics led to a divergence in playstyles, with some players wishing to focus exclusively on hunting specific creatures, while others wished to win the island efficiently to get Azerite. This caused a significant amount of tension between players who had differing goals.
In Tides of Vengeance, all players on an Expedition will have a chance to receive cosmetic rewards based on the island’s inhabitants, rather than which enemies were specifically defeated. That chance will again be higher on higher difficulties, but there will be no need to strategize around invaders. The most efficient way to receive cosmetic rewards will be whatever tactics cause you to complete the Island quickly, on the highest difficulty that you’re comfortable.I agree with Blizzard that the two playstyles interacted badly with each other. However, I wish they had chosen the other path to be the default. Hunting rares and specific enemies is much more fun than speeding to the goal.
What I would have preferred:
- Expeditions are a fixed time, say 20 minutes.
- Most Azerite at the end wins the match.
- Normal creatures do not give Azerite, only named creatures.
- Many normal creatures become non-hostile.
- The "invasion" occurs at the half-way mark.
- No Azerite elementals.
So you can't speed up the expedition, and all you have to do to win is stay ahead of the enemy. Your focus becomes finding named enemies, and doing the mini-events around the island. Then when the invasion occurs, you hunt them down and clear them out.
Wednesday, November 28, 2018
Updates
Here's what I'm up to in the various games I am playing.
World of Warcraft
We're still working on Mythic. Last week was Thanksgiving in the USA, so we basically lost all our raid days and ended up just doing the first two Mythic bosses and several Heroic bosses on one day.
We also probably need to recruit some more. We pulled in a casual for the Mythics, and he hadn't even done them on LFR! He did manage to stay alive for both fights, so I think we should recruit him.
Other than Mythic Uldir, I'm pretty much waiting on the next patch. I am levelling a warlock alt, currently in Dustwallow Marsh. But I'm not putting a lot of effort into it. Maybe I should try to get into PvP or Mythic Keystone dungeons.
Lord of the Rings Online
I started the Captain, got to the point where you get a Herald, and decided to shelve the Captain. The Herald is just a bit too janky for me.
I ended up rolling a Ministrel. However, on the weekend, I ran into a bug where a quest item in the main prologue quest would not spawn, and that pretty much blocked me from continuing. So I created an Elf Guardian. It's somewhat ironic that I went with the base tank/healer classes after saying I would play what was fun.
The other part I'm deciding about are deeds. I really like how LotRO has deeds which reward you traits like Valor, Compassion, Charity, etc. and you can "equip" those traits to give your character bonuses. I think that's an excellent mechanic, and really emphasises the "goodness" of your character, which is very appropriate for the game.
But deeds are also a little like achievements in that you have to go out of your way, or grind a bit, to finish them. So they're somewhat optional.
Final Fantasy XIV
I haven't really played this much. I got to elemental level 20 in Eureka Anemos, and went to check out Eureka Pagos. But because you can still level in Anemos, most people are levelling there, and there are no challenge log groups in Pagos.
Destiny 2
I haven't played this in a while. There was a 13 GB patch yesterday. It's probably on the way out for me, but maybe I'll give it another whirl.
World of Warcraft
We're still working on Mythic. Last week was Thanksgiving in the USA, so we basically lost all our raid days and ended up just doing the first two Mythic bosses and several Heroic bosses on one day.
We also probably need to recruit some more. We pulled in a casual for the Mythics, and he hadn't even done them on LFR! He did manage to stay alive for both fights, so I think we should recruit him.
Other than Mythic Uldir, I'm pretty much waiting on the next patch. I am levelling a warlock alt, currently in Dustwallow Marsh. But I'm not putting a lot of effort into it. Maybe I should try to get into PvP or Mythic Keystone dungeons.
Lord of the Rings Online
I started the Captain, got to the point where you get a Herald, and decided to shelve the Captain. The Herald is just a bit too janky for me.
I ended up rolling a Ministrel. However, on the weekend, I ran into a bug where a quest item in the main prologue quest would not spawn, and that pretty much blocked me from continuing. So I created an Elf Guardian. It's somewhat ironic that I went with the base tank/healer classes after saying I would play what was fun.
The other part I'm deciding about are deeds. I really like how LotRO has deeds which reward you traits like Valor, Compassion, Charity, etc. and you can "equip" those traits to give your character bonuses. I think that's an excellent mechanic, and really emphasises the "goodness" of your character, which is very appropriate for the game.
But deeds are also a little like achievements in that you have to go out of your way, or grind a bit, to finish them. So they're somewhat optional.
Final Fantasy XIV
I haven't really played this much. I got to elemental level 20 in Eureka Anemos, and went to check out Eureka Pagos. But because you can still level in Anemos, most people are levelling there, and there are no challenge log groups in Pagos.
Destiny 2
I haven't played this in a while. There was a 13 GB patch yesterday. It's probably on the way out for me, but maybe I'll give it another whirl.
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