This post contains significant spoilers for Shadowbringers.
I finished the Main Story Quest for FFXIV: Shadowbringers last night. I have mixed feelings on it. I should note that everyone else seems to be raving about the story, and are extremely happy about the expansion. So I appear to be out of step with the community at large.
When I see a new story or game, there are two dimensions along which I evaluate it: execution, and ambition. And perhaps I value ambition too highly. I'd rather see something where the creators aim high, and stumble. Of course, the best works are those which combine the two successfully.
Shadowbringers is a case of superb execution, but also far less ambition than the previous expansions. And that makes Shadowbringers somewhat of a disappointment to me.
I should start off with the good. The small moments, the characterisation, the interactions with the Scions, the dungeons and trials, all are absolutely excellent. The best FFXIV has ever been.
However, suppose I told you a story about a demon invasion. The demons invaded, conquered the lands, and magically created an eternal night. People wandering outside might get attacked and killed by roaming demons. Demons sometimes transform their prey into new demons. The hero needs to lift the night by killing the demon lords. There's one human kingdom which allies with the demons. None of the kingdoms are particularly new or interesting, mostly because they're all remnants of older kingdoms from before the invasion.
This is a pretty cliche fantasy story. One that's been done many times. Yet this is exact same story of the first 80% of Shadowbringers, only with a palette swap. Instead of being shown as "demons", the enemies are shown as "angelic". Instead of eternal night, it's an eternal day. Only there is zero difference in behavior. The change is only skin-deep.
The last 20% is an Ascian story. But it did not feel much different than the Lahabrea story from ARR. The execution was superb, true, with a great villain and set-pieces. But ultimately it was just a retread of what had happened before. There were moments where I thought the Ascian would do something new, take the story in a different direction, and break new ground. But ultimately that never happened, and everything fell into the old patterns.
I would rate Heavensward as the best expansion, then Stormblood, then Shadowbringers, and finally ARR. Stormblood stumbled a bit in execution, but I thought it was more interesting and more ambitious than Shadowbringers.
Tuesday, July 09, 2019
Monday, July 01, 2019
FFXIV Shadowbringers Dungeon Trust System
This post may contain minor spoilers for FFXIV: Shadowbringers. I am trying avoid major ones, though.
Final Fantasy XIV launched early access for its latest expansion, Shadowbringers, this weekend. I'm still in the middle of the story, so no comments on that yet. However, I thought I'd take a look at one of the new systems introduced: Trusts for dungeons.
The new 4-man dungeons in Shadowbringers can be done entirely with NPCs. The NPCs available depend on the story line leading to the dungeon. All the roles are covered, though, so the player can choose any role.
I've done the first three dungeons using the Trust system, playing as a tank. In general it works quite well. The NPCs do mechanics correctly, they move out of AoEs, and stack appropriately. It's actually pretty useful, as you can just mimic them if you don't know what to do for a particular mechanic. You cannot give the NPCs any orders, they just do their thing, as if you were playing with other players.
There's also no queue time for the dungeons when using a Trust. It works better with the story, as using the same NPCs makes it feel more seamless, and allows SE to add appropriate commentary.
SE also tried to add some personality into how the NPCs do things. For example, there's one fight which creates a chasm between the party and the boss. There's a thin zig-zagging bridge you can use to cross the chasm. One NPC, who's something of a hothead, just ran across the bridge with no hesitation. Another one, a magic-user, used a personal teleport spell to get across. The third NPC is timid, and she slowly and hesitantly walked across. She did not make it across before the rest of us finished that mechanic.
So why play with normal people instead of using a Trust? The biggest difference is that the NPCs are slow and have lower DPS. They do not AoE at all, and single-target everything. Even in pulls which have eight small things, and are quintessential AoE pulls, the NPCs will kill one by one. It isn't that bad, as they will focus the same target, and are generally very predictable, so tanking is easy.
The first dungeon I did with a Trust took 35 minutes, with no wipes. I estimate it would have taken around 25 minutes with a normal group of players. So using the NPC Trust increases the time taken by 50% or so. However there is no queue time.
As a result of this, I think people will be very happy to use Trusts for the first time through the dungeon, while doing the story. But after that, when leveling other classes, they'll probably choose to play with other people. A few people--who really don't want to play with others--will stick with Trusts. It was pretty clever of SE to use time as the factor to separate players and NPCs, while ensure that ultimate success is still the likely outcome.
Final Fantasy XIV launched early access for its latest expansion, Shadowbringers, this weekend. I'm still in the middle of the story, so no comments on that yet. However, I thought I'd take a look at one of the new systems introduced: Trusts for dungeons.
The new 4-man dungeons in Shadowbringers can be done entirely with NPCs. The NPCs available depend on the story line leading to the dungeon. All the roles are covered, though, so the player can choose any role.
I've done the first three dungeons using the Trust system, playing as a tank. In general it works quite well. The NPCs do mechanics correctly, they move out of AoEs, and stack appropriately. It's actually pretty useful, as you can just mimic them if you don't know what to do for a particular mechanic. You cannot give the NPCs any orders, they just do their thing, as if you were playing with other players.
There's also no queue time for the dungeons when using a Trust. It works better with the story, as using the same NPCs makes it feel more seamless, and allows SE to add appropriate commentary.
SE also tried to add some personality into how the NPCs do things. For example, there's one fight which creates a chasm between the party and the boss. There's a thin zig-zagging bridge you can use to cross the chasm. One NPC, who's something of a hothead, just ran across the bridge with no hesitation. Another one, a magic-user, used a personal teleport spell to get across. The third NPC is timid, and she slowly and hesitantly walked across. She did not make it across before the rest of us finished that mechanic.
So why play with normal people instead of using a Trust? The biggest difference is that the NPCs are slow and have lower DPS. They do not AoE at all, and single-target everything. Even in pulls which have eight small things, and are quintessential AoE pulls, the NPCs will kill one by one. It isn't that bad, as they will focus the same target, and are generally very predictable, so tanking is easy.
The first dungeon I did with a Trust took 35 minutes, with no wipes. I estimate it would have taken around 25 minutes with a normal group of players. So using the NPC Trust increases the time taken by 50% or so. However there is no queue time.
As a result of this, I think people will be very happy to use Trusts for the first time through the dungeon, while doing the story. But after that, when leveling other classes, they'll probably choose to play with other people. A few people--who really don't want to play with others--will stick with Trusts. It was pretty clever of SE to use time as the factor to separate players and NPCs, while ensure that ultimate success is still the likely outcome.
Thursday, June 27, 2019
8.2 Nazjatar
World of Warcraft released patch 8.2, Rise of Azshara, this week. It introduced two new zones, Nazjatar and Mechagon. You go to Nazjatar first. I haven't really started Mechagon, so these are just impressions of Nazjatar.
Nazjatar is an interesting zone. The story line unlocks a faction which you ally with. For Alliance, it's the Waveblade Ankoan, who are basically fish-men. There are a lot of quests, and things to find and unlock.
Gameplay-wise, the zone is a combination of dailies and world quests, which actually work fairly well together. A lot of the dailies are more general, like "kill 15 Naga", which you can do anywhere on the island. You also choose one of three Ankoan companions who fight alongside you, and have three specific daily quests to level up. So you try to do dailies and World Quests at the same time, completing the dailies on the way to and from the World Quests.
I chose the hunter companion, who honestly comes across as a bit emo. I think I'll try the shaman next.
The combination of having some quests which are tied to a specific location, and others which are more general, is very good. It allows you to play a mini-optimising game with your quests each day.
There's also lots of puzzle quests in Nazjatar. Everyone was complaining about this one where you have to rescue someone by bouncing on jellyfish. I thought it was pretty easy, as I one-shot it. Maybe it was beginner's luck, but all you need to do is turn and face the next platform/jellyfish as you are being bounced.
Nazjatar also has Benthic armour, which you can buy and upgrade with the currency found in the zone. I'm not entirely certain if it's something a raider should pursue, or if it's mostly for solo players, alts, and filling in holes. I blew most of my currency on fixing an Abyssal device, which doesn't seem to do anything, but might be used in crafting later. So gear is mostly moot for me at this point.
One thing is that the armour is random, but whatever stats it has is maintained as it upgrades. So it's possible that the ideal is gambling until you get a piece withthe best secondaries and a socket, and then upgrading that. The initial armour is very cheap as well, which lends itself to this strategy.
Edit: Apparently the secondaries and special Benthic bonuses are fixed for each item slot. All belts have the same secondaries and Benthic bonus, etc. So if you want to gamble, it's really only for tertiary stats like leech and sockets.
Second Edit: Apparently the above is not quite right. Some slots have multiple "types" of Benthic armor. Each type has specific secondaries and bonuses. Like there are three different plate legs.
All in all, Nazjatar is a pretty interesting zone, with a variety of activities. It should be interesting to see how things unfold, especially as there is a second zone to balance it out.
Nazjatar is an interesting zone. The story line unlocks a faction which you ally with. For Alliance, it's the Waveblade Ankoan, who are basically fish-men. There are a lot of quests, and things to find and unlock.
Gameplay-wise, the zone is a combination of dailies and world quests, which actually work fairly well together. A lot of the dailies are more general, like "kill 15 Naga", which you can do anywhere on the island. You also choose one of three Ankoan companions who fight alongside you, and have three specific daily quests to level up. So you try to do dailies and World Quests at the same time, completing the dailies on the way to and from the World Quests.
I chose the hunter companion, who honestly comes across as a bit emo. I think I'll try the shaman next.
The combination of having some quests which are tied to a specific location, and others which are more general, is very good. It allows you to play a mini-optimising game with your quests each day.
There's also lots of puzzle quests in Nazjatar. Everyone was complaining about this one where you have to rescue someone by bouncing on jellyfish. I thought it was pretty easy, as I one-shot it. Maybe it was beginner's luck, but all you need to do is turn and face the next platform/jellyfish as you are being bounced.
Nazjatar also has Benthic armour, which you can buy and upgrade with the currency found in the zone. I'm not entirely certain if it's something a raider should pursue, or if it's mostly for solo players, alts, and filling in holes. I blew most of my currency on fixing an Abyssal device, which doesn't seem to do anything, but might be used in crafting later. So gear is mostly moot for me at this point.
One thing is that the armour is random, but whatever stats it has is maintained as it upgrades. So it's possible that the ideal is gambling until you get a piece with
Edit: Apparently the secondaries and special Benthic bonuses are fixed for each item slot. All belts have the same secondaries and Benthic bonus, etc. So if you want to gamble, it's really only for tertiary stats like leech and sockets.
Second Edit: Apparently the above is not quite right. Some slots have multiple "types" of Benthic armor. Each type has specific secondaries and bonuses. Like there are three different plate legs.
All in all, Nazjatar is a pretty interesting zone, with a variety of activities. It should be interesting to see how things unfold, especially as there is a second zone to balance it out.
Sunday, June 23, 2019
A Worrying Sign for Classic?
My latest experiences in the WoW Classic Beta have made me more pessimistic about the success of the WoW Classic. To wit, the early zones, Elywnn Forest and Westfall, are already dead. Honestly, they died faster than many of the other "failed" MMOs which I've tried.
I ended up deleting all the characters I made and started fresh with a Priest. There are very few (like on the order or 5 or less) people in Elywnn Forest. Local chat is completely dead. I got up to Hogger, and then spent time on the weekend going, "LFG Hogger". After three different sessions, I finally got a level 9 dwarf hunter to take pity on me and we teamed up and killed Hogger.
Westfall is pretty much the same. There isn't even anyone just hanging out in Goldshire. In Retail, there's always people dueling or jumping around in Goldshire.
Classic is a game which requires other people. If there are no other people around, it becomes a very frustrating experience.
Now, maybe everyone is on higher level characters, and focusing on them. Though Stormwind was pretty empty as well. Maybe people aren't playing because it is Beta, and they're saving their powder for when Classic launches.
I guess my advice to people thinking about Classic is to make sure you do not miss the initial wave of players. If you fall behind, Classic will rapidly become a lot less fun.
I ended up deleting all the characters I made and started fresh with a Priest. There are very few (like on the order or 5 or less) people in Elywnn Forest. Local chat is completely dead. I got up to Hogger, and then spent time on the weekend going, "LFG Hogger". After three different sessions, I finally got a level 9 dwarf hunter to take pity on me and we teamed up and killed Hogger.
Westfall is pretty much the same. There isn't even anyone just hanging out in Goldshire. In Retail, there's always people dueling or jumping around in Goldshire.
Classic is a game which requires other people. If there are no other people around, it becomes a very frustrating experience.
Now, maybe everyone is on higher level characters, and focusing on them. Though Stormwind was pretty empty as well. Maybe people aren't playing because it is Beta, and they're saving their powder for when Classic launches.
I guess my advice to people thinking about Classic is to make sure you do not miss the initial wave of players. If you fall behind, Classic will rapidly become a lot less fun.
Thursday, June 20, 2019
Classic Stress Test Thoughts
Blizzard started a stress test for Classic yesterday, where anyone in NA with a WoW subscription could try Classic. The servers will be up for a day or two, if you didn't get to try Classic out.
I found the test quite funny. Blizzard was clearly testing their server stability, as they put way too many people in the zone for game-play purposes. I made a mage, and I had a lot of trouble finishing the very first quest. I'd start casting a Fireball at a kobold, and someone would tag it before the cast finished.
In the end, I resorted to running up to the kobold, hitting it with my staff to tag it, and only then start casting Fireballs.
The conversation in the zone was very lively, and everyone was remarking how this was totally unlike retail servers where it's silent. That's true, but the Beta servers were like that at the start, and now they're dead silent.
If I was making an MMO, I would strongly consider adding a world chat channel that everyone on the server is in. There's a critical mass of people necessary to get chat going. For zone chat, it really only exists in the starting zones, and really only at launch.
Or maybe, like Blizzard is having layers for the world, have "layers" for chat that expand and contract depending on the number of people. Maybe the game starts with one chat for the starting zone, and all the other zones have the same chat. Then as people starting levelling up, maybe the first two zones share the same chat, and so on.
I found the test quite funny. Blizzard was clearly testing their server stability, as they put way too many people in the zone for game-play purposes. I made a mage, and I had a lot of trouble finishing the very first quest. I'd start casting a Fireball at a kobold, and someone would tag it before the cast finished.
In the end, I resorted to running up to the kobold, hitting it with my staff to tag it, and only then start casting Fireballs.
The conversation in the zone was very lively, and everyone was remarking how this was totally unlike retail servers where it's silent. That's true, but the Beta servers were like that at the start, and now they're dead silent.
If I was making an MMO, I would strongly consider adding a world chat channel that everyone on the server is in. There's a critical mass of people necessary to get chat going. For zone chat, it really only exists in the starting zones, and really only at launch.
Or maybe, like Blizzard is having layers for the world, have "layers" for chat that expand and contract depending on the number of people. Maybe the game starts with one chat for the starting zone, and all the other zones have the same chat. Then as people starting levelling up, maybe the first two zones share the same chat, and so on.
Wednesday, June 12, 2019
Classes in an Alternate Burning Crusade
Continuing on from my previous post on races, another major mistake The Burning Crusade expansion made was with classes. Specifically allowing Alliance Shamans and Horde Paladins.
I've discussed this before, but I think that the Alliance in particular lost a lot of its identity when the Horde got paladins. Especially as the Silver Hand opened up to both factions, but the Horde had separate orders for the Blood Knights and Sunwalkers.
In an alternate TBC, paladins could stay Alliance, and shamans could stay Horde. As long as Blessing of Salvation (and the equivalent totem) is removed, there would be no real imbalance.
Then, assuming an alternate Wrath comes along, perhaps the Horde could get Death Knights, and the Alliance gets Demon Hunters (since both Night Elves and Blood Elves are Alliance in my alternate timeline).
I think reinforcing the faction division mechanically, with different classes that play significantly different, would be a much better path. WoW chose to homogenise the factions. In the long run, I think that was not a good decision.
I've discussed this before, but I think that the Alliance in particular lost a lot of its identity when the Horde got paladins. Especially as the Silver Hand opened up to both factions, but the Horde had separate orders for the Blood Knights and Sunwalkers.
In an alternate TBC, paladins could stay Alliance, and shamans could stay Horde. As long as Blessing of Salvation (and the equivalent totem) is removed, there would be no real imbalance.
Then, assuming an alternate Wrath comes along, perhaps the Horde could get Death Knights, and the Alliance gets Demon Hunters (since both Night Elves and Blood Elves are Alliance in my alternate timeline).
I think reinforcing the faction division mechanically, with different classes that play significantly different, would be a much better path. WoW chose to homogenise the factions. In the long run, I think that was not a good decision.
Tuesday, June 11, 2019
Personal Loot Needs an 'Any Specialization' Option
Quick thought from raiding tonight. Personal Loot needs an 'Any Specialization' option.
Right now, you can choose 'Current Specialization' or pick a specific specialization. But at this point in farming, an 'Any' option would be really nice. If you're a Holy Paladin, you might get a Ret weapon, or a Prot trinket, without giving up the chance to get a Warforged Holy item.
The other option is basically switching loot specializations on all the different bosses, which is rather fiddly. As well, it's unfortunate when one specific boss has items from different specs, and you have choose which spec to forego.
Perhaps a small change, but I think it would make Personal Loot a bit better.
Right now, you can choose 'Current Specialization' or pick a specific specialization. But at this point in farming, an 'Any' option would be really nice. If you're a Holy Paladin, you might get a Ret weapon, or a Prot trinket, without giving up the chance to get a Warforged Holy item.
The other option is basically switching loot specializations on all the different bosses, which is rather fiddly. As well, it's unfortunate when one specific boss has items from different specs, and you have choose which spec to forego.
Perhaps a small change, but I think it would make Personal Loot a bit better.
Monday, June 10, 2019
Graehl's FFXIV Videos
I came across Graehl on Youtube. He makes FFXIV informational videos which are absolutely superb. They're clean and efficient, and present new data beautifully.
Check out his video introducing the new Dancer class:
The class looks really cool. The "dance" mechanic is quite novel for MMOs (even if it is just Simon Says), and I'm quite intrigued as to how it will work in actual group content.
Speaking of FFXIV, I'm really excited about Shadowbringers, especially the class overhauls. However, I don't really want to play FFXIV right now, and level classes with the old mechanics. Ironic.
Check out his video introducing the new Dancer class:
The class looks really cool. The "dance" mechanic is quite novel for MMOs (even if it is just Simon Says), and I'm quite intrigued as to how it will work in actual group content.
Speaking of FFXIV, I'm really excited about Shadowbringers, especially the class overhauls. However, I don't really want to play FFXIV right now, and level classes with the old mechanics. Ironic.
Tuesday, June 04, 2019
Revisiting the Deadmines
I finally reached a point where I could take on the first Alliance dungeon, the Deadmines. Luckily a guildie was looking for a final DPS spot, and I was the quickest to respond. The group was a warrior tank, a paladin healer, a rogue, a hunter, and my paladin. All about level 17 or 18.
The run was ... interesting.
It wasn't bad. People generally knew what they were doing. But we didn't use any crowd control. The warrior tank didn't really have any AoE threat, but played as if she did. So the rogue and I often ended up tanking individual mobs. The warrior also didn't have any ranged weapons, likely because she had not gone to Darnassus to train them yet. So every pull was a body pull or a charge.
I did enjoy playing the old-style paladin. Mostly dealing damage, tanking the occasional mob, throwing out a heal every so often. Especially on VanCleef, when the healer went out-of-mana at about 30%, so I healed the last bit.
We did wipe once in the middle, too many goblin runners. The hunter had run out of ammo, so he took a spirit res to buy some more. Then the others ran out of the dungeon to help him get back, though he did die once on the way. I stayed in the dungeon to make sure it didn't reset.
Most of the bosses were fairly easy. After VanCleef, we jumped down to get Cookie, but pulled too many mobs and died. At that point the healer called it, and the group disbanded. In total, the run took about an hour and half.
I'm not really sure what to think about that run. On the one hand, it wasn't entirely successful. We wiped twice. It took a fairly long time. We didn't even clear the entire dungeon.
On the other hand, it was memorable. It made for a better story than the fast, efficient, successful runs of modern WoW. Is that valuable? It's good for your first run of a dungeon to be memorable, but I rather expect you want your hundredth run of that same dungeon to be fast, efficient and successful.
The run was ... interesting.
It wasn't bad. People generally knew what they were doing. But we didn't use any crowd control. The warrior tank didn't really have any AoE threat, but played as if she did. So the rogue and I often ended up tanking individual mobs. The warrior also didn't have any ranged weapons, likely because she had not gone to Darnassus to train them yet. So every pull was a body pull or a charge.
I did enjoy playing the old-style paladin. Mostly dealing damage, tanking the occasional mob, throwing out a heal every so often. Especially on VanCleef, when the healer went out-of-mana at about 30%, so I healed the last bit.
We did wipe once in the middle, too many goblin runners. The hunter had run out of ammo, so he took a spirit res to buy some more. Then the others ran out of the dungeon to help him get back, though he did die once on the way. I stayed in the dungeon to make sure it didn't reset.
Most of the bosses were fairly easy. After VanCleef, we jumped down to get Cookie, but pulled too many mobs and died. At that point the healer called it, and the group disbanded. In total, the run took about an hour and half.
I'm not really sure what to think about that run. On the one hand, it wasn't entirely successful. We wiped twice. It took a fairly long time. We didn't even clear the entire dungeon.
On the other hand, it was memorable. It made for a better story than the fast, efficient, successful runs of modern WoW. Is that valuable? It's good for your first run of a dungeon to be memorable, but I rather expect you want your hundredth run of that same dungeon to be fast, efficient and successful.
Sunday, June 02, 2019
Races in an Alternate Burning Crusade
Assuming Classic is a success, what is the future of Classic servers? The most probable option is that Blizzard releases The Burning Crusade for Classic, following the same path as Classic.
But playing with Classic Beta has lead me to believe that TBC made several big mistakes, which weakened the setup of Classic WoW. In some ways, an alternate TBC, with several changes and essentially new content, would be a better future. Of course, Classic would have to be spectacularly successful for Blizzard to green-light something like this. And even then, they may not, believing that fidelity to what was released is more important.
The biggest mistake, in my opinion, was having the Blood Elves join the Horde.
In Classic, the Horde has a very strong identity. They are the monsters, banding together for survival. In the immortal words of Zangief from Wreck-It Ralph, "You are bad guy, but this does not mean you are bad guy."
The blood elves really weaken this. They're pretty elves. Blizzard tried their best to give them a dark backstory, but when you join a group where 4 of 5 characters are blood elves, it just doesn't feel like the Horde, not the way a Classic Horde group does. Now, maybe Blizzard did need a pretty race to balance the factions numerically, but that balance came at the cost of the Horde's identity.
What I would suggest is that the Alliance gets the Blood Elves, and the Horde gets the Worgen. Werewolves are classic monsters, and would fit in with the Horde. Of course, this would invalidate pretty much all of current WoW's story lines.
A later expansion could give the Horde goblins, and the Alliance draenei. Keeping the Horde's identity as the "monstrous" faction, and keeping the Alliance as the "normal RPG" faction would serve make the factions more distinct.
But playing with Classic Beta has lead me to believe that TBC made several big mistakes, which weakened the setup of Classic WoW. In some ways, an alternate TBC, with several changes and essentially new content, would be a better future. Of course, Classic would have to be spectacularly successful for Blizzard to green-light something like this. And even then, they may not, believing that fidelity to what was released is more important.
The biggest mistake, in my opinion, was having the Blood Elves join the Horde.
In Classic, the Horde has a very strong identity. They are the monsters, banding together for survival. In the immortal words of Zangief from Wreck-It Ralph, "You are bad guy, but this does not mean you are bad guy."
The blood elves really weaken this. They're pretty elves. Blizzard tried their best to give them a dark backstory, but when you join a group where 4 of 5 characters are blood elves, it just doesn't feel like the Horde, not the way a Classic Horde group does. Now, maybe Blizzard did need a pretty race to balance the factions numerically, but that balance came at the cost of the Horde's identity.
What I would suggest is that the Alliance gets the Blood Elves, and the Horde gets the Worgen. Werewolves are classic monsters, and would fit in with the Horde. Of course, this would invalidate pretty much all of current WoW's story lines.
A later expansion could give the Horde goblins, and the Alliance draenei. Keeping the Horde's identity as the "monstrous" faction, and keeping the Alliance as the "normal RPG" faction would serve make the factions more distinct.
Thursday, May 30, 2019
Revisiting Tera Online
I've been playing Tera Online over the last few weeks. It's pretty interesting to see what they've changed.
They've streamlined leveling a fair bit. You just follow the main story quests and you don't have to do any of the zone quests. The story quests give you armor, and special relic weapons drop at certain level ranges which gives you a good weapon. Monsters are a bit easier to defeat while leveling. Most leveling dungeons have been repurposed for 3-people of any class, rather than needing a tank or healer.
I leveled a Castanic Valkyrie to 65, the start of current content. The Valkyrie is a spear-wielding class with several AoE moves, so her combo chains have lots of spins. She also builds combo points on enemies, and detonates them for large amounts of damage.
For the most part following the story quests worked well, though there were a couple of points near the end where they ended up in a dungeon for which I had outlevelled the instance finder, but was tedious to solo. That was fine for the most part, I just went back and finished up when I reached 65.
Technically, 65 isn't the cap, the real cap is 70. But apparently it takes weeks to level up from this point. Current content is a long grind, I guess.
For the most part, I really enjoyed my time in Tera. I still think the combat is excellent. The stories were not exactly good, but they were fun in a cheesy way. It was nice to see the conclusions to all those stories I started so long ago.
If you treat it as kind of a quasi-single-player game, levelling a character to 65 in Tera Online is a lot of fun. I don't know if I'll continue playing, or if I will try out a new character, but I really enjoyed the time I spent in the game these last few weeks.
In any case, here's the highlight of all Tera Online posts. Let's see what sort of ludicrous armor my character has to wear. Actually, I find this the most hilarious part of Tera, seeing the different, shameless, armor styles. Here's my Valkyrie in her current armor (from the login screen):
They've streamlined leveling a fair bit. You just follow the main story quests and you don't have to do any of the zone quests. The story quests give you armor, and special relic weapons drop at certain level ranges which gives you a good weapon. Monsters are a bit easier to defeat while leveling. Most leveling dungeons have been repurposed for 3-people of any class, rather than needing a tank or healer.
I leveled a Castanic Valkyrie to 65, the start of current content. The Valkyrie is a spear-wielding class with several AoE moves, so her combo chains have lots of spins. She also builds combo points on enemies, and detonates them for large amounts of damage.
For the most part following the story quests worked well, though there were a couple of points near the end where they ended up in a dungeon for which I had outlevelled the instance finder, but was tedious to solo. That was fine for the most part, I just went back and finished up when I reached 65.
Technically, 65 isn't the cap, the real cap is 70. But apparently it takes weeks to level up from this point. Current content is a long grind, I guess.
For the most part, I really enjoyed my time in Tera. I still think the combat is excellent. The stories were not exactly good, but they were fun in a cheesy way. It was nice to see the conclusions to all those stories I started so long ago.
If you treat it as kind of a quasi-single-player game, levelling a character to 65 in Tera Online is a lot of fun. I don't know if I'll continue playing, or if I will try out a new character, but I really enjoyed the time I spent in the game these last few weeks.
In any case, here's the highlight of all Tera Online posts. Let's see what sort of ludicrous armor my character has to wear. Actually, I find this the most hilarious part of Tera, seeing the different, shameless, armor styles. Here's my Valkyrie in her current armor (from the login screen):
Tuesday, May 28, 2019
Classic Thoughts, Part II
Other People in Classic
A long time ago, I observed that:
Truthfully, it makes me less inclined to play Classic.
Grouping and Questing
Regarding the discussion of grouping and questing, I came across this old post of mine from TBC days: Is Questing Anti-Social. An excerpt:
A long time ago, I observed that:
It's a little unfair to the developers, but the best reason to play WoW instead of other MMOs is that you don't have to listen to people talking about WoW.Well, now you can play WoW while listening to people constantly talk about WoW. Either castigating Battle for Azeroth or reminiscing about 15 years ago. It's non-stop, and it's like these people don't have any other conversation.
Truthfully, it makes me less inclined to play Classic.
Grouping and Questing
Regarding the discussion of grouping and questing, I came across this old post of mine from TBC days: Is Questing Anti-Social. An excerpt:
I think people don't group because they are ambivalent about approaching strangers. Maybe it's fear of rejection, a desire not to impose on someone else, or feeling bad about asking for help. But my experience is that a lot of people are perfectly willing to group up, they just don't want to be the one to ask. And because you can solo most quests, they don't ask unless they have to.
I think we are already seeing this issue in the Beta. Classic is a game which works best when groups are formed easily. But people simply don't like to group.
Will Classic Weaken Guilds on Live?
My current guess is that Classic will attract a great deal of attention on launch. But over the next three months, it will lose 90% of its audience. It will still stabilise at a few hundred thousand, numbers any other MMO would envy.
I don't think that Live will lose significant numbers to Classic. However, I wonder if the "type" of people who switch from Live to Classic will matter.
Basically, the type of people who will be very attracted to Classic are the highly social and the organizers. They'll be the ones who will be able to handle the grouping, who have a rolodex of friendly tanks or healers. In Live, though, these are the people who form the strong core of guilds. Guild leaders, officers, etc.
Numerically, these people are outnumbered by the rank-and-file. But they're the type of people who's loss hurts the most. I look at my current guild, and I think I have a general sense of who would be most interested in Classic. If we lost half of them at the same time, it would hurt us a lot.
I think something similar happened before, when 10-man raids were introduced. The core of many existing raid teams focused on 10-mans, but a lot of the rank-and-file ended up dropping away.
Monday, May 27, 2019
Classic Thoughts From The Weekend
More observations and thoughts on WoW Classic, from the Beta:
- I am really unsure how successful Classic will be. Sometimes I think it will do well, but then I see three groups going "LF Tank for DM" in Westfall chat, and I become more sceptical.
- One group even offered to pay the tank 15 silver. It's been years since I've seen that. Also, it is amusing how 15 silver is a valuable reward in Classic.
- I made a whole bunch of alts and tried the various classes up to level 7 or so. Paladin is the most boring, all the other classes are reasonable.
- Rogue is the one class which feels the most similar to modern classes, and you can see how many classes have become more like the Rogue over time.
- I think the best way to play Classic is to be super-aggressive about grouping. Someone is in the same area as you doing the same quest? Send them an invite, do the quest, and then say good bye.
- This is especially important for paladins. Add a single group member and game-play smooths out and efficiency spikes.
- In some ways, I think Classic levelling is a better game than Live when in a group, but a significantly worse game when solo. When you're in a group in Classic, even at very low levels, there is a noticeable feeling of the group being stronger than the sum of its parts.
- The question then becomes how easy is it to get a group while levelling.
Friday, May 24, 2019
Classic Updates, Heroic Mekkatorque Woes
WoW Classic Beta
I haven't had much time with the Classic Beta. I got up to the quest with the Defias Pillagers, who have killed me multiple times so far. I think I'm a bit underlevelled. I probably should have gone and done the quests in the dwarf area.
I'm really not feeling the paladin, though. Currently Classic Beta feels very lonely and paladin game-play is very boring. I think I'm going to try out a few different classes this weekend.
I did roll a Tauren Druid, but have only reached level 3 with it.
Heroic Mekkatorque
We're still having a lot of trouble with Heroic Mekkatorque. We can beat it every week, but it always takes us five or more pulls every week. It's simply not on farm status. Unlike all the other fights, it feels like we haven't improved on that fight even after killing it several times. In contrast, we can one-shot Heroic Jaina now.
Because Heroic Mekkatorque can take us up to two hours, it's in an awkward position for completing all the content, and actually getting both Daza'lor and Crucible down in one week.
I think there must be a better strategy out there, though I'm not sure what we're doing wrong. My guess is that our tank movement and raid positioning is ad-hoc, and makes things more difficult than it has to be. Like maybe there's a better way to position the group that makes the fight more standard and less variable.
If anyone can link me a particularly clean H-Mekkatorque kill video, I would be grateful. All the videos I can find have messy kills, usually because they're first kills.
I haven't had much time with the Classic Beta. I got up to the quest with the Defias Pillagers, who have killed me multiple times so far. I think I'm a bit underlevelled. I probably should have gone and done the quests in the dwarf area.
I'm really not feeling the paladin, though. Currently Classic Beta feels very lonely and paladin game-play is very boring. I think I'm going to try out a few different classes this weekend.
I did roll a Tauren Druid, but have only reached level 3 with it.
Heroic Mekkatorque
We're still having a lot of trouble with Heroic Mekkatorque. We can beat it every week, but it always takes us five or more pulls every week. It's simply not on farm status. Unlike all the other fights, it feels like we haven't improved on that fight even after killing it several times. In contrast, we can one-shot Heroic Jaina now.
Because Heroic Mekkatorque can take us up to two hours, it's in an awkward position for completing all the content, and actually getting both Daza'lor and Crucible down in one week.
I think there must be a better strategy out there, though I'm not sure what we're doing wrong. My guess is that our tank movement and raid positioning is ad-hoc, and makes things more difficult than it has to be. Like maybe there's a better way to position the group that makes the fight more standard and less variable.
If anyone can link me a particularly clean H-Mekkatorque kill video, I would be grateful. All the videos I can find have messy kills, usually because they're first kills.
Tuesday, May 21, 2019
Audience Inconsistencies, Class Quests
Audience Inconsistencies
Sometimes I feel sorry for Blizzard. They get so many conflicting signals from the audience that it must be quite hard to figure out what the right thing to do is. For example, right now:
Players: Classic is amazing with it's difficulty and inconveniences. It's awesome when players have to be careful about what enemies they attack and avoid. Retail should be more like Classic
Blizzard: In Patch 8.2 absorbs will no longer prevent daze. You need to be more careful about avoiding enemies, and not just mounting up and running straight through them all.
Players: Why does Blizzard hate fun?!?
Class Quests
I hit level 12 in the Classic Beta yesterday. Apparently there's an entire quest around getting Resurrection that I completely forgot about!
I really enjoyed that quest. It's small, and involved a lot of running, and wasn't that difficult. But it was very paladin-specific. I also liked that it wasn't world-shaking, but first about providing linen to an orphanage for clothes, and then resurrecting someone who was investigating the Defias. It fit nicely with learning the Resurrection spell. Though that does raise questions about who you can actually resurrect or not resurrect story-wise.
Sometimes I feel sorry for Blizzard. They get so many conflicting signals from the audience that it must be quite hard to figure out what the right thing to do is. For example, right now:
Players: Classic is amazing with it's difficulty and inconveniences. It's awesome when players have to be careful about what enemies they attack and avoid. Retail should be more like Classic
Blizzard: In Patch 8.2 absorbs will no longer prevent daze. You need to be more careful about avoiding enemies, and not just mounting up and running straight through them all.
Players: Why does Blizzard hate fun?!?
Class Quests
I hit level 12 in the Classic Beta yesterday. Apparently there's an entire quest around getting Resurrection that I completely forgot about!
I really enjoyed that quest. It's small, and involved a lot of running, and wasn't that difficult. But it was very paladin-specific. I also liked that it wasn't world-shaking, but first about providing linen to an orphanage for clothes, and then resurrecting someone who was investigating the Defias. It fit nicely with learning the Resurrection spell. Though that does raise questions about who you can actually resurrect or not resurrect story-wise.
Monday, May 20, 2019
Classic Westfall: Where Dreams Meet Reality
First Death
I finished Elwynn Forest and moved on to Westfall, where I had my first death. I got attacked by a Coyote and a Coyote Packleader and foolishly decided to fight when my bubble was on cooldown. It's interesting because if it had been three coyotes, I would ran away right at the start and survived.
I also had a second death a bit later, fighting a Defias Trapper, and not realizing that a Defias Smuggler was throwing knives at me from a distance.
Dreams meet Reality
If Elwynn Forest is the zone where you see all the advantages of Classic, Westfall is where you start to see some of the disadvantages. And you realize that there was a reason Blizzard changed things.
Like one of the first quests is to kill 30 Defias, 15 trappers and 15 smugglers. You have to make a circuit of several camps, killing one Defias at a time. You run away if two of them attack you. You sit and drink after killing three or four. The respawn time is long so you have to find multiple camps.
There are some advantages to this playstyle, though. You explore a lot of the map. You usually end up working on several quests at the same time. For example, kill a couple Defias in camp A, then kill some boars for livers on the way to camp B.
Truthfully, it is kind of boring. Another thing which made it worse is that Westfall chat wasn't working in the Beta. There's a saying that MMOs are glorified chat channels, and that's true to an extent. But the chat channels work with the slow pace. The slow pace gives you time to read chat and respond in between killing a mob or two. And the chat channel makes the slow pace bearable.
Another element is that the way paladins interact with a couple of mechanics pushes solo gameplay to be even less interesting. Mana regen in Classic is governed by something called the "5 second rule". Mana only starts regenerating a full 5 seconds after you last used an ability. For most classes, this isn't an issue, because you have to spend mana to deal damage. For paladins, though, the abilities are all front-loaded. If you Seal, Judge, Seal at the start of the fight, mana regen will kick in after 5 seconds. Then if you just auto-attack, you'll get most of your mana back during the fight. The only damage you are missing out on is Judgement, and it isn't that much. Especially if Judgement gets resisted, which is rage-inducing because you realize that you killed your mana regen for nothing.
Fights are slightly longer, but you don't have to sit and drink. But game-play is atrociously boring. Press three buttons at the start, and then auto-attack for 30 seconds.
Now, obviously, playing any other class might be more interesting.
I finished Elwynn Forest and moved on to Westfall, where I had my first death. I got attacked by a Coyote and a Coyote Packleader and foolishly decided to fight when my bubble was on cooldown. It's interesting because if it had been three coyotes, I would ran away right at the start and survived.
I also had a second death a bit later, fighting a Defias Trapper, and not realizing that a Defias Smuggler was throwing knives at me from a distance.
Dreams meet Reality
If Elwynn Forest is the zone where you see all the advantages of Classic, Westfall is where you start to see some of the disadvantages. And you realize that there was a reason Blizzard changed things.
Like one of the first quests is to kill 30 Defias, 15 trappers and 15 smugglers. You have to make a circuit of several camps, killing one Defias at a time. You run away if two of them attack you. You sit and drink after killing three or four. The respawn time is long so you have to find multiple camps.
There are some advantages to this playstyle, though. You explore a lot of the map. You usually end up working on several quests at the same time. For example, kill a couple Defias in camp A, then kill some boars for livers on the way to camp B.
Truthfully, it is kind of boring. Another thing which made it worse is that Westfall chat wasn't working in the Beta. There's a saying that MMOs are glorified chat channels, and that's true to an extent. But the chat channels work with the slow pace. The slow pace gives you time to read chat and respond in between killing a mob or two. And the chat channel makes the slow pace bearable.
Another element is that the way paladins interact with a couple of mechanics pushes solo gameplay to be even less interesting. Mana regen in Classic is governed by something called the "5 second rule". Mana only starts regenerating a full 5 seconds after you last used an ability. For most classes, this isn't an issue, because you have to spend mana to deal damage. For paladins, though, the abilities are all front-loaded. If you Seal, Judge, Seal at the start of the fight, mana regen will kick in after 5 seconds. Then if you just auto-attack, you'll get most of your mana back during the fight. The only damage you are missing out on is Judgement, and it isn't that much. Especially if Judgement gets resisted, which is rage-inducing because you realize that you killed your mana regen for nothing.
Fights are slightly longer, but you don't have to sit and drink. But game-play is atrociously boring. Press three buttons at the start, and then auto-attack for 30 seconds.
Now, obviously, playing any other class might be more interesting.
Saturday, May 18, 2019
WoW Classic Beta!
I got a WoW Classic Beta invite, and it is hilarious! I remade my paladin, and here she is at level 10.
You can see the Seals, Judgement and (5 minute!) Blessing of Might on the bars. I had forgotten just how few buttons the classic paladin uses. (The question mark is a mouseover macro for Holy Light that seems to have a bug with the tooltip. I have reported the bug.)
It feels very much like the vanilla WoW that I remember. It's pretty slow, level 10 took me maybe four or so hours. Lots of running around. Combat is somewhat dangerous. I haven't died yet, but I've had to use bubble and run away four times. Twice from gnolls, and twice from murlocs. I'm wearing a mix of leather and mail, and I've even been wearing greys!
The major difference so far between Classic and retail is how much interaction there is with other people, and how the mechanics push you to interact. For example, tagging is absolute here, there are no shared tags at all. So I've ended up making impromptu groups for almost every named quest mob with the others who are waiting for the mob.
People seem to make liberal use of buffs, randomly buffing people nearby. Priests and Mages give me Stamina and Intellect, and I give them Blessing of Might. Though, this may just be the beta crowd. If you get in over your head (very easy to do!), and someone is nearby, they'll often help out.
I even traded some linen to someone who was leveling tailoring in exchange for two six-slot bags.
It's a very interesting experience to see exactly what you miss, and what you don't miss from retail, and what you wish was in retail.
So far, things I miss from retail:
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| Classic Coriel in Goldshire |
It feels very much like the vanilla WoW that I remember. It's pretty slow, level 10 took me maybe four or so hours. Lots of running around. Combat is somewhat dangerous. I haven't died yet, but I've had to use bubble and run away four times. Twice from gnolls, and twice from murlocs. I'm wearing a mix of leather and mail, and I've even been wearing greys!
The major difference so far between Classic and retail is how much interaction there is with other people, and how the mechanics push you to interact. For example, tagging is absolute here, there are no shared tags at all. So I've ended up making impromptu groups for almost every named quest mob with the others who are waiting for the mob.
People seem to make liberal use of buffs, randomly buffing people nearby. Priests and Mages give me Stamina and Intellect, and I give them Blessing of Might. Though, this may just be the beta crowd. If you get in over your head (very easy to do!), and someone is nearby, they'll often help out.
I even traded some linen to someone who was leveling tailoring in exchange for two six-slot bags.
It's a very interesting experience to see exactly what you miss, and what you don't miss from retail, and what you wish was in retail.
So far, things I miss from retail:
- AOE looting. I kill two murlocs and I always forget to loot the second one.
- The bag clean up button. Apparently I use this constantly in retail. I open my bags, and reach for the button before I remember that it doesn't exist.
- Quest markers and sparkles. The map and mini-map in Classic are very basic, and don't do very much. The mini-map doesn't even show new quests. After playing Classic, it's clear that I pay more attention to the map in retail rather than the actual world. In Classic, bringing up the map doesn't really add any information, so you pay more attention to the world. I am beginning to think that the balance between map and world in retail has tilted too far towards the map, and the map simply does too much.
- The spinning uppercut animation for Hammer of Justice. It's so much better than the current animation. Every time I use Hammer of Justice in Classic, it annoys me that it got removed from retail.
Thursday, May 16, 2019
WoW Classic and Layers
When WoW Classic launches (Aug 27!) it will use a new tech for managing server populations called "layers". From BlizzardWatch:
Called “Layering,” the new system will help reduce queue times and improve server stability for the launch of WoW Classic. Layering is tough to explain without a metaphor, and thankfully Blizzard came up with a good one while explaining it to press and content creators recently.
Imagine a tray with an empty glass. The tray is a single server in WoW Classic. The empty glass is a layer. When you log into the game on launch day, you’ll be with a flood other players: the water that we’re going to pour into the glass. Once the glass is full, we add another empty glass and start filling it up with water, or players, too. Each new glass is a new layer that consists of two to three thousand players — which means any single server could handle tens of thousands of players at the same time but without all of them being crowded into the same place in-game. The only way to see players from another layer is to group up with them —otherwise they don’t interact.A layer is basically an invisible server. You get assigned to an invisible layer, and you only see other people who are assigned to that same layer. If you join a guild, you get transferred to that guild's layer. So you should see the same guilds and characters over time.
If the population of two layers drops down, the layers are merged, just like a server merge. Only because the original and final layer ids are unknown, and character names are unique across both layers, the merge should be unnoticeable. Other than seeing a bunch of new people running around Stormwind.
The interesting thing will be to see how many traditional "servers" WoW Classic launches with. Perhaps it's theoretically possible that WoW Classic could have a single server (or maybe 3 for PvE, PvP, and RP) and have 1000 layers.
Of course, naming characters would rapidly become very, very hard. And I wonder if there is value in having a named subcommunity, rather than everyone thrown into one giant pot. Is it good to feel like you belong on Lightbringer, while others belong to Skywall?
Wednesday, May 15, 2019
Cinematic: Safe Haven
Blizzard dropped a new cinematic on us in the lead up to patch 8.2 titled Safe Haven.
It's a pretty good cinematic. It looks like Thrall is coming back to the Horde.
I really wonder what Blizzard is planning for Sylvanas. They said she won't be Garrosh 2.0, but she's sure looking like it. I also don't think they're handling her character very well. She's supposed to be the cool-headed, competent archetype, but she seems to be making rash and foolish decisions all through this expansion.
Ah well, we'll see how this turns out in the patch.
It's a pretty good cinematic. It looks like Thrall is coming back to the Horde.
I really wonder what Blizzard is planning for Sylvanas. They said she won't be Garrosh 2.0, but she's sure looking like it. I also don't think they're handling her character very well. She's supposed to be the cool-headed, competent archetype, but she seems to be making rash and foolish decisions all through this expansion.
Ah well, we'll see how this turns out in the patch.
Thursday, May 02, 2019
Ahead of the Curve: Uu'nat
Heh, I thought it would take another couple of weeks, but we tweaked our strategy and how we handled the Tears and got a kill!
Here's a screenshot from our Jaina kill which I never posted:
Uu'nat was a pretty decent fight. Using the same three artifacts with the same double-edged powers in both fights of Crucible was an interesting twist. Ultimately, though, I think it was a touch gimmicky. I still think Jaina Proudmoore was the best designed fight this tier (and probably the best from the last several tiers).
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| Defiant-Doomhammer kills Heroic Uu'nat |
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| Defiant-Doomhammer defeats Heroic Jaina |
Uu'nat was a pretty decent fight. Using the same three artifacts with the same double-edged powers in both fights of Crucible was an interesting twist. Ultimately, though, I think it was a touch gimmicky. I still think Jaina Proudmoore was the best designed fight this tier (and probably the best from the last several tiers).
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