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Beta Impressions: Wildstar, Part 1
So I have been “in” the Wildstar beta for a while now. My motivation to play it has been pretty low though, for a few reasons. First, the strong NDA meant that really even hinting that I was playing it could revoke not only my own beta pass, but also that of the person who gifted a pass to me. Second, I find myself growing increasingly stubborn when it comes to overcoming (or even learning) game mechanics/designs that I find annoying.
Before I get into that though, let me frame my experiences. On the whole, I fully expect Wildstar to be a great themepark MMO. The art style is bold and gamey, but also fun in a well-made way. Wildstar sort of doubled-down on the whole “floor AoE effects,” but it works on an intuitive level pretty quickly. Games like The Secret World and Guild Wars 2 had the same floor effects thing, but the relative rarity meant it always felt gimmicky rather than integrated. When you’re applying Expose Weakness from Stealth to every enemy in a long column and your other three attacks all have cone targeting however, you get into the positional mindset pretty quickly.
Speaking of stealth, I picked the Stalker, aka Rogue, as my first class because stealth mechanics are one of those things that can inadvertently break games or otherwise indicate how serious the designers take mechanics. I can’t say much about long-term viability since I never got past level 10, but I can tell you that Stealth lasts indefinitely and has no cooldown outside of combat. Compare that to the Thief in GW2 and draw your own conclusions.
Overall, combat is fun and visceral in that ineffable WoW-like way. Attacks have punch. The world is pretty populated with things to click on and interact with. I chose the Scientist “path,” which means I need to have a camera bot go scan stuff in the environment occasionally. Worlds look like worlds, with hills, mountains, and secret paths. The general game attitude is WoW meets Borderlands, especially when it comes to the Level Up prompt. You can double-jump. And so on.
It’s the little things though, you know? It’s one thing to have a Twitter-length quest text, but it’s another to have that and make it hard to read the dialog boxes. Who the shit thought it’d be a good idea to put most of them at the top of the screen? Then, you’ll get ambushed with Challenges out questing, which have universally been “kill X mobs in Y amount of time.” Every time it has happened, I stopped looking around at anything else and tunneled my way to the finish line, only to forget what I was doing afterwards. Which isn’t a big loss given the lack of quest text, I suppose, but I sorta felt like the content was on a conveyer belt and I had to act on consuming it immediately. The fact that you can click on your quest list and get a directional arrow plus rangefinder means you don’t really need to even understand where you are or what you’re doing anyway.
Then I leveled up, unlocked a slew of new Skills, and have since leveled up twice more without having encountered a Skill Trainer to actually unlock said Skills. “Ah. This is still a thing, then?” Hell, I don’t even know how I would go about looking for a Skill Trainer. My Stalker is currently logged off in what I assume to be a quest-hub city, and my cursory tour of the place has not revealed a Skill Trainer. Do I spend 30% of my meager wealth taking a taxi to the capital (last known location of a trainer)? Or do I continue leveling and hope that I’ll eventually run across a trainer in the next half-dozen levels? And who the hell thought this arbitrary bullshit was worth fishing out of the garbage can of bad MMO design?
Seriously, if your Trainers are glorified Skill vendors, it’s not worth implementing them. Maybe if each Skill required you to practice on a training dummy or otherwise integrated into your game’s fiction somehow, then it would be worth it.
I understand such complaints might seem pretty weak and hyper-specific, but that’s where my head is when it comes to MMOs these days. I have abandoned all pretenses that any specific MMO is ever going to be the MMO, or that I even want one to be, so it’s getting difficult to muster up enough cares to dance around their various idiosyncrasies. Given how the beta is getting turned off this week though, I’ll put some more time into it and see what develops.
Hearthstone and other Game News
According to the Blues, Blizzard’s F2P “Free to download, optional in-game purchases” Hearthstone will be released for real in a matter of weeks:
How close to the end of the beta are we? Don’t need an exact date, because I know that would be horrendous, but is this a matter of days or weeks or months?
I can’t say exactly, but it is soon. Not months.
Although there are a number of annoying bugs still kicking around, I have largely considered the game to be ready for Prime Time since the closed beta. The level of polish when it comes to sound effects, the implied physicality of the game pieces, and everything else is pretty astounding considering the size of the development team. For a while there were rumors floating around that the game wouldn’t be released until the iPad version was up, but it seems like that might be referring to the planned single-player Adventure Mode.
Whatever the case, I am very much looking forward to the release and any potential card tweaks that might go along with it. To an extent, it’s easy to sit on the sidelines and call the release of new card sets/expansions as “greedy,” but goddamn does it get annoying after a while when you see the same dozen cards get played in game after game. The metagame is in a healthy state of flux, but the core staples of most every deck do not.
In news that I likely care about more than any possible reader, apparently there is a 4th (5th?) entry in the Deception series called Deception IV: Blood Ties and it’s being released this month. While it is obscure as hell, the Deception series was a set of rather groundbreaking PS1 games that were the precursor to games like Orcs Must Die. Essentially, you set up a number of nefarious traps in a mansion and then must lure trespassers to their doom by controlling an otherwise unarmed Gothic lady.
Here’s a video from Kagero: Deception 2, which is the sort of foundation of the series:
The graphics were pretty hideous even by the time the 3rd game was released, and the plot was Japanese nonsense, but the gameplay? Equal parts brilliant and hilarious. A large part of the game revolved around chaining trap combos, both because traps had cooldowns and because getting the bonus currency was required to unlock more traps/upgrade existing ones (and there was no farming). A fairly simple chain would go like this:
- Bear Trap at bottom of stairs.
- Giant Boulder crashes down stairs, knocks target into back wall.
- Push Wall knocks target back onto Bear Trap.
- Repeat.
Sounds quaint, right? Well, it should, considering Deception started doing it in 1996 and Kagero in 1998. Those were good years – FF7 was 1997, FFT was 1998 as was Xenogears.
…all of which happened almost 20 years ago. Sigh.
Beta Impression: Titanfall
Let me just put it out there that this abbreviated Beta Impression should by no means be indicative of anything. Titanfall had me by the nucleus accumbens before I even got out of the goddamn tutorial. I can sum up why in one hyphenated word: wall-running.
If I had to use an un-hyphenated word, it’d be “mobility.” Take away the guns and giant death machines raining down from sky, and Titanfall is everything that you loved about Mirror’s Edge. I mean, double-jumps! I haven’t had this much fun simply moving around since… well, Mirror’s Edge and maybe Tenchu. I’m spending so much time belaboring this point because I had a big stupid grin the whole time I was Crouching Tiger, Hidden Dragon-ing every single match. Goddamn is it fun to run around.
Now, Titanfall has some problems. And I don’t mean graphical problems (I had 50+ fps at high everything) or beta-esque problems like bugs or whatever. I mean, some pretty structural problems, or at least issues to keep in mind. First, the guns are a bit ridiculous. There is your standard assault rifle, sniper rifle, submachine gun and shotgun that is a one-hit kill (sigh). Then there is also the “Smart Pistol.” What does it do? Oh, it locks onto players and instantly kills them when you get three locks.
That screenshot is from the kill cam I watched after wondering how I instantly died. You might notice that the guy is cloaked. Actually, every player has a cloaking device by default, although the Smart Pistol can defeat it (taking a few seconds longer to lock on). You might also notice how the line curves a bit towards the end. Yeah, Smart Pistol bullets can bend around in mid-air. You don’t have to lead your target or even aim directly at them – as long as they’re within the blue box on your screen, you’ll get your locks, and just pull the trigger.
Now, this gun is also tremendously fun to use, especially when you use it to kill the NPC fodder running around as they die in one lock. But every time you die to it, you’ll be thinking “Bullshit.” Doubly so when you’re dueling some guy who’s dancing around the sky and instantly kills you because he doesn’t have to aim.
About the biggest, most important thing I can talk about is the 6v6 limit to matches. I mean, I filter out anything that isn’t 24v24 or higher in Battlefield 3 & 4. While I was playing though, I have to admit: the environments felt pretty busy. Admittedly, this is entirely because the devs seed the battlefield with NPC fodder troops that you can kill for XP and to accelerate your Titan timer. As some other bloggers mentioned, I didn’t entirely notice all that much damage coming from them either, but it’s possible that is a beta thing. Still, it’s usually worth shooting them to get your goodies faster. Plus, they definitely add to the sort of manic ambiance with their shouts, gunfire, and even random quips.
How are the Titans themselves?
The Titans are fantastic. You get to call one in every 4 minutes, and the timer speeds up by 15 seconds every time you kill a Pilot. They feel powerful without feeling omnipotent, and it’s sometimes correct to call one in and not pilot it – letting the AI engage with the enemy is a great distraction as you cap a strategic point. Every player has an anti-Titan weapon by default, so it never devolves into that depressing Battlefield scenario when a tank rolls by and you can do nothing about it. Plus, if shooting rockets at a Titan doesn’t sound badass enough, you can run up to and “Rodeo” (in-game term) one yourself, which involves scrambling on top and shooting your weapon into the circuitry.
Despite being positively juiced about this game, I still want to make sure you come away with a wet blanket firmly wrapped around your shoulders. Because for how amazingly fun and slick it feels – I let out an audible groan of pleasure when my Titan snatched me out of the air and deposited me inside the cockpit like a goddamn anime – I cannot help but worry this is one of those wirehead moments. In other words, I worry it’s all surface-level pleasure without deeper substance.
I guess it’s arguable as to what substance Battlefield or the latest Call of Duty have, but I feel with Battlefield at least that there is a good variance in map experience precisely because there are 32 different enemy players to run across. While getting matched against 6 clan members isn’t a total shut-out here necessarily (you can still kills NPCs), matches last less than 10 minutes and you can get stomped even faster than that.
Supposedly the PC version of the beta is going to be opened to the public soon, so I recommend trying it out for yourself if you can. My interest in the game went from around ~20 to over 9,000 based on playing it all day Sunday, but I don’t know if I’m willing to pull the trigger on even the discounted pre-order price of $48. I have over 250 hours in PlanetSide 2, over 100 for BF3, and only about 38 hours in BF4. Will Titanfall meet or exceed any of those? Hard to say. There are unlocks, achievements, XP, and all the “normal” FPS trappings. I just… sigh, I just don’t know how long the honeymoon will last, you know?
Until it does end, I suppose I should be getting back to getting busy while I can.
The Hearthstone Hole
Green Armadillo from Player vs Developer has a post up about the somewhat skewed incentives in Hearthstone. Essentially, Blizzard does not have too much of an incentive to do Matchmaking based on card rarity/quality, as not doing so allows the paying customers to get some easy wins against non-paying customers while hopefully encouraging the latter to spend some money to get out of the hole. Plus, queue times might go up if they segmented the audience too far.
I’m not really going to comment too much on the situation itself, because it is kinda true. Hearthstone is a CCG, and like all CCGs, it is Pay-To-Win until all the cards are obtained. Moreover, there appears to be a good chance that the Matchmaking algorithm is not even in place or functioning properly. And like I have mentioned in the past, Blizzard has stuck close to the CCG model of strictly-better cards being “balanced” around their rarity.
But let’s put all that aside for now, and start talking solutions.
1) Stick to Arenas
Hearthstone is basically the Arena for me; everything else is simply a means to more Arena games. The only real reason why I would care about opening more packs and whatnot is to get cards that will allow me to complete my daily quests faster. That might change at some later date – likely coinciding with me actually opening up something more than a Rare card – but for now it is more than enough.
If you are leery about the Arena, don’t be. It is the great equalizer. Sorta. It is still entirely possible to be screwed via RNG by facing opponents that got two Legendary cards whereas you barely have one Epic. Plus, sometimes you get little to no selection when it comes to removal or class-specific cards. I went 4-0 the other day as a Warlock, feeling good, and then got matched with a Mage that had four Fireballs. In a normal game, you can’t even have more than two of the same card. I ended up losing to that Mage, plus a 2nd mage that had a seemingly never-ending supply of Freezing cards (Blizzard, Ice Lance, etc), and some third guy that undoubtedly didn’t deserve to beat me somehow.
Hmm… I’m not exactly helping things, am I?
2) Basic decks can still be good.
Generally speaking, Basic Decks are not at too much of a disadvantage depending on the class you are playing. That means both your class and their class. So while the daily quest can basically dictate which class you end up having to play as to get rewarded, there are steps you can take to put the odds ever in your favor.
For example, this Mage deck is entirely Basic cards:
By a complete coincidence, the two dailies I had sitting around were “Win 5 games” and both had Mage as one of the class options. I went 5-2 with the above deck in Unranked mode.
I am not suggesting that I am some pro player – my Arena matches usually keep me humble – but understanding the hidden depths to something simple like the above deck is key in turning games around. For example, Kobold Geomancer is not a particularly desirable card on it’s own, since it often (at best) trades with other 2-drops. And while you should absolutely play it early if you don’t have anything better, keep in mind its hidden power: turning Arcane Explosion into a Consecration on turn 4. Even if they play something with 3 HP, you can spend your 3rd turn sniping it down to 2 HP before likely wiping their Turn 1-4 board. Hell, it even works in the late-game considering you can Geomancer + Flamestrike to take out 5 HP dudes, or finish off a line of wounded guys with the 2-damage version.
If I had all the Mage cards, would I replace cards in the above deck? Of course. Mana Wyrm is a complete no-brainer, for example. Then again, most of the cards I would add would essentially morph the deck into something else entirely – Mana Wyrm, Blizzard, and Cone of Cold all have a much different feel to them than Arcane Missiles, Arcane Explosion, and Kobold Geomancer shenanigans. To say nothing about the non-Basic Neutral cards available.
There are absolutely certain classes that are much weaker than others when they do not have access to their powerful Rares/Epics – such as Warriors and Brawl – but the Mage really isn’t one of them. Even classes like the Shaman can win unexpectedly with just their Basic cards (i.e. via Bloodlust).
All that being said, yes, you can and will roll over and die to some Diamond+ League decks. One of the losses I had in my run was to a Priest, who only won because Blizzard knee-jerked buffed the hell out of them in the latest patch. Mind Control, in particular, is some major bullshit:
I had two big blockers Mind Controlled in that match, along with facing some Shadow Word: Pain slowing my early game. “Playing around” the Mind Control is possible, sure, but it cedes control of the board to the Priest unless they haven’t been playing anything else this whole time. Flamestrike is certainly powerful and has to be taken into consideration when facing a Mage, but let’s face it, the Mage is perhaps the best class to deal with Mind Control – everyone else is screwed.
Even though that game felt completely awful to me, it is worth mentioning that I was 1 damage away from stealing earning the game at the end.
Fireball for 6 damage, Frostbolt for 3 damage, Hero Power for 1 damage would have left the Priest at 1 HP and frozen. Now that I think about it… holy shit, guys. I’m so dumb. What I ended up doing was Fireball the Lord of the Arena (my own, by the way), Frostbolt the Yeti, Hero Power the Priest, and then attack for 2. My logic at the time was that if I could bluff him into worrying about a Pyroblast (10 damage), he might play more defensively while I continued digging a way out of the hole. It didn’t occur to me that being frozen by the Frostbolt might have prevented him from using his own Hero Power to heal… letting me ping him for 1 damage and the win next turn.
Even if that doesn’t work – I’m honestly not sure – the point is the same: I had him to within 1 damage with a Basic deck. A minor decision at the beginning of the match or an errant attack against a creature I didn’t have to might have made all the difference. So while some cards are horribly OP and possibly locked behind a rarity wall, just keep in mind that a better player might have been able to steer your same deck and same draws into a win.
So… strive to be that better player.
3) Your cards only ever improve
This likely won’t feel like a “solution,” but your card situation in Hearthstone only ever improves. But more importantly, keep in mind that if you are feeling particularly weak without a certain card, you can craft that card specifically. Each pack of cards can be disenchanted for 40 Dust, minimum (+5 for Common, +20 for Rare). That is enough for a 100% assured Common card of your choice, per pack. Three packs would equal a Rare of your choice plus 20 Dust leftover. Ten packs would give you any Epic of your choice. And if you were crazy enough to do so, 40 packs will guarantee any Legendary card of your choice.
Again, those are minimum numbers. If you (digitally) crack open a second Rare, or an Epic/Legendary/Gold version of any card, the Dust payout increases substantially. Plus, you know, you might actually open the card that you were looking for to begin with.
What I am basically trying to get across here is that Green Armadillo (and others) are correct: Hearthstone is a “F2P” CCG whose principal purpose is to extract the maximum amount of dollars from you in a completely typical F2P way. The important difference here, and reason I am likely to be playing Hearthstone for a long time to come, is that Blizzard isn’t being particularly nefarious about it. Try playing Magic Online or the upcoming Hex by investing zero dollars while still earning actual cards. Try playing any CCG and having a predictable and free (!) method of eventually acquiring any specific card you want. I mean, everyone pretty much agrees that the best way to play Card Hunter is to throw down $25 on their Basic Edition, and that’s also a F2P game. A similar “investment” early on could make your daily quests in Hearthstone that much easier.
Or save your money, like I’m doing. Losing streaks suck, but the Matchmaking software will fix it eventually if going Live doesn’t do so by virtue of deepening the pool of players. The minute you hit 150g, you can buy a ticket into a cloistered realm where, even if everyone doesn’t have the same quality cards, you are at least not shackled to playing around with just your Basic ones. Plus, 7 wins before 3 losses means you can get back in for free. And even if you go 0-3 like I have on a few occasions, the minimum you walk away with is something like this:
What’s that? A booster pack plus almost as much Dust as you’d get disenchanting a 2nd pack.
Card balance isn’t exactly where it needs to be – beta is beta – but the one thing least deserving of criticism is Hearthstone’s business model. While being in the Hearthstone Hole is discouraging, it is not and will never be as bad as the same phenomenon in traditional CCGs nor even your everyday F2P app with a payslope. I mean, Jesus, I’m not sure how other CCGs can compete with this.
Beta Impression: Battlefield 4
I have been playing the Battlefield 4 beta these last few days, and I’m not quite sure what to think.
It certainly isn’t the jump in quality from Battlefield 2 to 3, that’s for sure, although there are some interesting moves. For example, the default rocket launcher has a tracking mode that activates when the Recon class designates a target with their binoculars; this sort of solves the incredible power discrepancy between Engineers that had unlocked the, er, lock-on launcher versus newbie players.
Another interesting change was how they gave the Recon class (aka snipers) C4 charges. While this makes roof-top campers extremely annoying – they can drop C4 at the elevators and wait for the door opening sound for an auto-kill – it also creates an amazing tension in the class. Do you run out and C4 that tank while risking being caught in close-quarters with a sniper rifle, or do you hang back and try and snipe with a tank blowing you and your team up? Giving snipers claymore mines and assault classes C4 makes more thematic sense, but reversing those roles makes for more interesting gameplay decisions. Even better, the thermal Binoculars you get not only lets you lock on to vehicles for your teammates to kill (you get bonus XP when they do so), but it lets you more easily spot enemies running around that are too far to hit. Or, honestly, that you aren’t skilled enough to hit. Just spotting them is basically 1/4th a kill though, and it’s a useful service to do so.
Win-win.
However, some design changes have gone in the wrong direction. Technically, it was Battlefield 3 that “introduced” the concept of the medic class having to actually unlock their core ability, i.e. to revive people, but Battlefield 4 is taking that to ridiculous extremes. It takes 11,000 Assault-class XP to unlock the Defibrillator, which I hope to god is a placeholder value. Perhaps if smaller maps were available it might not be so bad, but actually getting that amount of XP on a class that otherwise brings nothing interesting to the table is a massive chore; not only do the other classes have easier ways of racking up easy XP, but remember that BF4 (and BF3) made the change to a regenerating HP model too. Between that and the near-zero Time To Kill numbers, the ability to throw a Med-Pack is only ever useful when you find yourself dueling someone from behind cover.
The unlocking situation gets even more ridiculous when you look at the Support class, aka the ammo guy. While I suppose it was annoying/immersion-breaking when a single Support dude could drop an ammo box and spam infinite grenades over the wall, putting the ammo box behind a 52,000 (!) XP grind-wall is an extreme overreaction. The most obvious trickle-down effect is that it makes every class weaker by extension: what good is an Engineer without rockets? Given how you respawn with full ammo, the smart move is then to play both aggressively and carelessly by spamming everything you have and then effectively suicide yourself for Round N+1.
While there has also been some grumblings over the idea of “Battlepacks” – random lockboxes filled with camos, dog tags, XP bonuses, etc – as someone who played Mass Effect 3’s multiplayer for a while, I don’t see it as such a big deal. Yes, it is a cynical cash grab given how you can pay money to buy those things. However, as far as I can tell, you do not actually unlock more powerful weaponry from these boxes. Which automatically makes them less of an issue than ME3’s lockboxes where opening a rare Widow or Carnifex/Paladin was basically the start of your game.
Beta is beta though, and this one is more restrictive than most. Overall, I can’t say that I’m too impressed. It’s honestly been so long ago that I uninstalled BF3 that I forget if being able to spawn inside a vehicle from the Deploy screen is something new to BF4 or not. And, really, that’s kinda what it comes down to: why do we need Battlefield 4 again? Once all the maps are unlocked, then perhaps we’ll see where the differences lay. Plus, supposedly Commander Mode is back.
But right now I do not see any reason why I would be compelled to purchase Battlefield 4 on Day 1 as opposed to when they bundle the game + first Map Pack together. Or, really, when they bundle the game + Season Pass.
Hearthstone Beta Patch Notes
All Hearthstone progress was wiped last Wednesday, and we are now Live for all intents and purposes; no further wipes are planned between now and (eventual) release. In addition to that news, a number of careful changes have been made to cards across the game. Perhaps too careful.
The full patch notes can be read here. Some examples:
- Gold gained in Play mode has changed from 5 gold per 5 wins to 10 gold per 3 wins.
- Arena rewards now give less dust and more cards.
- More gold is guaranteed at 5 & 6 Arena wins.
- At 9 Arena wins, you are now guaranteed an extra pack or a Golden card.
- Pint-sized Summoner – The cost reduction has been reduced from 2 to 1.
- Wrath can no longer be cast on heroes.
- etc
There are a few surprising changes in there. Going from 5g for 5 wins to 10g for 3 wins is rather huge. As in, “literally a 33% increase in gold” huge. While I still doubt grinding out an entire Arena Pass in a single day is particularly viable (or sane), it will likely allow you to get a free Arena after every three days of dailies instead of four without too much extra grinding. We’re talking six extra games on average across three days instead of, you know, fifty. Plus, the Arena rewards are supposedly better, with less dust and more goodies.
The card-specific buffs/nerfs run the gamut of expected to boggling. Pint-Sized Summoner got nerfed down to (1)-crystal cost reduction from (2), Defias Ringleader is no longer inexplicably a 2/3 creature, and so on. Druid cards got an unexpected nerf, with many of their otherwise-too-versatile direct damage spells being unable to hit players any more. Rogues can no longer pump up weapon with their hero power, which probably has more long-reaching consequences than appears at first.
Then again, maybe not.
See, when I was browsing for more commentary on the patch changes, I ended up finding what lies at the bottom of the rabbit hole. Take a look at these Youtube “reviews” for some of the top Hearthstone decks, if you dare: Miracle Rogue, Divine Paladin, Pyro-Smith Warrior. Now, it’s possible that the Miracle Rogue deck was disrupted a bit by the patch, but the point is that that is what the game can be boiled down to. And that, quite frankly, scares me.
I have no illusions regarding my own competence level or willingness to compete on some higher level. Winning is great, but I would much rather win as a result of a deck I created than copy & paste a top-tier deck and harvest some tears. The feeling might be a holdover from my Magic: the Gathering days where I had an absolute advantage over my high school friends because I was willing to eBay cards; where was the fun in burying your opponents (who are also, you know, your friends) under piles of money? Skill in the form of tactical moves to snatch victory from the jaws of defeat or building decks that create esoteric, but functional combos is way more interesting to me.
These are the “Good Fights” that people like Gevlon despise, but at the end of the day, all you keep from your hours and hours spent playing videogames are memories. Will you remember winning those hundreds of games on Turn 5 against opponents who had no chance to survive make your time? Or will you remember the egde-of-your-seat victories and when you created an off-beat deck/strategy that actually worked in opposition to all logic and reason?
If you aren’t shooting the moon, you’re just killing time.
Beta Impressions: Path of Exile
That’s right, I’m all beta, all the time up in this joint.
For those not keeping track at home, Path of Exile is a F2P love letter to Diablo 2, and the Diablo franchise in general. It features six classes, a 1350-point talent tree forest, the Materia system from Final Fantasy 7, extremely gritty and realistic graphical style, and an outstandingly clever commitment to the game’s own setting. It is currently in Open Beta, and you can download it here.
While the central concepts of Path of Exile may seem strange at first, they are all pretty logical once you get past the unfamiliar veneer. For example, let’s talk about that 1350+ point talent tree. It is not an actual talent tree as you are familiar with, at least unless you played Final Fantasy X. The tree itself is entirely passive abilities and stat increases that act as nodes you activate with talent points you receive from leveling up or getting as quest rewards. The overall tree encompasses all six classes, with the difference being the starting location for each class. Thus, for example, the Witch starts on one corner of the board nearest all the +Intelligence and other magic boosting nodes.
The bigger nodes give bigger bonuses, and the extremely large ones are sort of capstone goals to help guide your character’s overall build. While your talent selection generally builds itself, it is possible to work your way across the board into other classs’ territories, if you are so inclined. That said, while the tree is certainly impressive the first few times you look at it, I’m not entirely sure of its practical use beyond standing out from the crowd. I spent 30 minutes mousing-over everything, decided which nodes I eventually wanted, and now will spend the next fifty levels getting variations of +10 Int or +20% mana regeneration. Woo, choice.
Meanwhile, the FF7-esque Materia system that Path of Exile emulates… is exactly what it sounds like. Basically, all the abilities your character has access to is governed by Skill Gems you socket into open slots on your gear. Want to use Raise Zombie? You need to fit that Skill Gem into an open blue slot. Fire Trap? Green slot. Shield Bash? Red slot. As you kill enemies, any socketed gems gain XP and level up just as you do, under the normal sort of hack-n-slash scheme (+1-2 damage, +1 mana cost each level). Later on, you will receive gear with Linked sockets which – again, exactly like in FF7 – let you link, say, a Fireball gem with a Multiple Projectile gem to (drumroll) shoot multiple Fireballs.
It is worth mentioning that, for the most part, any class can equip any Skill gem. I found a Shield Bash gem while running around with my Witch, for example, although I was unable to equip it because it required a Strength score of 16 (I had 14). While there will presumably be some +Strength gear somewhere, I could also raise that stat by navigating my way to a +Strength node in the talent tree. Pretty cool, IMO, although I believe the downside is a more limited selection of skills available for everyone overall. Shield Bash appears to be Shield Bash for everyone, so if X, Y, or Z skill is OP or garbage, you will likely be using the same skill loadouts no matter what class you pick.
What is beyond reproach and, frankly, goddamn brilliant is Path of Exile’s integration of the game’s setting into the gameplay. The premise of the game is that your character has done something or pissed someone off enough to be exiled to some hideous and hostile land to die (think: colonial Australia). So while the game looks understandably dark and gritty, it actually goes much farther than that. For example, when you sell items to a vendor, the currency is… scraps of an Identify Scroll. Five scraps equals one full scroll. Which you can then consume to identify an unknown magic item, ala Diablo. There are other barter currencies that double as actually useful items (Transmutation Orbs turn normal items into magic ones, other orbs randomize a magic item’s properties, etc) too, which sets up some interesting dilemmas insofar as using them as currency to buy better gear or use them to possibly make what gear you already have better.
Now, seriously, how amazing is that economic system? Every prototypical hack-n-slash would simply have used gold pieces as the medium of exchange here. Hell, I don’t think anyone would have cared if gold pieces were used as the currency in Path of Exile, even though it doesn’t make any logical sense for there to be a vast sum of wealth in a prison colony. It reminds me of Metro 2033 where your currency for buying guns and such were rounds of military-grade ammo, which you could technically load into your guns and fire.
Are there downsides? Sure. Since there is nothing worth less than a scrap of scroll, the beginning hours of gameplay highly encourages you to loot 100% of all junk since 5 pieces of anything = 1 useful scroll. This goes the other way too, wherein selling a magic item nets you a rounded-down amount of other material rather than 1400g vs 1100g. Vendor items get a bit goofy too, when they charge the same price for a necklace that provides 2 HP/sec regeneration with another necklace that provides 3.7 HP/sec regeneration.
Another example of the noble commitment to rational setting consistency? Instead of health/mana potions, you have health/mana flasks that use X number of Y charges for Z effect. And they recharge when you kill enemies. I mean, sure, there isn’t much of a logical reason why the Frost Elemental slime drops a wooden tower shield, but at least you’re not seeing more glass beakers full of replenishing liquid mowing down zombies as you’d find in an alchemist’s lab. Monsters drop less items as a result of this artistic/setting direction, but it still manages to feel similar to the loot explosions of Diablo (if less intense).
So, basically, I am having a lot of fun thus far with Path of Exile. While the devs have posted a sort of cash shop manifesto for this F2P game, they appear to actually be taking the “no P2W” mantra seriously. Hell, I don’t think they are even selling +XP potions, which is something I have simply come to expect from these games. The one lingering concern I have is the whole Ranged vs Melee (im)balance, which is something they do have on their roadmap to address. But beyond that? If you liked Diablo 2, play this game. Hell, if you liked (or disliked!) Diablo 3, play this game. It’s a F2P hack-n-slash, so what do you have to lose?
Other than your time, of course.
[Hearthstone] Remaining Concerns
My Press™ coverage of Hearthstone has been pretty glowing thus far, so I wanted to talk today about some lingering concerns about a few issues that cropped up in the last week. I do not believe these to be structural problems necessarily – I feel like they could be fixed within the Beta – but I also have no idea how Blizzard will address them, if at all.
1) Unbalanced Heroes
On paper, the nine Heroes you can pick between are balanced. Here is a rundown of their powers:
- Druid – Hero gains +1 Attack until end of turn, and +1 Armor
- Priest – Restore 2 health to target
- Warrior – Hero gains 2 Armor
- Paladin – Put a 1/1 creature into play
- Rogue – create a 1 attack/2 durability weapon, or +1 Attack to weapon this turn
- Warlock – Lose 2 Health and draw a card
- Hunter – Deal 2 damage to enemy Hero
- Shaman – Create a random totem (usually 0/2 creature w/ ability)
- Mage – Deal 1 damage to a target
By the way, all of the listed abilities cost the same amount of resources (2 crystals).
The problem in reality is two-fold. First, there is a huge difference in synergy between a Hero’s powers and the class-restricted cards. The Priest’s ability, for example, combos ridiculously well with one of the default Priest cards: Northshire Cleric, a 1/3 creature that let’s you draw a card when a creature is healed. In fact, entire mechanics revolve around and/or become enabled by the Priest’s ability. Enrage, for example, is an ability that triggers an effect when the creature is damaged. One of the most common cards that uses Enrage is the Gurubashi Berserker, a 2/5 creature that gets +3 Attack each time it’s damaged. Smashing into a 2/2 will beef the troll up to a 5/3, which is nice… but also puts it within range of a lot of counter-attacks. A simple heal from the Priest though, puts it back to 5/5, letting it snowball further. Then you have goofy cards like the Angry Chicken, which is a 1/1 with Enrage: +5 Attack. Obviously you need to combine that creature with some other effects to boost its Health, of which the Priest has many.
By means of comparison, nothing combos with the Hunter ability. In Magic: the Gathering, the devs eventually created the Bloodthirst mechanic that boosted a creature’s stats (or some bonus effect) if it was played the same turn as the opponent taking damage. No such thing exists in Hearthstone, at least for now. And while Rogue decks need no assistance, the Combo system on Rogue cards have nothing to do with the Rogue’s ability; at least the Druid, Warrior, and Warlock are thematically consistent with their class cards. Then again, perhaps we should look at the Priest as an outlier rather than the bar that other classes should reach.
The second problem is related to the first: what class cards are available by default radically changes the strength of your deck. Now, sure, technically everyone will be able to unlock all 20 basic class cards by simply playing against the computer (assuming they didn’t want to challenge players). But take my word for it: many of those early games suck. Hard.
Through either a combination of the first issue or the second, I can already tell that some Heroes are being left in the dust by the Beta population. I would say more than 95% of the Ranked games I have played have been against either the Mage, Rogue, or Priest. For a good reason: they’re strong.
There are a few clever things Blizzard is already doing to (presumably) combat this trend. One of the types of daily quests is to win 2 games as a specific class. When I logged on yesterday, for example, I had to win 2 games as a Druid and Warrior (two separate quests, as I had missed yesterday’s daily). Having played neither before, I created custom decks for both and then went for a spin against some human opponents. Those games played out very differently than my normal games, and were pretty fun to boot, although I doubt I will be spending much time with them until I luck into some of their non-basic class cards from booster packs.
The other clever move to improve class experimentation, if not promote diversity, is how Arena mode matches start by forcing you to pick between three random class Heroes before you start the actual Draft process. The other day, I had to pick between the Hunter, Druid, and Shaman, all of whom I had never played with before. While they let you mouse-over their Hero powers from that specific screen, the more critical aspect of the Heroes is ultimately their selection of class-specific cards. Spending some time in your collection looking at all of the class’ cards – which, by the way, Hearthstone allows you to do even if you don’t own them – is definitely recommended.
For the record, I chose the Hunter. And went 0-3.
2) Unbalanced Cards
Beyond the Hero issue and the class-specific card issue, I have a problem with the card balance in a few locations. Basically, I don’t feel like strictly-better cards should exist in a CCG, especially not when it appears it’s being “balanced” around rareness. Take a look at the following:
There is precisely one scenario in which you might choose the raptor over the gnome: if you were playing some kind of Beast deck (e.g. with the Hunter). And actually, you might put in the gnome even in your Beast deck; por que no los dos? At least with the Ooze, you can convince yourself that there are certain scenarios in which blowing up the opponent’s weapon is better than whittling down their blockers for free.
By the way, only the Paladin, Warrior, and Rogue are likely to ever have weapons equipped. That Ooze is pretty much a dead draw 90% of the time in my experience.
A few other cards are simply ridiculous. Pint-Sized Summoner, for example, pretty much single-handedly caused me to lose an Arena game (I had no targeted removal at the time). Bloodlust is probably balanced, but 100% of the games in which I lost to a Shaman have been due to that one card… and a bunch of suddenly bloodthirsty totems. And so on.
3) Over-reliance on Taunt
This section is going to be short, because the title sums it up: Taunt is both ubiquitous and pretty much the only means of combat shenanigans.
In case you aren’t aware, Taunt is a creature ability that forces an opponent to only attack the creature with Taunt, as opposed to being able to attack any creature or just smash the opponent’s face in directly. Without Taunt, basically whoever drops creatures first is at a huge advantage since they can decide to attack any “special” creatures their opponents play with their own creature or ignore them. Pretty much the only rational strategy then becomes A) play special creature and then immediately drop a Taunt meatshield, or B) beef up a Taunt creature and control the board. An all-in-one package example of the latter is Ancient of War, which is an absolute bomb drop in Arena, by the way.
4) Playing first puts you at a huge disadvantage
Another shorty, but basically I never ever want to go first when playing Hearthstone.
Each player draws three cards before a game, and can choose to send any (or none) of the cards back and draw different ones. Whoever goes second draws a fourth card during this phase, and thus can fish for their deck combo cards or removal that much deeper. Plus, after the first player’s turn, they get a 0 crystal card called “The Coin” that will temporarily give you 1 crystal for a turn. So, basically, going second you can cast a 2 crystal card on your turn 1, or 3 crystal card on turn 2, and so on. What makes it even worse is that The Coin counts as playing a card/spell, which can trigger all sorts of nonsense, such as a Defias Ringleader suddenly giving the Rogue a 2/3 and 2/1 creature on turn 1.
Conclusion
Having said all that, I do feel like these are solvable problems. For the most part. Given the simplicity of the resource system and the mechanics in this first set, I am not quite sure how things will get balanced. The Knife-Juggler and Pint-Sized Summoner could be reduced to 2/1 and 1/1 respectively, and still be worth playing. But what about those Hero powers? The Hunter power can’t be reduced to 1 crystal or the damage increased to 3. Would they buff the Hunter class cards instead? What if a player doesn’t actually use those “balancing” cards?
Time will tell upon release exactly how broken some of these interactions are. Time will also tell how much we or Blizzard particular care. I probably have the most fun in Arenas (I went 8-3 and 9-2 this weekend, the latter of which resulted in 310g) where dropping game-changing cards is the norm, and Ranked matches sorta feel like 2v2 Arena in WoW somtimes. I would rather it be balanced of course, but this is also a CCG – there being only a few viable decks at the upper-end is pretty much par for the course. But if Blizzard wants to do some (more) groundbreaking things with their game design, they are going to have to fix the above four issues at a minimum.
Beta Impression: Hearthstone
Yes, I made it into the beta with that ridiculous email and Press™ credentials. It just goes to show you that with hard work and a can-do attitude Camus was right. Embrace the Absurd.
Anyway… Hearthstone!
For those not following along at home, Hearthstone is a free-to-play CCG made by a small team at Blizzard, all of whom likely had an awkward conversation with their bosses as to why they were apparently hiding their goddamn genius game development and UI skills under a bushel.
Indeed, that is exactly the first thing anyone should talk about when it comes to Hearthstone: it has perhaps the best UI in any game ever made. It is both visceral and whimsical, simultaneously. You know that feeling in a pillow fight, about ten seconds in, when you are just wailing on somebody and clearly winning before Jason knocks over the lamp and your mom comes upstairs and makes everyone go to bed? It is kinda exactly like that. Or close enough that I am going to continue using this ungainly metaphor for the rest of the post.
The basic premise of the pillow fight is that each player creates a 30-card deck, limited to 2 copies of an individual card, and then tries to reduce the opposing player from 30 life to zero in a turn-based manner. A few unique gameplay wrinkles show up immediately. First, players have to choose a Hero to represent them, corresponding to one of the original nine classes in World of Warcraft. Each class has their own unique set of cards that cannot be used by the others, although there is a large portion of “neutral” cards that can go into any class’s deck. In addition to the unique pool of class cards, each hero has a “hero power” which is an ability that costs two resources and can be used once each turn. The Paladin hero, for example, can create a 1/1 creature whereas the Warlock can pay 2 Health to draw a card (ala Life Tap).
The second gameplay wrinkle comes from the gameplay flow. Each turn, a player gains another resource point (aka Gems, Crystals, whatever), up to a maximum of 10, with them reseting at the start of each turn. While there are technically “Secret” cards with hidden triggers that can be played, there is otherwise no action possible during an opponent’s turn.
Finally, combat plays out a little differently than you might expect, coming from SolForge or Magic: the Gathering. Summoning Sickness and Haste (i.e. Charge) is all there, but there really is no concept of “blockers”; unless your opponent has a creature with Taunt, you are free to send your units to attack the player or his/her creatures at your leisure, in whatever sequence you choose. While the optimal move is sometimes obvious – sending your 1/1 into that 5/1 – the math becomes exceedingly fuzzy when you start having to compute whether it’s better to just send all the damage to their dome and hope you maintain enough initiative to win the damage race.
Here is an example of some strategery:
It’s turn 7, and the Warlock has a 7/7 mob. On my side, I have a 3/2, a 1/1, and a Young Dragonhawk (1/1 with Windfury, which lets it attack twice per turn). In my hand is Raid Leader (2/2, gives my other creatures +1 Attack), Blessing of Might (gives creature +3 Attack), Lord of the Arena (6/5 mob with Taunt), and Shattered Sun Cleric (3/3 that gives a creature +1/+1 when it comes into play). My moves? Blessing of Might on the Young Dragonhawk, Shattered Sun Cleric also targeting the Young Dragonhawk, and then playing the Raid Leader. Attack the Warlock directly with all my creatures, dealing 6 + 6 + 3 + 1 damage to the dome, bringing him to 8 life with more than lethal damage still on the board.
Why play this way? There are a few reasons I chose to, and a few more that argue for a more conservative approach. Warlocks have a lot of removal by default, including Hellfire that deals 3 damage to everything. As amazing as my 16 damage was the prior turn, a single Hellfire would have wiped my entire board and left the Warlock with a 7/4 creature wailing on me. I could have perhaps played the Lord of the Arena and then Blessing of Might on the Dragonhawk, dealing 12 damage and leaving a sort of Taunt barrier that would survive (and trade) a Hellfire. Or I could have done my big play like last time, and sent the 6/2 Dragonhawk into the 7/7 as its second attack and finishing it off with the 1/1, having dealt a total of 9 damage to the Warlock.
Having actually wrote all this out, it has become apparent that my original play was monstrously dumb. A single Hellfire would have wrecked me, to the point of not being able to recover. At the time, my thought process was that the Warlock had to remove my Dragonhawk or lose the next turn, so he’d send in his 7/7 targeting my 6/2, leaving it as easy picking on my next turn… which would be irrelevant because I’d have lethal damage available anyway. Shit, I was probably just too damn excited to contain myself. “Sixteen damage in one turn! Ka-Pow, right in the kisser!”
While there are moments of high excitement, there are also moments of extreme depression. Hearthstone, like many (most? all?) CCG games, forces one to become intimately acquainted with the Three Sisters: Tempo, Card Advantage, and RNG. Take a look at this screenshot which, days later, still causes me to groan:
My opponent is at 1 HP, and it’s their turn. They send their 3/3 (which makes a 2/1 at death) at my 5/5, and then the 2/2, and then send a 1-damage fireball at my 1/1 creature. Approximately 247 days or five turns later, whichever is worse, the Mage wins. Wins. I never draw a creature with Haste Charge, or any “direct” damage (by Paladin standards), and nothing on my side of board lives long enough to attack. I created a 1/1 each turn only to have it pinged away.
You will have games like this, and it will suck. It is not quite on the same level as being Mana Screwed in Magic, but games possibly grinding to a halt is at least one problem that Scrolls solved beautifully – in Scrolls, you either turn a card into a resource or discard it to draw 2 new cards. With Hearthstone, some heroes like the Paladin have a severe problem with running out of steam. There are technically some Paladin-specific trickery to “solve” this issue – Divine Favor is a 2-cost spell that let’s you draw cards until you have as many as your opponent – but that is heavily dependent on actually having said cards in your collection, and drawing into them at the opportune moments.
Speaking of which…
The Business Side
So where are the Hearthstone F2P hooks? Well… it’s kinda weird. I mean, not really, but it sorta is. Here is how you spend money:
You can buy 5-card booster packs for 100g or at an escalating discount; they come out to be $1.50, $1.43, $1.33, and $1.25 apiece in the various quantities. Entrance into the Arena (which used to be the Forge) is 150g or $1.99. Purchasing boosters for 100g is almost always a waste of precious gold, considering that even if you go 0-3 in the Arena, you will receive a booster pack at a minimum in addition to some other prizes. Supposedly, if you win 7 or more Arena matches, you will make enough gold to purchase another entry. I went 4-3 and came out with 45g and some dust (used to create cards) in addition to the booster, so I technically “paid” a 5g premium for a series of fun games and dust instead of simply having a booster.
What are sources of gold? There are basically two: daily quests and winning matches against people. The “daily quest” is really just a random quest that asks you to win 3 matches, kill 40 creatures, play some games as a specific class, and so on, with a reward of 40g. Winning matches gives you 5g after you win a total of 5, e.g. 1g apiece. I think there might also be a gold award when you level a class up to 20.
So you can sort of see the outline of the F2P hooks. You are not going to be playing in the Arena every day without forking over some serious cash. Being competitive in the Ranked games will require Legendaries and other power cards, which come from random packs. All pretty standard for a CCG, really.
But honestly? Blizzard is pretty much doing everything wrong if their goal was pure F2P exploitation. There are no special classes of booster packs (more expensive versions that have guaranteed rare cards) like in SolForge or the upcoming Hex. You can play the equivalent of Booster drafts using in-game currency. And the biggest jaw-dropper once you think about it? You can manually create any card in the game via the dust. Including Legendaries. Yeah, it takes like 1600 dust to craft a Legendary and your sole source of dust is going to be from activities that involve money (e.g. boosters or Arena), but again, you can substitute in-game currency for the costs. So, eventually, a person that spends $0 can have a full set of all the cards in the game.
Probably around the same time a new set comes out, but hey.
Bottom line: Hearthstone has some legs. In fact, it’s about to have a few more pairs after it chops the current (and upcoming) competition off at the knees. The game is fun, the UI is a feast for the senses, and the few issues I do have with the game can easily be addressed by the end of Beta. This Impression post is already absurdly long, but you can be certain that there will be more to say about Hearthstone in the weeks and months to come.
Dear PR@Blizzard.com
Subject: Hearthstone Beta Press™ Request
Hello,
My name is nice try, NSA , aka Azuriel, and I run a gaming blog called In An Age (inanage.com) that has a focus on PC games. While the topic of my posts varies between what I’m playing, to game reviews, to MMO design critiques, I am especially passionate about my Beta Impression posts. I have wrote beta impressions about WoW expansions, Guild Wars 2, Darkfall, Card Hunter, and more. In fact, I just completed two more within the last week: Scrolls and SolForge.
I would be extremely honored if you allowed me to add Hearthstone to that list. By letting me in the Hearthstone beta. As a member of the Press™.
In return, I can promise you a minimum of one (1) brutally honest Beta Impression post, and possibly dozens more if the game is as amazing as it looks. In fact, since I would likely spend money in the store for the tournaments (as investigative journalism), you could almost say that I’m paying you for free advertising. Just think: a Hearthstone article by me could be seen by hundreds (!) of people! That’s a PR coup if I’ve ever seen one.
In any case, I want to thank you for your time, and stalwart support of the blogging community. Your willingness to give members of the Press™ (such as myself) beta keys is an inspiration to us all. Hopefully.
Shamefully yours,
– don’t doxx me, bro (aka Azuriel)
P.S. If you ever need to fill a slot on a Press™ tour of Blizzard HQ or on the WoW dev team, I am available.
























