Blog Archives
Beta Impression: SolForge
After becoming increasingly disenchanted with Scrolls while still craving a card-game experience, I found out that SolForge was in Open Beta as a F2P game. On Steam, no less. Score!
SolForge plays a lot differently than many other CCGs (there is no trading that I’m aware of): it has the most distilled, fast-paced card gameplay that I have ever seen, outside of maybe Dominion. The basic premise is that you build a 30-card deck with the goal of reducing your opponent from 100 HP to zero. There are four “factions” that roughly correspond with certain card themes, and your deck is limited to having cards from only two factions. Each player draws five cards, someone is selected to play first, and then you see this screen:
The first big twist is that there are no resources to manage. On your turn, you can play two cards from your hand, be they creatures or spells. When you play any card, an upgraded version of that card is shuffled back into your deck. There is a combat step where all creatures attack, and you can trigger it at any point during your turn (before, in the middle of, or after you played your cards). At the end of your turn, any leftover cards in your hand are also shuffled back into your deck and you draw a new hand of five cards. Every four turns or so, your avatar “levels up” and then you are able to start actually drawing the upgraded versions of the cards you played previously (even if the original is still on the board).
A quick note about the leveled-up cards: it is way more strategic than you think. A lot of cards might have an especially weak Level 1 form, only to ramp up in power with Level 2 and Level 3. Others are strong Level 1 contenders, but feature a definite lack of scaling that almost make them dead-draws in the endgame. Still others sort of force you to use them early to keep them relevant at all. An example of the latter is Cull the Weak, a removal card which destroys a creature with 4 Attack or less, which ramps up to 7 or less and finally 14 or less at Level 3. Played early, Cull will serve you immensely well into the late stages of the game; drawing into a Level 1 Cull around Turn 15 though, and it may as well be a blank card.
Examples of the first two types of cards (late vs early game focus) can be seen here:
Where things really get (further) mind-bending is combat. Creatures you play have Summoning Sickness are “On Defensive” until the start of your next turn, meaning they won’t initiate combat. Creatures will also stay in the lane you played them in (unless they have the Mobility trait), attacking anything directly across from them. Once creatures are “On the Offensive,” they will attack every turn. As in, creatures will attack on your turn, and then attack again on your opponent’s turn. Damage a creature takes is permanent, as are most boosts and the like. As you might imagine, creatures die pretty quick; conversely, this means that any creature that does stick around (especially if they have a nice ability) start becoming increasingly dangerous.
What I am failing to get across in words is this: the tempo is SolForge is insane. And addicting. Let’s say that I play a 5/5 creature and my opponent then plays a 7/7 across from it. If I do nothing, my 5/5 will automatically run to its death, and my opponent will begin dealing 7 damage a turn with the now 7/2 creature. Before the attack phase, I might cast a spell that gives one creature +3 attack and another creature -3 attack, making the match-up a 8/5 versus a 4/7. On my opponent’s turn, if he/she doesn’t kill the creature with a spell or throw another creature in front of my now 8/1, it will attack again on his/her turn.
Goddammit, words aren’t working. Here was board position of the closest fight I have ever seen:
It is my opponent’s turn, late in the endgame. His creatures are the 6/10 Savant that let’s him give a creature -3/-3 whenever he casts a Level 1 spell, and “just” a 24/7 wurm. Mine are all just vanilla creatures aside from the Dryad, which gets +1/+1 each time a creature comes into play on my side. He just cast the +3 Attack/-3 Attack spell I mentioned earlier, targeting his wurm and my dryad, taking out one of my 2/3 Ether Hounds with the -3/-3 trigger. He then plays his own Ether Hounds, providing blockers for my Dryad and Marrow Fiend, using the Savant’s trigger to kill my last Ether Hound. He attacks, creatures die, and we go down to 7 and 4 HP respectfully.
What are my options on my upcoming turn? Well… the 6/5 is just a vanilla creature; the 4/6 will spawn a 1/1 creature in its space after it dies; the 14/14 creature has Mobility and gets +6/+6 when a creature dies across from it; the card Enrage gives a creature +5/+5; and the last card gives a creature -3/-3. Hmm. After I make my moves, the board looks like this:
I had tossed my 14/14 in front of the Savant because the -3/-3 triggers were generating insane card advantage, and would basically negate my center lane gambit. Said gambit was tossing in the 4/6 creature in the path of the 24/7, and relying on the 1/1 that spawned after its death to give me the reprieve I needed to win. And, in fact, I would have won on his turn, but he managed to cast either another Savant or perhaps a Gloomreaper Witch (kills a 1-power creature when it comes into play) to remove my 1/1 and block my 20/14, and then some other throwaway creature to stand in front of my 17/11. The wurm, unopposed, kills me. GG.
Whether all of that sounds like gobbledygook or a smashing good time probably depends on how familiar you are with card games, or with Magic specifically. Oh, did I forget to mention that? Richard fucking Garfield had a hand in SolForge’s development, along with the guys who made Ascension, who were already pro Magic players. Now that I think about it, Richard fucking Garfield worked on Card Hunter too. Dude gets around. Considering how everything he touches seems to directly trigger my nucleus accumbens, I’m going to say that this is a Good Thing.
Less so for my wallet.
Beta Impressions: Scrolls
I tried out Scrolls the other day, mainly due to this video. My initial impression is… mixed. Which is not good for a game that requires $20 to buy-in into a beta state.
For those who may have forgotten, Scrolls is the TCG follow-up project to Mojang’s genre-defining Minecraft. It is essentially Magic-lite with a few extra tactical considerations. Each player has five 10-HP totems at the end of five lanes, and take turns placing creatures or structures or casting spells/enchantments in an effort to reduce three of those five totems down to zero health. Creatures will attack down their lanes when their timer reaches zero, damage is persistent, and creatures can also be moved usually one “hex” each turn.
What I enjoy about Scrolls so far is its rather ingenious, nested card mechanics. At the start of the match, you draw five cards and thereafter draw one card per turn. Each turn, you have the opportunity to discard a card to increase your resources by 1 permanently (e.g. turning it into a MtG “land” essentially) or discarding a card to draw two new cards. As you can only have three copies of a given card in your deck, this immediately makes the early game exceedingly complex on a strategic level. Should you turn that high-cost card into resources now, or save it for later? Now that you’re at 5 resources, should you discard in order to draw two new cards or continue pumping up resources to allow you more options each turn? I doubt that Scrolls is the first card game to feature a system like this, but I am finding it extremely… delicious.
Now that I think about it, my mixed reaction basically comes down to the Store aspect. After you purchase the game, you unlock one of the three Starter decks to play with. Thereafter, you are stuck purchasing new cards in awkward increments using in-game gold earned from winning matches (either against AI or people). I made the unfortunate mistake of purchasing the Order deck and realizing that I don’t actually like its gameplay – a high emphasis on maneuverability and defense and so on. I am getting around ~300g for winning Trial matches (e.g. scenarios), but the other Starter decks are 6500g total. I started with 2000g, but foolishly purchased the 10-card booster packs at 1000g apiece.
So, essentially, I am stuck with a deck I don’t particularly enjoy playing while having to grind out dozens of games with no hope of actually seeing any new cards for that entire duration. Technically, I can also purchase things in the store for Shards, which is the RMT currency. However, the thought of spending more money on top of the $20 I already paid to play the game in the first place is repulsive. Scrolls is not a F2P game. Finding myself confronted with a payslope after the initial paywall is incredibly frustrating, especially with there being no way to undo the designer trap (having to choose a Starter deck with zero information) I fell into to begin with. This is a TCG, sure, but if your Starter deck isn’t fun to play, most rational people won’t be playing for long.
I am going to continue playing in the hopes that things improve, but at the moment I couldn’t really recommend Scrolls to anyone just yet.
First Impression: Firefall (Beta)
Downloaded the Firefall open beta client yesterday because, you know, Press™.
For those not keeping track at home, Firefall is… well, hell if I actually know. Without looking it up, I’m assuming it’s a F2P MMO set in an open-world, over-the-shoulder Borderlands 2 with bugs taking the place of bandits. After looking it up, it seems the devs want to emphasize the fact that it is a skill-based action shooter with sandbox MMO elements. Apparently the world is a not level-restricted, but the highest-ranked “dungeons” will need full groups with crafted gear. Which sounds like roundabout levels to me, but let’s play along.
One of my biggest fears with new MMOs – or any game which expects me to be playing for 50+ hours – is losing on the character select screen. How am I supposed to know which class will be the most fun months from now? And even if I luck into the best class for me, how will I know it won’t radically change (or get nerfed) years later? So, right away, Firefall got some major brownie points with me once I understood that a “class” means a Battleframe, which you can swap out at pretty much any time. Need a healer? Jump into your healer suit and go play.
Loincloth starting armor tropes aside, I think the whole Battleframe direction is pretty clever. Not only are you allowing people to play whatever role is necessary at the time, having independent frames means a player has to “level-up” multiple times while still allowing for quick catch-up. In other words, it’s horizontal progression. PlanetSide 2 has this same sort of thing, where you might have to purchase various levels of Flak Armor for each class (which is expensive with Certs), or you can just focus on playing Light Assault or Medic and save your currency.
In any case, from the extremely limited amount of time I spent playing, things seem fun enough. They certainly looked good, at any rate.
Some people might not like the sort of cel-shaded motif here, but this sort of thing has never bothered me. If the game runs better and has more options for crazy effects, then I will “sacrifice” ultra-realistic graphics any day. Plus: everyone has jetpacks, right from the start.
I can’t give much more of an impression beyond the above, as I was unable to progress past the second “quest.” The first quest was to follow a waypoint, and the second was to kill some bugs and then return to purchase your sidearm from a vendor. Unfortunately, either I am completely oblivious (possible) or the the game was bugging out for me (likely) seeing as how no menu would appear after interacting with said vendor:
Since the mouse controls your aim, I know that I successfully clicked ‘E’ on the vendor because the crosshair disappeared and an actual mouse pointer appeared. But no menu. I tried highlighting the guns in the background, clicking on every on-screen icon-looking thing, reloading the client, and finally restarting my computer. Open beta is open beta, but I was left feeling pretty disappointed all the same. Hell, I couldn’t even submit a ticket because that interface wasn’t showing up either. I could probably submit a bug report on the forums… or I could go play some other game that works instead.
While I was clicking around, I did notice something particularly interesting:
That’s right, you can move shit around your screen and I think resize elements right from the start. It might seem like a small thing, and it arguably is small, but it begs the question of why some MMOs *cough* require you to download 432 mods to do the same sort of things. Artistic restrictions? General laziness? More of this sort of thing, please.
I might check back in on Firefall later to see if the problem resolves itself, or I might simply wait until release. Until then, feel free to try it out yourself.
First Impressions: Card Hunter (beta)
I got into the Card Hunter beta last Thursday.
It is rare anymore for me to spend a lengthy amount of time playing the same game. Game developers these days front-load their daily bonuses in such a way that the most “efficient” way to maximize your playtime is to switch between 3-4 titles. And yet I spent ten hours playing Card Hunter on Saturday, and another six on Sunday. So, spoiler alert: I really like this game.
Card Hunter grabbed me from the word Go. In essence, this F2P browser-based game is a tactical, turn-based RPG where your abilities come in the form of random cards. Instead of building an entire deck on your own, a character’s game deck is actually the sum total of the cards associated with that character’s equipped items. This might sound complicated, but it is the exact opposite – after about 5 minutes of looking at the screen, the system becomes immediately grokkable and engaging. For example, here is a character sheet:
All of the cards along the bottom are the sum total of the deck. When you look at a specific item…
…you can see what cards it contributes to the overall deck. As you might imagine, weapons usually contribute attack cards, armor contributes armor cards, and so on. Occasionally though, you will have some items that contribute cards from outside their “theme.” Most items are limited to certain classes, of which there are three: fighter, cleric, and wizard. You can have either human, elf, or dwarf versions of any of those classes, with the differences being the typical D&D tropes; elves have low HP and fast movement, dwarves have the opposite, and humans are in the middle.
How does the game play? Fabulously.
As you can see, the “setting/lore” of the game is retro-D&D, and it is adhered to from start to finish. All characters are represented with those figurines, and all the maps are exactly like this one (with different terrain and such, of course). The game’s F2P currency are slices of pizza, the battles are all prefaced with D&D-module write-ups, and there is clearly some tension going on inbetween the new DM Gary and his rules-lawyer brother Melvin in campaign mode – not to mention Gary’s awkward crush on the pizza delivery girl. Change some names around, add in two more teenagers, and Card Hunter could have described my high school D&D experience to a T.
As far as the game flow goes, it is pretty intuitive. You and your opponent take turns playing one card from any of your characters’ hands. You don’t have to alternate which character’s cards you play – if your warrior has 3 attack cards and someone within reach during each of his/her turns, you can wail on them 3 times. When you and your opponent pass turns in sequence, the Round ends, everyone discards down to two cards, three cards are drawn (one of which is always a movement card), and any Round triggers fire (e.g. players starting their turn in lava take 10 damage, etc).
The strategic brilliance of this combat system simply cannot be praised enough. Yes, the card-based nature of abilities can lead to immensely frustrating, if not outright impossible scenarios. In the screenshot above, for example, my elven mage has drawn all movement cards, severely crippling any initial attack I could muster. Defeat can (and will) be drawn from the jaws of victory even if you are careful. Here was a moment I exclaimed “You have got to be shitting me” out loud:
The above screenshot was taken from the dreaded Compass of Fucking Xorr level, right from where you might imagine is an insurmountable advantage. The armored dogs are dead, I have the last mercenary backed into a corner with 5 HP, and all my dudes are (barely) alive. It’s a new Round, my turn, and… look at the bottom. Don’t see many red cards, do you?
In fact, I drew exactly one attack card, and it only deals 3 damage. That larger card in the screenshot is a “seen” card that I know is in the merc’s hand, and it’s a doozy. Basically, any time you would deal damage to the merc, he rolls a d6: on a 4 or higher, the damage is reduced by 3. Like many Armor cards, it also has the Keep quality, which means it stays in his hand after triggering, ready for the next reduction in damage. And from fighting this guy, let me just tell you that his attack cards all deal 6+ damage from two squares away.
I did kill the merc on the turn after this one, as he just happened to draw a “drawback” card that caused him to discard all his armor cards. But it was a close one either way.
In any event, I am having a blast with Card Hunter thus far. That might sound strange after I just dedicated a few paragraphs to describing what could have been a terrible RNG-based wipe, but that kinda goes with the TCG territory. Who hasn’t been mana-screwed in Magic: the Gathering before? Part of tactical thinking should include the possibility of things going wrong – if games like Frozen Synapse taught me anything, it would be that. If nothing else, it keeps you on your toes.
I’ll go over the other elements of Card Hunter, including the ever-important F2P bits, next time.
The Final GW2 Beta Weekend Impressions
I have had words regarding Guild Wars 2 previously. Based on my experiences mere minutes ago, I am almost ready to recant all of them.
Err… the bad words, that is.
As way of preface, since the Sylvari and Asura were available for the first (and last) time, I decided to forgo retesting that Thief nonsense in Queensdale and focus on the new races. The following points/impressions are in the order that I experienced them, with the ones that inspired my opening lines coming at the end.
Point 14: Sylvari are People Too!
For being walking sentient plant gonads (look it up), the Sylvari speak and threaten like typical meatbags:
That was not even the most interesting bit of shrubbery dialog. This was:
I was not even out of the tutorial yet and already I am being told two dude plants love each other. Not that there is anything wrong with that, of course.
Nevertheless, presenting a gay relationship right at the beginning struck me as an unexpectedly bold move on ArenaNet’s part. Every single person that rolls a Sylvari character is going to be seeing this (if they are paying attention), as opposed to hiding it in random NPC dialog.
Then again… is it really all that bold? Sylvari are plant people modeled as pseudo-elves; male elves in videogames are traditionally metrosexual at a minimum. If ArenaNet was really bold, they would have transplanted (har har) this situation over in the human section. But, as far as steps go, this one ain’t a bad first one.
Point 15: Visuals, Jumping Puzzles, and View Points
As far as zone visuals are concerned, the Sylvari thus far take the vegan cake. Alternatively, ArenaNet may have boosted the graphical optimization several notches with this build. Either way, I always have respect for artists who are capable of taking the cliche – plant people living in a giant tree – and still making everything interesting to look at. Remember when you strolled into Northrend during Wrath of the Lich King in WoW, expecting every zone to be snow, snow, and more snow… and being more than a little pleasantly surprised? There is more than enough stereotypical plants to go around here in Sylvariville, but their configuration remains fairly fresh.
Speaking of jumping puzzles, I am not sure if they are brand new to this build or not, but… there are jumping puzzles now. Hard ones. The one in the screenshot above took probably ~20 minutes to complete (I’m a pro) and even awarded an achievement for making it onto the cliff over on the left. To be honest, I thought the whole thing was a part of the Skill Challenge – the actual challenge was, no joke, clicking on an item in your inventory you got from clicking the bush at the bottom – so I was a little disappointed after the fact.
In any case, another new addition are Kodak Moments View Points: map icons hidden in relatively hard-to-reach locations that start Assassin Creed-esque flybys. Sometimes literally:
To be honest, View Points are kinda pointless insofar as they do not reveal anything of note, but I suppose they incentivize climbing on top of things. If you are into that sort of thing. Actually, I do have one minor gripe with that…
Point 16: You Fall Too Fast!
I noticed the instant-terminal-velocity way back in the first minutes of the first beta, but until View Points and Jumping Puzzles were introduced I never had a reason to gain unsafe amounts of altitude. Falling anywhere in Guild Wars 2 feels like you are falling into a black hole. Know how characters sometimes feel “floaty” in MMOs? Imagine the opposite of that. It’s jarring. It may be a minor point, but I was tired of not talking about it like nobody noticed.
Point 17: Necromancers are Boring
While on the character creation screen for Sylvari, one class choice was immediately obvious: Necromancer. Or, well, Engineer might have worked too. If you pick anything else you are squandering the opportunity denied to Draenei Warlocks and Undead Paladins everywhere. Fight the power!
While I breezed through questing as a Necromancer (*cough* ranged are OP *cough*), I never really liked any of my base skills. Sure, it was fun being able to run around with a Blood Fiend, two Bone Minions, and a Shadow creature all by level 10, but everything else felt… meh. Death Shroud as my F1 ability was incredibly disappointing; I do more damage normally, and if it exists solely as a defensive move, well, that still sucks. Overall, the class just seems too damn meta. Dispel buffs, steal buffs, corrupt buffs, use abilities that give yourself debuffs so presumably you can spread them around later… yeah.
Okay, ArenaNet, you have the convoluted PvP interactions down. Now what is a Necromancer supposed to do while questing? Auto-attack + press 2 every 8-12 seconds? Yawn.
Point 18: Elementalists are the Most Fun I Have Had in an Action RPG
In blinding contrast to Necromancers, I feel I need to repeat myself for emphasis: Elementalists are the most fun I have had in an Action RPG. Guild Wars 2 is not strictly an action RPG, of course, but it goddamn turns into one when you roll an Elementalist.
Necromancer was Press 1 (auto-attack) + Press 2 every ~10 seconds while your pets unfailingly tanked mobs.
Double-dagger Elementalist? Your auto-attack shoots three flame arrows in a spread pattern. Right off the bat you grok the strategic possibilities: the closer you get, the more likely your target will get hit by multiple arrows, increasing the deeps. But maybe you hang back and let your arrows hit the crowd… oh hell, naw! Get in there, boyz! Button number 2 is a channeled dragon breath you can use while moving. Button number 3 is one of my favorite in the bunch: it is a charging jump attack that leaves a trail of fire on the ground while you blow the area up when you land. Nothing says badass pyromancer like one jumping at your face with an explosion. Follow that up with button number 4, which is an AoE fireblast that leaves a ring of fire on the ground that burns enemies who step through it. Flame Wreath this, beotch! Finally, button number 5 is another cone-shaped attack that simply deals extra damage to Burning enemies, such as those who took damage from button(s) 2, 3, and/or 4.
All of that is just double-daggers under the Fire sign. Pressing F2 at any time brings up the Water sign, whose auto-attack is spinning icy hula-hoop of death¹ which passes through all enemies in a line and debuffs with stacking Vulnerability before boomeranging back and hitting them a second time. F3 is the Air sign which, admittedly, is pretty lame aside from the 1,200-ranged charge attack called Ride the Goddamn Lightning. Finally, F4 busts out the Earth sign, with all its fairly Necromacer-ish short-ranged-but-powerful Bleed attacks.
Again, all of that was with the same weapon loadout. Most classes in GW2 have 5 abilities per weapon combo, changing only two per offhand switch. The Elementalist gets six (6) no matter what you switch around. I did not make it to level 10 to check, but presumably I could go from double-dagger to scepter-focus and get 20 different abilities to play around with each time I press the ` button. Other classes may get a similar number of abilities overall (since the Elementalist cannot wield as many different weapon types), but none of them have as much access to these abilities at any time. We are talking about 10 vs 40 here. It’s ridiculous. And even if there is some kind of Elementalist-only weapon-swap limitation, it’s still 10 vs 20.
If it was not obvious by now, check your pulse I had a ton of fun playing the Elementalist. At the same time, the Elementalist is so clearly some designer’s pet project it is not funny… and that worries me. Nothing comes close to this class’s complexity, and I have to wonder at what (eventual) cost. Thieves can press F1 to Shadowstep and get “stolen” one-time-use abilities, Warriors press F1 when their Rage Adrenaline meter fills up, and so on and so forth. Are Elementalists going to be balanced around correct usage of 20+ abilities? Or will they simply be OP as they stab you in the face with their explodey burning rings of fire?
I have already heard grumblings vis-a-vis Elementalists dying practically instantly in PvP, so maybe this issue “fixes” itself. I hope not. I want an Elementalist main and to run some BGs.
Point 19: Asura Females (Can) Straddle the Line between Cute and Uncomfortably Cute
If you were originally put off by the Asura concept art (like I was), feel free to give it a spin:
If you liked the original concept art look, or are afraid of what your probation officer would say if he walked in while you were playing, ArenaNet still has your back:
Luckily for everyone, Asura act more like Goblins/Gnomes from WoW rather than Elin from TERA. And they go back to looking like the cute, cocky nephews and nieces of Yoda from Episode 2 in the main world:
My Asura was the Elementalist, by the way, so that Episode 2 reference was especially apt.
Point 20: It Will be an Interesting Ride, One Way or the Other
Lest I be confused for someone with boundless optimism in the integrity of the human race, I still have major concerns regarding damn near everything I said previously under the Guild Wars 2 Category tag. Things like unbalanced melee, bad pacing when it comes to Personal Stories/questing in general (the Sylvari starting zone was smooth as butter, but I still had to grind mobs in the Asura zone twice), how Thief, Guardian, and Necromancer gameplay feels pretty bad, suspicions regarding the cash shop and how it affects future game design, and so on and so forth.
In fact, regarding the latter, I was reading a comment to this post over at Keen & Graev’s mentioning being an altaholic. Uh… not unless you pay $10 per slot beyond five. Five slots, eight professions, you do the math. And it is not as though you can roll on another sever either – “guest” anytime anywhere, but it will always be a pain in the ass if your friends rolled elsewhere unless there is an “auto-guest on X server upon login” option. Maybe an extra $15 here and there is nothing as long as it doesn’t happen faster than once a month. But for me, there is no such thing as a friendly, on-your-side cash shop.
Anyway, that is that, my friends. I might have some leftover screenshots, but they will definitely have to wait until next time.
¹ Don’t tell me you never gave a hula-hoop a reverse spin before tossing it down the driveway.
Melee and Kiting
In the extreme off-chance you have not been following the gripping drama unfolding in the comment section of my post about Guild Wars 2 questing (which long ceased to be about questing), let me summarize my position on the design intention of melee kiting mobs.
…actually, wait. Let me quote GW2’s Jon Peters instead (emphasis mine):
Hey all. I wanted to talk about this a bit since it is a hot topic here and also on the internets. The intention is that both styles are viable. Certainly right now Melee is more difficult than ranged. There are some things we will try to do to address this, but I think the more you play you would find they are closer than you think.
First what’s already there:
- Melee does more damage. Melee damage is simply higher than ranged damage across the board.
- Melee has more control. With a few intentional exception Melee has a lot more control than ranged.
What Melee needs:
- defensive tools on more weapons, particularly on lower armor professions.
- ai needs to favor Melee a bit less than it currently does.
What else:
Finally because of the more action based nature of combat Melee needs to be taught better. Effective Melee requires skills that translate over from FPS games which are notoriously harder on casual players. You have to wasd to move, constantly aim with your mouse camera, and hit skills on 1-5.
Some tips:
If you have learned any good Melee tips that you think we should pass on to newer players feel free to post them here. I’ll start with a few tips of my own.
- If you don’t have mouse look on when using a skill you will turn to face. I sometimes let go of mouse look as I activate to help me aim through the chaos and then click it back down in between attacks.
- Melee has a lot of hard hitting skills and good setup. Utility skills Can really help set up big Melee attacks. Bulls charge on warrior, scorpion wire on thief, judges intervention on guardian.
- Know when to run. No matter what you are not a tank. You have to move in and out avoiding damage. If you have to soak damage try and bring boons like Protection and Regeneration or conditions like Blindness and the very undervalued Weakness.
Thanks for reading this all. Rest assured we will keep working on this and just keep in mind the subtle differences in GW2 combat that take a while to sink in.
The above was posted May 1st, the same day I basically pointed out the same thing, vis-a-vis the melee vs ranged discrepancy, with my first GW2 beta weekend impressions. As of the second beta weekend, there has been no improvement I could detect. Jon mentions that melee deals more damage “across the board,” but what difference happened to exist was not perceptible to me.
But for the sake of argument, let us assume Jon is correct. Let us assume, as Conwolv does, that I “like to make up excuses for [my] poor playstyle” rather than have any possible legitimate complaint. Let us, in other words, look upon the design principals as they exist in their purest form:
- Melee deals more damage | It is more difficult to get/stay in melee range.
- Melee is at greater risk of damage | Melee takes less damage.
- Ranged deals less damage | It is easier to stay on target.
- Ranged is at less risk of damage | Ranged takes more damage.
Do you believe the above is good, balanced game design?
Go ahead and write down your answer.
.
.
Write it down?
.
.
If you wrote “Yes,” you are wrong. Don’t feel too bad though, as Blizzard makes this mistake repeatedly, and ArenaNet appears to be on track to do the same for different reasons.
You see, the problem with the above “balanced” game design is the notion that both ranged and melee are intended to ultimately be viable, e.g. be equivalently good at damage. If ranged DPS is as good as melee in the long-run, that means there is no benefit to it being more difficult to get into/stay in melee range. If melee has greater burst damage to compensate, that merely imbalances PvP and/or forces encounter designers to include adds that need to be killed quickly… and somehow make it so that ranged cannot simply kill them in the time it takes melee to switch targets.
Similarly, “risk” is not a particularly compelling balance mechanism for two reasons. The first is simple psychology: most people are risk averse. Would you rather have $50 right now, or $100 if you win a coin flip? Both have an average payout of $50, so there is no difference between the two… right? Second, there are “perceived fun” barriers that designers have to keep in mind when crafting encounters. Instant-death mechanics are probably not fun for a lot of people, even if that is a way to balance ranged having an easier time avoiding said attack than melee (whom would only take 50% damage or whatever). At the other end, if melee doesn’t take enough damage, they could potentially ignore the mechanic altogether.
There are potentially ways to balance the melee vs ranged rift, but the bottom line is that a “mirrored” approach simply does not cut it.
Flying the Melee Kite
This brings me back to the GW2 melee problem.
Simply put, melee has every possible disadvantage. Instead of melee taking less damage per the balancing mechanism for #2, melee takes the same or more damage. You have less time to react to “Dodge This!” abilities, nevermind how few of those abilities ranged even has to care about. As Jon points out, “You have to move in and out avoiding damage.” What does ranged do? Move… backwards? To be honest, at the levels I played, my Ranger never had to move at all if I lead off with a snare. And here is the thing: even if that changes later, I would not be doing more than my melee toons already do.
More often than not, melee characters having to kite mobs is a sign of design failure. What else could it be, by definition?
One of the interesting defenses that a commenter named Fn0 presented was the following:
GW2 goes further. Capiche? It is not the same. GW2 allows you as melee (as in, you started melee at level 1) to spec as full-blown ranged with the blink of putting a ranged weapon equiped. In GW2 you can respec in battle with they key ` which allows one to, for example, switch between melee and ranged. This means we are much more hybrid than in previous MMOs.
It is an interesting thought that ArenaNet might be endeavoring to do away with both class roles (i.e. the Trinity) and any distinction between ranged and melee classes. I do not believe the argument works particular well, given that melee vs ranged is still a balance issue regardless of whether each class can be both – just because a Thief can be ranged 100% of the time doesn’t fix the fact that melee is imbalanced. And I have a more subjective problem with the idea of presenting Thieves, Guardians, and Warriors as “ranged” archetypes. But it is an interesting thought just the same.
Having said all that, what do you guys think? Is kiting a “standard strategy for melee in all MMO games?” Even in questing and general PvE? Are the discrepancies between melee and ranged classes something you think about at all? I have not played TERA, so I would also be interested in knowing how melee vs ranged is handled in that game. And if you played a game where you thought things were balanced pretty well, let me know that as well in the comments below.
The Guild Wars 2 Preview for the Rest of Us
With all the bourgeois previews (mostly) behind us, it is time for the Everyman take on the Guild Wars 2 beta.
I was going to split this post up and sell them to you across three different days, but you know what? I think you can handle it. So buckle up, girl scouts, and get ready to earn your Too Long; Read It Anyway merit badges.
Point 0: Selling Games is Hard
I decided to prepurchase the preorder by prepaying on Friday, which admittedly was cutting it close given that’s when the beta weekend began. Credit card in hand, I zipped over to the ArenaNet site and witnessed the impossible: the Guild Wars 2 Digital Edition was sold out.
Yes, an infinitely reproducible digital good was sold out.
Now, obviously, the actual digital data being infinitely reproducible is not the underlying issue; it probably has to do with a concern for beta server populations. As Blizzard can recently attest, the status quo is apparently being shocked that anyone, let alone millions of people, are willing to pay money to be in betas. Perhaps we should take this as a good sign.
I bring this up though, because A) I found it amusing at the time, and B) I simply went off to Gamestop.com and bought the digital edition there. I tried Amazon first, but apparently Amazon, bless their hearts, don’t recognize “prepurchases” wherein you buy products that don’t formally exist yet… and run-of-the-mill preorders don’t come with beta access.
In a way though, I am kinda glad that I bought from Gamestop. Not only was I supporting a retailer who is in open defiance of the increasingly anti-consumer game industry – a retailer, mind you, that was merely selling beta codes and not any actual product (the client was downloaded on ArenaNet’s bandwidth dime) – but ArenaNet also lost whatever X% retailer cut Gamestop takes out. Now that’s a marketing screw-up with teeth.
It’s 2012. Buying games shouldn’t be this hard.
Point 1: PvE is SWTOR meets Warhammer meets Rift
Disclaimer: I haven’t actually played Rift. Also, I don’t care what MMO did what first.
I played up to level 12 as a human Guardian (e.g. paladin), level 8 Norn Ranger (e.g. hunter), level 6 human Thief (e.g. rogue), and level 4 Charr Warrior (e.g. PvP god-mode). If you are like me, none of that probably means anything to you, but I am including it for reference purposes. The important thing is that I spent the bulk of my playtime as a weak-ass melee paladin, which is triply redundant for reasons that will become obvious shortly.
Click the map below for a larger version:
You have probably heard a lot about “dynamic questing” and “revolutionizing the quest experience.” If that sort of thing is in Guild Wars 2 (or the beta), I did not see it.
What happens is you have a main storyline quest that puts you into your own instance ala SWTOR. Each step of said quest greatly outpaces your own level, which forces you out into the world to level up. The general idea is to open your map, go towards the empty heart icons which are “quest hubs” of sorts, and hope you kill enough stuff or encounter enough dynamic events to level you up enough to tackle the other empty hearts. Generally speaking, I was NOT able to complete every hub and dynamic event I came across AND still have achieved the appropriate level to move onward. That is to say, I did everything I could see to do, and I was still 1-2 levels below what the game recommended I should be at to continue the story quests.
Redoing dynamic events or straight-up grinding mobs was certainly possible, but considering this is a game that sells +50% XP potions in a cash shop, I would start getting worried.
A few months ago, WildStar put out a Dev Diary in which they explained how they took the traditional quest log text and pared it down to a Twitter length of < 140 characters. This was derided at the time by Syp at Biobreak as “dumbing down” quests. Guild Wars 2 beats WildStar to the punch by having no quest text at all. The “dynamism” of GW2 questing is that you never have to talk to NPCs: simply walk in their vicinity, glance at the upper right corner to see what they want you to do, and then do one or all of those tasks. Dynamic Events are the same: get notification, head towards orange circle, do multi-part Public Quest.
The first real human quest hub, for example, is at a farm. Once you get close enough, the quest tracker indicates you can water plants, feed cows, or kick in wurm holes. You can talk to an NPC for additional explanation – perhaps explaining the mechanics of watering plants – but it isn’t necessary. Each performance of any of those activities increases a completion meter, which means if you were bored enough, you could complete the whole thing by watering corn. Or if you wanted all combat, just kick in the wurm holes. Every 10 minutes a “dynamic” event of bandits attacking said farm will begin, which is separate from the quest hub itself. On one character, the bandits started setting fire to the bales of hay at the farm, which may have been some indication that an earlier stage of the Event failed, I dunno.
There is (voiced) text in the story quests, but everywhere else reading is at least implicitly discouraged. It got to the point where I loathed to even read what they wanted me to do in the quest tracker – with all this crazy activity happening around me, I felt out of place standing slack-jawed in a field, staring into the upper-right corner of the screen. “Reading? How quaint.” And I am a reading guy!
By the way, allow me to confirm the total marginalization of grouping. Essentially, the only reason why you would need to group in a specific party is for chat purposes and possibly to see each other on the minimap. Otherwise, there is no kill stealing, there is no loot ninjaing, and everyone gets shared credit for everything provided you tag the mob too. Remember the Firelands daily quests wherein a warlock could drop one debuff on everything and get shared credit, compared to melee classes that were largely screwed? Same deal here, same weaknesses.
If you are wondering how Dynamic Events scale with (increased) player participation, the answer is “Badly.” As the number of players increase, the number of mobs ramps up and so do their level. The farm I talked about earlier has a recommended level of 2; with about a dozen level 2 players nearby, we were besieged by LEVEL 5 BANDITS, all of whom had ranged attacks. Needless to say, playing a melee class that requires placing runes on the ground for enemies to stand on was a recipe for disaster (and instant death).
Point 2: Combat System
Speaking of disasters, had I not played a rogue on Sunday, I would have written off all melee classes in Guild Wars 2 PvE. You might want to anyway, just to be on the safe side.
It is not so much that soloing was impossible, it is the simple fact that melee have zero advantages compared to ranged, and every possible disadvantage. Dodging wasn’t necessary for the mobs I encountered in the world, but any time I was in a juiced-up dynamic event, the sheer press of ridiculous damage either killed me instantly or had me frantically trying to kite while ranged players merrily AoEd everything down. Some mobs’ “Dodge this!” cues are more obvious than others, but as anyone with a functioning brain stem can imagine, melee classes have less time to react to them assuming they even notice the animation at all amongst the sparkles and general fisticuffs.
I did happen to face one level 11 elite mini-boss as part of some event with some other players nearby. By that point, I had actually discovered a reasonable weapon setup on the Guardian, and the whole experience might be transferable to dungeons.
Basically, while six ranged players were dealing damage (and running away when the boss randomly started heading their way), myself and another melee were trying to snare the boss without getting instantly killed by it’s melee. With a Greatsword equipped, I would do a charge/leap attack that Blinded the boss (next attack has 100% miss chance), maybe place a rune down if he didn’t immediately turn around, and then run away. Next was ranged AoE snare via the Greatsword, and right before the snare wears off, pressing the button again causes all those snared to be pulled towards me, AoE Death Grip style. Then running away. I then swapped to my scepter + shield, giving me access to a ranged root and some weak ranged auto-attacks. The shield unlocks a channeled ability which knocks back all hostiles in a dome around me, which I used at one point when a ranged player was trying to rez the other melee before the boss finished him off.
If all that sounded cool, well, it kinda was at the time.
Then I rolled a ranger, and had four or five different snares/roots by level 8. My base auto-attack as a brand new level 1 character was chucking an axe which ricochets off up to five enemies. In short, I could have done anything my Guardian did and more (i.e. actually dealing damage to the boss) with a class that has it easier anyway. ArenaNet apparently took the page (it’s only one page long, after all) from Blizzard’s Cataclysm raid design book in which melee can be replaced by ranged with no downsides. At least there’s no trinity, amirite?
Other than that? Combat in general feels about 85% of WoW, on a visceral level. As means of comparison, I would judge Aion’s beta combat at 50% and Warhammer’s beta (PvE) combat at 60%.
Point 3: Dungeons
Couldn’t test any, given the first dungeon is at level 30.
And, no, ArenaNet will not be having any lower-level dungeons than that.
Point 4: “Battlegrounds”
Whoo, boy.
When you zone into the Mists – a sort of PvP lobby that includes training dummies, vendors, bank access, various tutorial NPCs, and so on – you are auto-leveled to 80, all abilities/traits are unlocked, and you given a full set of PvP gear. You can purchase additional weapons and gems for free, if you want to try different set ups.
It is, in a word, overwhelming. And you can do it from level 1.
Joining a BG requires talking to an NPC and then choosing a specific server to join, which is decidedly retro. Once inside, you will play one of the two (2) BGs they have available until you forcibly leave; in other words, there is not a “leave BG” button at the end of the match. The two (2) BGs they have are both 8v8 Conquest-style maps with three capturable nodes and a different pair of gimmicks. One gimmick is the existence of two mini-boss NPCs which you can kill for a boost of 50 points and a team-wide, 30-second buff. The other map’s gimmick are the trebuchets, which allows you to deal ~50% of a player’s lifebar in damage if you hit them. It would probably be pretty powerful if you coordinated said attack with your team, but you always have the option of destroying the enemy’s trebuchets if you want to deny them the opportunity (and it can be rebuilt later too).
Commenting on PvP combat itself is probably useless, considering how important class balance is in informing the overall tone. However, I have some pretty foolproof (BG-specific) observations thus far.
- Don’t play Guardian. Paladins suck, as a general rule.
- Warriors are PvP gods. Again, as a general rule.
- Expect to be eternally snared, rooted, and otherwise CC’d. For example, Warriors have 2-3 gap closers, 7-second snares (most others are ~3 seconds), and stuns/knockdowns/roots. You can and will be killed in a CC-chain if two people are involved, or down to 25% HP if just the warrior.
- Classes won’t be balanced around 1v1, so burst DPS classes (warriors, rogues) will rule most BGs. Remember, it’s only 8v8.
- Classes won’t be balanced period, given skill ceilings. That is to say, if Move X is absurdly powerful, expect people to say “Dodge it, noob.” Or imply that you should have chosen a different weapon/skill loadout that “counters” it, with your psychic powers.
Some of that is facetious, some is inevitable.
The other interesting thing is… well, that’s it. You can earn Glory Points (aka Honor) for winning or leading the boards in some category, but I did not get the impression that the Glory rewards are stronger items, just cosmetic ones. For as lopsided and “unfair” that WoW BGs can get with the gear differences, I have always enjoyed having a purpose to play in addition to whatever fun is involved – losing stung less knowing I was still (slowly) crawling towards a new upgrade, and winning felt Double Fine (so to speak).
So, we’ll see how long people can enjoy playing two maps with just one game type with no overt rewards.
Point 5: WvWvWvWvWvWbbbbbbfffftttp
Most everything you need to know about WvW can be summed up in this picture:
Without anything to enhance your movement speed, it takes 2:25 (two minutes, twenty-five seconds) to run from the starting waypoint to the center of the middle keep. If the keep isn’t “contested,” a second waypoint will be available there if you own the structure, but from what I experienced, a single squad of three dudes is enough to disable the whole thing.
Personally, I don’t know why people enjoy this type of gameplay.
Don’t get me wrong, it’s tons of fun shooting people with cannons or arrows from the tops of walls. But the sort of knock on the keep gates, push enemies back, then… kill the big NPC boss? I mean, everyone’s favorite map in WoW is Isle of Conquest, right? And then all the crazy stupid amounts of FPS-crushing AoE? And how it is both easy to instantly die and impossible to remove the enemy from the field? Sign me up.
To explain what I mean with that last bit, you are probably aware of ArenaNet’s “revolutionary” take on death mechanics. Once you hit zero HP, you go to a downed state wherein you actually gain half your HP back but only have 4 abilities. If you manage to damage an enemy that dies, you rally, and self-rez. If everyone leaves you alone, you can press 4 to self-heal until you self-rez. A cannon can drop you in 2 hits without heals, but it takes 3-4 to “kill” a downed enemy. Enemies can “finish you off” by pressing the Interact button near your body, forcing you out of the downed state and into actual death.
But here is the thing: as long as you don’t release, you can always be revived.
So in the WvW battles I was involved in, there was a “natural” sort of pressing the attack, and then falling back to regroup. Each time though, the dead would patiently lay there, dead, gambling that the front would move back their way in the time it would take to release and run back. And they’re right, it’s typically a shorter to wait. What this also means is that a wiped attack can spontaneously regenerate if one (1) dude makes it to the field and starts rezzing people when no one’s looking. Which is great if it’s your group that died, and it is frustrating beyond measure when an outpost you successfully defended for over an hour falls in the two minutes it took to walk somewhere else looking for things to do.
All that being said, what WILL be fun about WvW is if you have a group of guildies running around with voice-chat. A small, coordinated group of 7-8 people can cause a LOT of havoc away from the zerged zones, perhaps behind enemy lines even. You may not be able to hold anything, but it will at least force the enemy to muster a task force to retake their own structures.
By yourself, though? Boring as hell. Unless you happen to be in a cannon with the enemy at the gates.
Final note: you are leveled to 80 while in WvW, but you only get the equipment and skills you zoned in with (there are vendors and banks inside though). This wasn’t a problem in the beta, of course, but I can imagine WvW being next to impossible against any group of actual level-capped players (and their level 80 gear). I suppose you could be on Supply duty – run to set of boxes, click, run back to structure that needs repaired, click, repeat – or even potentially manning the cannons, but it seems bizarre to make such a point about leveling someone to 80 only to make gear matter.
Conclusion
I might have some more to say about the other systems inside the game (crafting, etc), but that will have to wait.
Rather than suggest it’s worth $60 right now, let me just say I am not unhappy with my prepaid preorder prepurchase, at this time. Of course, it is “worth it” in the sense that there is no subscription fee, and thus I am grading it against (potential) hours of amusement per dollar, rather than any sort of long-term MMO rubric. In some respects though, I don’t feel comfortable judging the game right now either way, simply because I have seen less than half the classes, and none beyond level 12 (of 80, PvP doesn’t count). I somehow muscled through the low-level paladin experience in TBC for Christ’s sake, and no one would posit the 1-84 gameplay as being indicative of anything in comparison to endgame WoW, right?
So, I remain fairly ambivalent, albeit looking forward to the next beta weekend.
Guild Wars 2 Died for Your Sins
As you are undoubtedly aware, the Guild Wars 2 preorder pre-purchase prepay “beta” is up this weekend for those wanting to reserve their limited edition digital goods before the price drop. I have been following the trajectory of this game through its development with a fully cocked eyebrow, and a default expression of “Impress me.” Indeed, I have been openly skeptical over some of its more miraculous claims, although I have been surprised before.
But you know what? I have been in the Doubting Thomas peanut gallery for long enough. So let’s send this Jesus game through its paces starting on Good (Enough) Friday.
As a baseline, this is what I am expecting:
Nothing- Good graphics/UI
- Lots of circle-strafing
- Bugs (it’s still presumably a beta)
- Warhammer 2.0 vis-a-vis public quests,
RvRWvWvWvWvWvWvWvWbbbbbbbbbfffft - Fun and/or amusement in some quantifiable amount
If you are weary of endless GW2 reporting or simply don’t care about the game all that much, buckle up. Come Monday, I will have some impressions just for you.
P.S. I will probably be rolling on the Yak’s Ass Bend server. Because why the hell not.
On the Other (Cloven) Hand
First, a correction. I have been informed in the comments of my previous post that one can turn on Elective Mode in the option menu to turn Diablo 3’s talent system into what I had envisioned previously. Namely, pooling all your abilities together and picking out any combination of 6 at your discretion.
If accurate, that is the system I can (and want to) get behind.
I saw in the Witch Doctor the ability to recreate my nostalgic Necromancer of twelve years ago – spiders from jars and zombie dogs replacing skeletons and golems – but felt stymied by my apparent inability to drop skills I never intended to use with any regularity for the ones I would. It seemed as though I had to choose between maximizing my voodoo army and being able to actually destroy barrels on demand; the bottled arachnids cared not for my entropic war with all material things, and I’d be damned if I could find a way to actually use whatever random weapon I happened to be carrying around at the time.
It is thus possible that my entire original impression was colored by my ignorance of the Elective Mode feature¹. I might suggest it is partially Blizzard’s fault for hiding the light under a bushel in the first place, but nevermind.
What I wanted to mention today that I did not before, is Diablo 3’s Auction House and the effects on the game proper. Simply put, I think Blizzard is riding the very cusp between brilliance and disaster.
It took me a while to even find the Auction House interface at all, and as a result I did not use it until my second playthrough – it requires you to be logged out of any individual character, which I suppose saves Blizzard the bandwidth of people idling in-game. Between vendors who sell random magic items for ~1500g, the normal sort of loot hauls from furious clicking, and the Artisans (e.g. Blacksmith) allowing you to break down magic items to craft new ones, I cannot say that I felt especially deficient in my solo gearing. I suppose that is not especially praiseworthy, seeing as how screwing that up would defeat the entire purpose of this sub-genre, but there it is.
Once you taste the AH though, there is no going back. Unfortunately.
There are a couple things going on in that picture worth noting. The weapon on the right was the one that my Barbarian killed the Skeleton King with after ~2 hours of play. The one on the left is so ludicrously overpowered in contrast, it is difficult to put into words. What really stands out though is the +6 Health per kill bonus. As Sullus experienced, that singular stat bonus completely erases all semblance of difficulty from the beta by itself; surprisingly, you end up killing quite a few monsters in Diablo 3, such that a bonus like that amounts to probably six times its value in passive HP regeneration.
The problem is just beginning, though. This rare weapon, which I would have been flipping out about had it dropped for me, can be equipped at level 4. You thought mobs were already discorporating blazingly fast? You haven’t seen anything yet. But wait… there’s more! If you call within the next 30 minutes Since magic items are not Bind on Equip, this clearly ridiculous weapon is something you will be able to use on all of your starting alts moving forward. If you run out of alts, you can simply resell it on the AH or give it to a friend or whatever.
All of this is somewhat Old News, of course. But here is the thing.
I bought the rare sword on the AH for 1000g. In contrast, the vendors will typically try and hawk a +2 Mace of Sucking for nearly twice that amount. Sometimes you can luck out and get some nice items from said vendors, Sullas’s “+HP on kill” rings being a notable example, and sometimes you will find good shit right off the ground. However, even if I concede that this rare weapon was underpriced or a lucky find, my concern is that I am no longer dependent on RNG monster drops. And that puts me right back into Torchlight territory wherein I went 20+ hours without upgrading my weapon. Without the food pellet, or one worth munching on, I have little interest in continuing pressing the lever.
Don’t get me wrong, I enjoyed having the AH because I enjoy doing AH things in any game. But I can also clearly see a possible future in which the AH amounts to “cheat codes” that bypasses all the fun limitations of the game proper. And, unfortunately, I do not possess the personality that is capable of handicapping myself when a more efficient strategy is discovered. If I can get all my upgrades from the AH, I will get them all from the AH. Perhaps it won’t matter in the aggregate as long as I am experiencing some kind of gear progression (which Torchlight lacked). I dunno.
So… we will see how this shakes out on the 15th and the weeks following.
¹ Of course, the “baby WoW” criticism is still both applicable and concerning.
Rethinking Diablo’s Day 1 Purchase
[Edit: Impressions below were highly colored by my incorrect assumptions about D3’s talent system. See comments or my follow-up post for more info.]
Looking back, I am not sure exactly what I expected when it came to the Diablo 3 beta.
All I know is that this wasn’t it.
Let me give a quick preface here. Over the course of this weekend, I defeated the Skeleton King (e.g. beat the beta) as a Witch Doctor, Monk, Wizard (co-op), and Barbarian; I only got the Demon Hunter to level 7 before I could not stomach it (both the class and beta) any more. I have played both the original Diablo and Diablo 2 several times, racking up probably around 300+ hours in the latter. I have played and beaten Torchlight, even though I hated its loot system with a passion. Basically, I enjoy hack-n-slash action RPGs as much as the next person.
I was completely underwhelmed by the Diablo 3 beta.
It is difficult for me to enunciate precisely why. Was I expecting too much? Do rose-colored glasses only work in one direction? Have I “grown out” of this particular sub-genre? It is tough to say. Although these specific issues did jump out at me in the ~10 hours of beta gameplay:
Issue 1: Pointless Weapons
After you hit level 2, the type of weapon you choose to equip is 100% irrelevant (with the very glaring exception of Demon Hunters). And I do not mean in a “daggers strike faster than swords but both amount to similar DPS” sort of way. I mean that in a “you will never attack with your weapon again” sort of way.
My Witch Doctor started with a dagger, got a mace, and then a bow, but my left-click was always a blow dart and my right-click an AoE snare. There is never even an option to attack with the pointy or blunt object you are going to be very visually carrying around for the next hundred hours. If the weapon has a higher DPS, you equip it, no questions asked.
You could replace your generic attack button in Diablo 2 with a spell, of course. The trivializing of weapons in Diablo 3 though, is a sign of a deeper, systemic design shift. It reduces the weapon slot to just another generic item slot – reduction to a “stat stick” – and homogenizes all weapon drops into simply “can equip” and “can’t equip” categories. Should I dual-wield or carry around a 2H sword? It is an utterly meaningless distinction in Diablo 3; if weapon speed does impact ability use in some way, perhaps making it hit faster, it does so in a completely oblique fashion.
For me, this also led to a visual dissonance that I was not quite able to shake. Seeing a Barbarian Cleave with a dagger simply looks dumb. Likewise for a monk running around with two glowing swords infused with holy power… that teleport to her back/hips each time an ability fires. And when I see a Wizard running around with a completely non-magical 2H broadsword simply because it somehow makes Magic Missile hit harder than a magic wand…
…nevermind, that looks pretty badass, actually.
Issue 2: “Talents”
I take back every nice thing I said about Diablo 3’s talent system.
In my defense, the last word I had heard was that unlocked abilities were going to go into a “pool,” from which you could select any combination to fit in your available slots. That sounded amazing, nuanced, hitting all the right customization buttons without falling into any design traps. What we got instead is the goddamn Fischer-Price of talent systems, which somehow manages to suck all the fun out of selecting abilities and laughs, laughs, at those wanting to plan ahead.
Essentially, you have six buttons: 1-4 and left/right-click. Your left-click is always going to be one of a handful of abilities. Now, there is “customization” in selecting Runes, which are like the sprinkles that go on your vanilla ice cream cone: they either straight-up buff the given ability or change its nature in subtle or overt ways. But as I was unlocking these abilities and Runes, I always stopped, switched to the new skill for a few mobs, and made a determination of which one I liked better. And then I ceased ever caring about the choice.
To be clear, I don’t like talent trees either. Maybe if I had access to more abilities and Runes the choices would feel more meaningful. Maybe if I encountered more varied enemies/encounters it would cause me to rethink my ability load-outs. But then again… this is a Diablo game. The life expectancy of any individual mob is 0.2 seconds, so in a very real way which ability you are spam-clicking is completely irrelevant.
I dunno, it simply feels weird to look at a class like the Witch Doctor and think, “I’m never going to use Corpse Spiders as my left-click ability,” and then realize six ability unlocks are totally useless for you. I am (probably) always going to pick Zombie Dogs as my Defensive Ability, which similarly collapses 15 squares on that “600+ points of customization!” matrix.
Issue 3: “Baby WoW”
As I was playing co-op with an ex-WoW friend, he uttered “baby WoW” as the description of what these sort of games made him feel like he was playing. And you know what? I’m starting to feel the same. That is kind of the whole schtick of hack-n-slash, of course, the mowing down of corridors of mobs while you mop up the loot debris field in the wake of your passing. It is also tough to criticize spam-clicking in a world of rote ability rotations and the common “strategy” you develop for the execution of the average MMO mob.
At the same time, while I was going through Diablo 3 I could not help but feel somewhat patronized. This Skinner Box lever is completely unadorned. Of course, if you prefer yours fast and loose, then get ready to go to town; I may just turn in for the night instead, if its all the same to you.
Ultimately though, I did have some level of fun with the beta. Co-op was pretty slick with there being zero interruption when people slide in and slide out. Classes like the Monk and Wizard were genuinely fun to play. While I thought the graphics were completely underwhelming (to the point of being ass-ugly) in the first zone, the actual dungeon looked remarkably better. The physics in the game were amusing enough to keep the illusion of dynamic battles for the most part.
The answer to the $64,000 $60 question though – is Diablo 3 still a Day 1 purchase? – is a lot more fuzzy than it was before this weekend. If I did not personally know a few people who are still getting this Day 1, people I would like to play co-op with eventually, I’d be inclined to wait a few months for the first price drop. I suppose I still have three weeks or so to mull it over.
Chances are I’m going to need all three of those weeks to decide.


































