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[Dark Souls] Day 1

Killing the first boss on the first attempt was not that surprising. Technically, this was not my first rodeo.

Pictured: dying to trash mobs instead

Steam says I had two hours on Dark Souls (Prepare to Die Edition) with a Last Played of 2018. At that time, I was a tourist, sticking around just long enough to get the experience of being instantly killed on the ledge, or later after dodge-rolling off a cliff. That sort of experience was just not what I was looking for at the time. I then proceeded to play Dead Cells, Hollow Knight, Sundered, Hades, Salt & Sanctuary, and probably a dozen similar games over the next five years. So “coming back” to Dark Souls, everything clicked right away. Hell, it was surprising to learn that you had 5 Health potions to start – everyone else is so damn stingy.

Anyway, my character is Thief because getting a free Master Key sounded useful. I also chose the Witch’s Charm or whatever because that wasn’t a consumable and otherwise sounded like it could be useful somewhere.

A big part of the Dark Souls experience is exploration. However, when the very first body I looted contained 3 “Humanity,” I sighed and looked up some beginner tips. Do those disappear on death? (No). Is there a reason to use them now? (Technically no). Am I going to screw things up if I use them right away? (Technically no, but ill-advised). There are some things I am willing to learn via experience, such as boss attacks or where traps are. But obfuscated gameplay mechanics or Blind Choices are things I take a dim view on. Which… might be a problem with Dark Souls. Presumably.

Speaking of experience, I walked down some steps and got utterly mauled by the skeletons down there. They didn’t have levels over their heads, but when a single attack brings me to half-health and my attack deals 2% of their HP, I can take the hint. Was I frustrated? Nope. Fallout: New Vegas predates Dark Souls, and walking anywhere but south out of Goodsprings brings death and pain.

Plus, you know, a decade of Soulslike games.

Another learning opportunity was: Poison attacks hurt. For an absurdly long amount of time. Didn’t think much of the Poison meter when I was eating some Giant Rat attacks, but once it got full and started draining health, I started paying attention. Through literally three health potions. Noted, game.

Made it to the second Bonfire after clearing out some Hollow mobs in a new area. Resting/saving your game respawns all enemies, which is intended to create some Press-Your-Luck tension. Which it would… once I’m done farming this infinite pile of respawning Souls steps away from a Save Point. I’m going to assume that gaining five levels this way isn’t going to bite me in the ass later. While farming, I end up getting two “liquid” Humanity (as opposed to the “solid” items), which is a resource that goes away when you die. So, I spent one Humanity to turn into a Human, and then another to Kindle the Bonfire, which grants me more health potion uses for this area. Again, I’m assuming this won’t set me back permanently somehow.

And that was Day 1.

Time will tell how long I stick around farming in the immediate Bonfire area. “Until you get bored” is not a particularly healthy target, but it also feels silly to not make a few more circuits when you can gain levels within 5-10 minutes. Then again, the farm option would still be there if I just plow forward until hitting a brick wall. Hmm.

Let’s be real: I’m going to farm the shit out of this area, aren’t I?

WoW: End of 2nd Month

Things have been interesting these past two months.

Druid

My druid was the first to hit level 60 in Shadowlands and the one I got furthest on in terms of Renown and Torghast. I have been Guardian the entire time, as I have not liked Balance while leveling and Feral is just annoying having to heal up after every encounter. 

I sorta came to a hard stopping point with the Druid after a few weeks when I realized what the endgame means. For one thing, I’m trapped. I don’t want to tank dungeons but all of my gear is Agility-based. World Quests are giving me straight garbage Agility pieces even though I switched my loot specialization to Resto. I am interested in doing Raid Finder, but you need a 170 gearscore to even queue, and I’m barely pushing 155. If I want to PvP, it’s going to be as Boomkin or Resto, which again, I don’t have gear for.

Technically I could spend a few grand on the AH buying crafted gear or something, and then muddling through PvP to get Honor gear and hoping that crafting a Legendary will get me over the gearscore hump. But as always, the first hump is unnecessarily difficult, IMO. I remember early BFA where it was a challenge to get past the War Front gearscore wall, but once you were in, epics rained from the sky for zero effort and thereafter you had no issue qualifying for the rest of the expansion.

Kyrian Covenant

I have chosen the Kyrian Covenant because that was supposed to be the best for Druids, but it’s boring. Boring ability, boring quests thus far, and a boring, broken Mission Table experience. 

Seriously, the fact that it has been this long without a fix to the Mission table experience with Kyrians (and Venthyr, so I’ve heard) is just embarrassing. Basically, the champions and normal troops are just garbage who cannot defeat the level 20 elite Soul Ash mission even when they are level 25. Meanwhile, Maldraxxus and Night Fae have basic troops that can defeat 10+ levels above themselves, no champion required. 

I get that Mission Tables are less of a focus of the endgame experience this time around, but… really? The WoW Companion app revolves entirely around the Mission Table, and it sucks that I lose out on potential bonuses because Blizzard is bad at balance and worse at fixing their mistakes.

Warlock

I hit 60 on my Warlock a few weeks ago. This toon’s purpose was primarily to PvP in battlegrounds for fun, but the results have been… uneven. I played BGs pretty much nonstop from levels 55-58, but stopped when I was capping out on Honor. I’m not sure why Blizzard made it impossible to pre-purchase level 60 PvP gear, but it forced me into Threads of Fate and back to questing.

Hitting 60 and immediately getting full gear in every slot was rather refreshing. I even had several thousand Honor left over. The design appears to be for the base-level gear to be cheap, and then you upgrade individual pieces up a few ilevels at a time via ever-increasing Honor costs. It also appears you need to hit certain Renown levels with your Covenant to unlock the higher ilevel caps. 

But like I said earlier, the Warlock isn’t all that fun to play even with decent gear. The missing piece of the puzzle may be the Legendary, which requires Torghast runs. For Affliction Warlocks, one Legendary has Corruption deal more damage and adds a 50% snare on top. With the Absolute Corruption talent, that means you can toss out Corruptions that last 24 seconds on players and snare them the whole time. That may be worth the fun even if I get blown up with zero recourse once melee closes the gap.

Night Fae Covenant

I chose Night Fae for the Warlock because it was the best-ranked, and plus it was different from the other I had picked. The Covenant story was unexpectedly poignant so far. I definitely recommend people to at least roll an alt through the Night Fae so they can see the mock play scenario where a history of Azeroth is run through. The crowd’s reaction is hilarious, and [redacted]’s shock at the events throughout is a little sad considering you know the news is about to get worse.

Alts and Boosts

I had two character boosts in my back-pocket for a few years now, one from BFA and another from… maybe Legion? They had been converted by the level squish into an instant level 48 toon. I have been holding onto them for a while for if I ever got sucked into a social situation in which I wanted to play on a different server. Then the thinking was that I would use it on the Horde side eventually.

Well, I spent both of them to create a Mage and Shaman. Despite having a decently high-ish level Mage & Shaman on my original Auchindoun-US server.

The Mage was almost an instant-regret situation. I did play with my old Mage for a few hours through WoD (the go-to fastest leveling place post-squish) and it was a blast as Fire. Mobs falling left and right. Level 48 Fire Mage forced into Shadowlands content right away? Not so much. Hit level 52 and was generous with some crafted gear and it still felt bad. Tried Frost and Arcane, and the latter was the closest to fun I could get. 

I thought about BGing with the Mage like I did with the Warlock, but it was around this time that I realized that level-scaling in BGs was actually removed in Shadowlands. When you join a match, your level will say something like 52 (59) and everyone else shows 59 around you, so I had been like “cool, let’s level via BGs.” It’s just a lie to cover for lowbies not being targeted/called out. You really are level 52 with crap gear being matched against actual level 59s with higher gear and possibly people with Covenant abilities (via Threads of Fate). This suddenly explained why my Shadow Priest was struggling to affect any team fight whatsoever in BGs despite DoTing up the entire team. Or possibly Shadow Priests just suck in BGs like Affliction Warlocks.

The Shaman boost was on purpose though, and I’m enjoying it. I have a fondness for Shaman considering it was my first serious alt after my namesake Paladin, and Shaman in general have come a long way since TBC. Elemental is decent even if it hasn’t really changed all that much from Lava Burst and Lightning Bolt spam. Based on some BG videos, I’m excited to try Elemental in PvP and then fall back on Resto if it comes to that.

The only two classes I don’t have at this point are Warrior or Hunter. I have one apiece back on Auchindoun-US, but it’s tough to justify spending time leveling them on a server with considerably less resources (including crafter alts to gear them). I suppose server transfers are cheaper than level boosts, but at some point I have to recognize the fact that my WoW days (in this expansion) are numbered.

Shadowlands Complete

Not complete complete, of course, but I successfully leveled up to 60, saw all the story zones, and spent a week doing dailies/world quests. Just got to repeat that last part for two years, and that’s a wrap.

In case you’re curious, I broke down and just plowed through the story on my Guardian druid. The tipping point was the fact that the herbs in Bastion had came down to 30g each, but the ones from later zones were still selling for 120g apiece. Under normal expansion scenarios, I would just head over to the new places even if I were underleveled, and just hope to find a few farming spots with neutral mobs. Unfortunately for me, Shadowlands is locked up pretty tight. “Fine, I’ll just do the story quests and nothing else.”

As it turns out, you can just do the story quests and sail into the endgame pretty quickly. I’m not quite sure how things would have worked out had I not been gaining supplemental XP from picking herbs, but I was quite pleased that optional quests were optional.

I concur with just about everyone that Blizzard stumbled with the beginning zones in Shadowlands. The Maw “tutorial” is a drag and never actually gave me any impression that it was as terrible a place as it was portrayed. The Maw at the endgame though, that feels hostile and properly hellish. In any case, going from the Maw tutorial into Oribos and into Bastion was just an incredibly weak, underwhelming transition. There’s a point where a quest giver says something like “this might not look like much with the drought, but see how it used to look,” and then they show you… the same sterile landscape with some white light beams in the sky. I seriously questioned whether a bug or something was preventing the “vibrant” Bastion from appearing. Nothing drives this more home than when you eventually see Elysian Hold, which was actually impressive.

I will further agree with everyone that things flip 180 degrees when you drop into Maldraxxus. It’s textbook “Show, Don’t Tell” right from the start. The entire zone experience is so well-crafted that you have to wonder if it was really designed by the same team. Maybe it wasn’t? From previews of the zone I was a bit worried that a sort of plague/undead zone in an afterlife setting would be boring, especially when you already have the Maw. And, you know, pretty much that exact zone motif in every expansion going back to Plaguelands in Classic. Instead, it felt just right that the final resting place of warriors is a sort of destroyed wasteland battle royale, with bugs, slimes, necromancers, and literal warts on the landscape that you can skin for leather.

As for the remaining two zones, they were okay. Ardenweald started to become intriguing, but ran on just a bit too long for my tastes. I’m a sucker for “everyone you helped earlier marching alongside you at the end” though, so it got some late points. With Revendreth, I think the zone layout was made bad on purpose, and that annoys me – the map is all but useless at assisting you to navigate the severe verticality. I also had an issue with a particular “reveal” about the anima drought that made no sense. I don’t know what counts as a spoiler, so I’ll just post this link, which basically sums up my confusion.

So that is that.

My plans, for now, is to continue doing some basic chores in the form of Callings, herbing, and whatever Covenant stories I manage to unlock. Aside from that, I will be focusing on… perhaps the Warlock, getting them to the level cap and otherwise doing some random BGs for giggles. Once Raid Finder difficulties unlock, maybe seeing how those things go. And then? Letting the sub lapse again, most likely. I have already managed to get 3 WoW Tokens between selling old mats and grinding new ones, so that should cover me for a while.

Leveling Punishment

C.T. Murphy recently wrote:

Leveling, as in playing the game, is still a lot of fun in World of Warcraft. Leveling, as in playing a roleplaying game where you expect your character to advance and evolve, has never been worse.

When you level up in Battle for Azeroth, you get nothing. No talents, abilities, or anything of any kind of merit whatsoever. Everything scales now too so there isn’t even a sense of “being able to go places I previously couldn’t”. Outside of padding, I don’t understand why they added more levels in the first place.

This is 100% accurate with my own WoW experience currently.

We are approaching three weeks since the expansion launched. I was on vacation for a week in the middle there, but the fact remains that my first toon hit level 113 on Thursday. It’s not that the leveling is slower, it’s that there isn’t any point to it. WoW fully embraced the TES: Oblivion conceit of punishing players for leveling up. At least, that’s how I feel about it right now.

Seriously though, think about it. Everyone talks about how the stories and quest-lines in BfA are excellent. Okay… are any of them gated by level? I don’t think so. Maybe the War Campaign? In which case it might actually be better to turn off XP at level 111 and just complete all your questing with your uber Legion gear (including Legendaries) and breeze through the mobs. You get nothing but weaker during the leveling process. That’s literally insane game design.

Of course, once you finish all the story bits, the actual endgame is still gated at level 120. And it would certainly suck if you ever changed your mind and had to gain 9 levels with zero questing opportunities. But the mere fact that this almost sounds plausible is blowing my mind.

As it stands, my primary purpose in logging in is checking the AH, and doing some light farming based on the prices of the day. The questing is fine, but it’s literally worse than doing quests at max level, considering how your character gets weaker each time they level up. So, I would rather run around hitting resource nodes and fill up my gold bar than my XP bar.

At least the former will make my gaming experience feel better.

GW2: Re-Reloaded

Oh man, Guild Wars 2. If ever I’ve had an on-again, off-again relationship with an MMO, this would be it. My first reloaded post was in January of 2016, and the time before that was back in 2012. It’s now January of 2018, so about as good a time as any to get started again.

Once I purchased Heart of Thorns for $15, I was immediately faced with a dilemma. My dilemma was thus: I had an Elementalist at level 80 and an Necromancer at level ~45. The Elementalist had been my “main” back in 2012, but I became increasingly annoyed with its mechanics and penchant for immediately dying at every available opportunity. At the same time, all my alts were dozens of levels behind, and I had little desire to grind my way through the same zones, so I stuck with a class I didn’t like. Eventually, I said Screw This and leveled the Elementalist the rest of the way to 80 via crafting professions and called it a day.

Now that I was back, it made much more sense to actually play a class I enjoy (for now), e.g. the Necromancer. However, that presents its own challenges. I technically had enough Tomes of Knowledge (+1 free level) to instantly get the Necro close to the cap, and enough gold to get the rest of the way via crafting. But was that what I really wanted to do? Immediately get to the zero-progression endgame? It would seem to make more sense to just level the Necro normally and derive what enjoyment I could from the everyday GW2 experience.

Which is what I did, for a while. I gained about 2-3 three levels from Events and Story quests.

The problem is three-fold. First, at some point ArenaNet changed Daily Quests to all but force you to complete expansion content to complete them. Before, you could slum around starter zones, blow through a few Events, gather some nodes, and then you were done. That may or may not have been before they started giving you straight-up 2 gold for finishing the Daily, I don’t know. But if I wanted to get a free 2g, I needed to have access to the endgame stuff ASAP. Or rely on WvW/PvP stuff, which I wasn’t going to do. So I needed my level 80 available.

The second problem was Gliders. I had the expansion, and unlocking it on one character unlocks it for everyone. Again, you need to be level 80 for that. So… why not just unlock that and be done? Seems reasonable.

The third problem was the kicker though: mounts. Every time I saw someone running around on a mount, it reminded me of how slow my character moves and how many crappy talents/abilities I have to equip in order to slum around at a bonus 33% speed. It got to the point where I no longer wanted to play the Necro at all because, in my mind, the worst case scenario was the expansion not going on sale by the time I hit the endgame, thus ensuring I had a lame experience for months and still bought the “full” price expansion later.

So… I went ahead and bought Path of Fire, and immediately unlocked the Raptor mount.

I say “immediately” but that certainly did not feel the case. I died about half a dozen times on “normal” mobs in the initial story quest, and at least half a dozen more on the “bosses” at the conclusion. If the Veteran Flame Dogs’ health actually reset after each death, it’s entirely possible I would have never completed the scenario. I know that I was a bit rusty on the Elementalist, and I did not have full Exotics in every slot, but I was at level 80 and had level 80 gear everywhere, and knew how to avoid the red circles, and goddamn who were these mobs designed for?

As it turns out, this was just the beginning.

…I mean, yeah. Figuratively too. More later.

Yearly Attempt: Elder Scrolls Online

Almost exactly one year ago, I tried out Elder Scrolls Online (ESO). My conclusions this time around did not change: it’s not the game for me.

In several ways, the game actually felt worse this time around. While I have not kept abreast of all the changes to the general structure, I was aware of the “One Tamriel” had opened up a lot of the game. Apparently you were no longer limited faction-wise, and now all mobs scaled with your level. Which is nice on an explorer level – you can just strike out in a random direction and not have to worry about getting one-shot by mobs – but really hearkens back to my distaste of Oblivion more than anything else, e.g. being punished for actually gaining levels.

WoW’s Legion expansion features scaling mobs, of course. I can’t say I particularly like them in there either, but at least with WoW you still have several avenues of character progression. Hell, WoW really hasn’t been about leveling this expansion anyway, given how most of your power comes from gaining Artifact Power and similar parallels.

Playing ESO again, I just could not help but realize that it’s a bad single-player game. My inventory quickly filled with vegetable debris and other crafting components, but I could not really utilize any of them. Where were the recipes to craft things? In a more traditional MMO, I would pop on down to the AH to see if any were available, but there is no AH in ESO. Which, let me tell you, really kills any motivation to collect much of anything in terms of resources out in the world. Why mine Iron ore unless you specifically need ore for a specific purpose?

Once you go down that rabbit hole of not caring about in-game objects with intrinsic value, the entire gameplay loop edifice starts to collapse. If you aren’t looting everything, you begin to realize how much time you are wasting searching every container out in the world. If you stop searching containers, you stop being excited about seeing containers and other interactable objects in the environment. If you stop being excited about environmental objects, you start to care less about the environment generally. Without the environment, you are left with just the mobs, who are both trivial and drop little loot of consequence (because, hey, most items are meaningless).

Now, you can “subscribe” to ESO and suddenly open up a Crafting Bank tab ala GW2 where all this random crap magically gets ported to. But, to me, that’s just another indication of how ESO is a bad single-player game. I expect that sort of paid-for addon stuff in an MMO. And if we’re judging ESO as an MMO, well, it plays out even worse.

I dunno. Presumably there are a bunch of people out there that like ESO just the way it is. After trying the game a second time in as many years, I am reaffirming that I am not one of them.

Legion Praise

As Shintar pointed out in the comments last time around, almost all of my coverage of Legion thus far has been either AH or complaint-related. And that’s fair – it has. I suppose we all just sort of take it for granted that WoW’s general gameplay is genre-defining and spectacular in most every way. Indeed, that engaging gameplay is precisely why we complain: if only X or Y could be fixed, we’d feel better about getting lost in the oblivion of killing mobs for hours.

Well, for this post, I won’t take it for granted. Legion is vastly improved in almost every way.

For one thing, all mobs everywhere are multi-tap capable. You know, that thing that Guild Wars 2 (and presumably others) have been doing for 4+ years already? Between the multi-tap mobs and the multi-tap resources nodes, the very fabric of open-world social dynamics has changed in Legion. Members of my own faction are no longer competition. Demon Hunter zipping around and collecting all the quest mobs in the area? Cool, let me just toss a Sunfire into that pack and get credit and looting rights to everything.

Granted, I might be more miffed if I were a spec without easy AoE.

There have been a lot of concern over the Great Ability Prune this expansion, but I have largely enjoyed having action bars back. More conditional and/or specialized buttons raises the skill cap, sure. At the same time, what is actually important is the feeling one gets pressing what buttons one has. If you only enjoy pressing 1-2 buttons of your 12 button rotation, what good is that?

In this regard, Legion is a massive, massive leap forward in most of the specs I have played. I smile every time I cast Full Moon on the Balance druid. Grappling Hook on the Outlaw rogue is fucking magical. You never quite realize how beaten down you have gotten over the years in regards to terrain until you gain the freedom to actually “teleport” up a hill you would otherwise have to traverse around. And speaking of Outlook rogues, Pistol Shot as an ability just feels so good. The sound, the action, the proc, the utility of having a ranged, technically spammable attack is perfect.

I have not spent much, non-Invasion time with the other alts, for reasons I kinda already got into with my complaint posts. What I will say though, is that the simple existence of class-specific content is an extremely good motivating factor in getting said classes leveled up and/or at least played some to see it. I didn’t like Unholy DK gameplay during Invasions, for example, but when I heard that the Lich King is involved in the artifact quests? Sign me up. It might only be an hour or two of specific content (and some locations are shared), but it is more than has existed for quite some time.

Leveling zones have been spectacular this expansion as well. It normally goes without saying, but I really do appreciate how much care Blizzard takes in not being as predictable in the art design department. Remember Wrath of the Lich King and the Northrend continent? Everyone expected every zone to just be all snow and zombies all the time. And while there was a lot of snow and zombies, you also had Grizzly Hills and Sholazar Basin and so on. In a similar vein, there is kind of a expectation in Legion for… well, Legion everywhere. Demons and green fire and Chronicles of Riddick-esque architecture. Not so much, actually. I started out leveling in Highmountain, and things have pretty much been up (har har) from there.

While I have not hit level cap just quite yet, I have high praise for the scaling leveling tech. There is more content than necessary for reaching 110 – which is good – but would typically present an issue within the zones themselves once you outlevel them. “Do I see the conclusion of this quest chain now, or come back later when it’s trivial?” I remember that being a major issue in Wrath in Grizzly Hills, as that was a zone I wanted to spend more time in, but outpaced the content available. Between the scaling mobs and scaling rewards, this is not an issue anymore.

I will admit though that there feels like a bit of a loss in the tangible feeling of level progression department, insofar as mobs are almost always the same level of difficulty. Sometimes it feels liberating coming back to older zones and having the run of the place, you know?

Quest-wise… this is WoW. People often complain about having to kill 10 whatevers in MMO quests, but that’s kind of why we’re playing a game with 10 million hostile whatevers, right? Besides, those sort of quests are filler and/or padding for the actual story/plot quests, which have been fantastically meaty from a lore standpoint. So much so, in fact, that I suspect the quest writers have been reading a bit too much Game of Thrones. Gods, demigods, Aspects… no one is safe. I legitimately wonder what Blizzard is going to follow this expansion up with – the old (figurative and literal) pantheon seems to have swept away, so they’re either wrapping things up or making room for new guys.

In any case, there it is. Legion is a lot of fun. I have complaints for days and days about all manners of things, but it comes from a place of frustration with wasted potential. That AH business, for example, would easily keep me entertained for 3 months if they fixed the throttling.

Alas, it is what it is. Which is 90% good, even if the 10% gets all the attention.

Legion Impressions: What’s New is Old Again

Legion is weird.

After all the dilemmas of two weeks ago, I bit the bullet and created a druid on Sargeras-US using my level 90 boost. With the help of some donated +300% potions during the Invasions, I hit 100 well ahead of the Legion launch. The plan? Level as Balance with Restoration as a 5-man backup.

My first impression is that druids might well have won this expansion, at least on paper. Mages might have portals baseline, but the Dreamway can take you damn near anywhere (old world, Wrath, etc), and it’s a pretty place to boot. Plus, any misgivings I might have had with Balance gameplay-wise was erased with the artifact ability. I smile every time I get to cast Full Moon and watch a goddamn moon crash into a bunch of mobs, usually hitting them for 50-90% of their HP with one spell.

Outside of the questing experience though – which is just as good as before – everything feels weird.

As Syp notes, the class order halls feel like a waste of space. Or, perhaps more accurately, a waste of time – just another set of loading screens on my way back to questing. Seriously, my recent routine is Dreamway –> Order Hall for missions –> Dalaran for any profession quests –> Stormwind to AH herbs/ore –> Dreamway –> Order Hall for Flight Point back to questing zone. I suppose there might be a more efficient route in there somewhere, but the point remains that we now have three entirely different hubs with Important Things in them.

Remind me again how this is better than people being stuck in their Garrisons?

Indeed, the whole Order Hall business as Garrison 2.0 is making me scratch my head. I get the fiction of Order Halls. And I even agree that it fits thematically with us being commanders, wielding the artifact weapons of our people. But… why? Why this Garrison business again? The system is a lot more streamlined than before, with only ~5 followers or whatever, and that’s good. But the “gameplay” of three clicks every 2/4/8 hours is a road to nowhere. So much so that Blizzard recently released a companion app that lets you make those three clicks while not even playing the game.

wow_yodawg

It’s a very useful app.

Don’t get me started on Professions. Catch-up mechanisms really needed to exist, lest new players be forever stuck behind old-world material walls. This new paradigm of only needing level 100 skill though (and even then only for World Quests)? Jesus, what’s the point? Skill level is immaterial, old-world recipes are immaterial (outside maybe transmog), old-world mats are immaterial… oh, but the entire design in predicated on being max-level and hitting high reputation levels with endgame factions, rendering crafting alts as functionally useless. Which might well have been the design. But it’s a dumb design, a design that explicitly punishes the very things that Blizzard has been adding to the game for more than half of it’s existence.

So… I dunno. Blizzard probably got a good year of subscription money from me back in Wrath by actually making alt characters useful and engaging. We have now reached the point at which we have the opposite philosophy from the last four expansions. Between that, the fact that Sargeras had 30-40 minutes queues on Tuesday, and that the AH continues to be throttled (presumably due to realm size), I am beginning to question why I spend time playing this game over, say, anything else.

Dragon Age Online

After around 20 hours of Dragon Age Inquisition, I am more convinced than ever that this is all an elaborate beta testing of the inevitable MMO sequel. Seeing other Heralds running around and closing rifts would not at all have seemed out of place. Hell, there are already dungeons, bosses, grouping, abilities with cooldowns, action combat, mining and herb gathering every 5 feet, crafting, gear upgrades, something approximating reputation meters, companions, mounts, talent trees, and repeatable/grindy quests.

After 20 hours, I am also convinced I am playing this game all wrong. Witness:

Do all the things.

Do all the things.

Basically, I have 4 Inquisition perks, 67 “Power,” and hit level 10… all before recruiting another party member beyond the default ones. No, I did not stay entirely within the Hinterlands; I simply did most of everything aside from the Main Plot that naturally unlocked as I leveled up. If they didn’t want me completing the swamp zone until after the first major encounter with the Chantry, perhaps they should have made the enemies stronger.

Or… maybe they did, and I didn’t notice because I’m goddamn level 10. Oops.

Although I have clearly screwed the game up for myself this way, I am not entirely convinced it is my fault. The genre in general – and Dragon Age in particular – is fond of having plot progression tied to permanently closing areas and eliminating quests. Which isn’t necessarily a bad thing in of itself, but if I am always paranoid that this particular foray into Zone X might be the last chance I have to acquire Something Something Y, you can bet I am going to do all the things.

At least I'll never have to run away from bears again.

At least I’ll never have to run away from bears again.

It is one of those unfortunate Design Catch-22s wherein you give the player a variety of activities to complete (in case they don’t like a particular kind) and then the player ends up doing everything. What’s the real alternative though? Only having a very limited selection of quests? Relying on a player’s self-control to move on from an area simply because one has become a god amongst men?

Hah! We’re MMO players: we pay by the month for the privilege of performing pointless activities.

In any case, an hour or two after I took that screenshot I advanced the plot by one degree and suddenly recruited four new party members. I am guessing that there is still one more out there somewhere, if only because my total party is otherwise mirror images of each other: male/female shield warrior, male/female mage, male/female ranged rogue, and then just male 2H warrior. Perhaps it will be a melee rogue, just to shake up the symmetry.

I’ll find out eventually, I suspect. Just as soon as I feel like advancing the plot one more degree. In the meantime, I got some more shards to find.

Wildstar: The First 4 Days

I am likely playing Wildstar all wrong.

Basically, none of my characters are above level 8. I started off playing a Medic, which has been pretty fun. Once I hit a certain point in leveling though, I started asking questions in the /Advice channel – pretty brilliant of Carbine to include that by default, by the way – and realized that I should probably come to some sort of decision on a Main. Would it be Medic? What about all the other classes I hadn’t tried out?

Low-Grav buff stacks with Scientist Low-Grav buff. SCIENCE.

Area Low-Grav buff stacks with Scientist Low-Grav buff, by the way.

Let me state for the record that stopping your progress in newbie zones to reroll five other classes through the same sort of newbie zones is both very logical and a very dumb way to play. But since I did, I may as well go over how I felt about things.

Medic seems pretty powerful. Unlike most classes, they start with their resource system at full power, which lets you front-load a lot of damage into mobs. Also unlike a lot of classes, their “finisher” has no cooldown, so if you 1-2 shot the mob you attack, you can almost instantly transition into the next mob in the same fashion (the resource bar regenerates quickly outside of combat). Also, Science.

In comparison, playing a Warrior felt terrible. The filler attack was weak, and their multi-tap finisher has an 8-second cooldown. So while most classes press 1-1-2-2 to kill mobs at this level, the Warrior enforces an 8-second cooldown between mobs. None of the abilities that come later seemed all that exciting, which is a problem considering that you’re stuck using the early abilities for most (if not all) of your gameplay to cap.

Brutal character deletion.

Brutal character deletion.

I’m pretty sure the Engineer is broke, or at least was in the area that I was leveling. In principal, having bots out is cool. Not getting any feeling that the bots are contributing damage is less cool. Pets in MMOs generally fall into either Overpowered or Useless categories depending on their AI and pathing, and my impression is that Engineer pets are the latter. Considering that the Bruiser Bot and Missile Bot count as Abilities, having two of your early abilities feel useless is not encouraging.

Esper was somewhat of a surprise to me, in that I anticipated it being unfun when the opposite is true. In a game of constant mobility, what sense does it make to have your #1 filler attack require standing still? Then look at the level 4 ability, which is instant-cast but does nothing until 4.4 seconds later. Nevertheless, it feels kinda fun to be able to set up a lot of damage on mobs that lands all at once. I’ll likely have less fun in PvP and in situations where I can’t wind-up attacks though.

This Esper didn't come out bad at all.

This Esper didn’t come out bad at all.

The Stalker is toned down from the closed beta, but in principal and effect still feels a tad overpowered. Stealth has no cooldown outside of combat, your #2 attack is basically Ambush, Energy regens quickly outside of combat, so you can start every encounter with a huge burst of damage like the Medic. Plus, Stealth is always fun for bypassing mobs/players. If you go the Stalker route though, be sure to check out each race’s Stealth animation. The female Mordesh animation, for example, is grandma power-walking; meanwhile, the female Aurin is Naruto/ninja running.

Finally, the Spellslinger shot up in fun-levels once I figured out “the trick.” Basically, your “cooldown” ability is Spell Surge, which gives your abilities extra power for as long as you have Focus (or whatever). However, Spell Surge is actually a buff that lasts until you completely empty your Focus bar, and Focus regens (somewhat slowly) outside of combat. So, under normal circumstances, fighting mobs goes: 2, wait 5 seconds to charge, fire, 1-1-1-1. With Spell Surge up though, your 2 ability charges in 1.4 seconds and one-shots mobs if it crits. Even when it doesn’t, most encounters end with 2, wait 1.4 seconds, 1-maybe 1 again. Mobs die so fast that it starts getting annoying waiting for 2 to come off cooldown (10 seconds) before one-shotting the next, but I just unlocked another cooldown button that essentially one-shots mobs too, allowing me to alternate.

...okay, Spell Slinger with Surge up may be even cooler.

…okay, Mordesh Spellslinger with Surge up may be even cooler.

Now, obviously, these impressions of the classes could not be representative of their final forms, so to speak. If someone was describing the level 8 paladin experience in WoW as indicative of endgame, I would… hmm, bad example. Level 8 Elemental shaman… err. You get what I mean. Some classes don’t “click” until a key ability is unlocked, and other classes that start out as overpowered can fall out of favor once mob Time-To-Kill increases past a certain threshold. Medic, for example, will likely get annoying if two front-loaded #2 abilities aren’t enough to burst something down. Or maybe it won’t, because Science.

I would be interested in hearing the experience other people had with the Warrior. Was there a level or ability where it became fun? Maybe I was missing something like with the Spellslinger.

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I want to take a minute to talk about the Paths. Thus far, I have a hard time justifying anything other than Scientist. I mean, the Settler buff stations are really good – 50% run speed outside of combat is tough to beat – but I’m not sure how you compete with the endgame utility to summon group members or summon portals to capitals. Explorer abilities are almost a joke, and Soldier will entirely depend on what exactly a “Weapon Locker” does and/or what “Bail Out!” even means.

I analyzed the blue crystals at the left to get a jump buff to reach the hidden stash.

I eventually analyzed the blue crystals at the left to get a jump buff to reach the hidden stash. Scientist FTW.

Of course, you can pick a Path depending on the type of side-quests you enjoy too. If you don’t particularly care though, I have found Scientist to be the best: not only do you get easy tasks, you unlock special areas that no other Path has access to, e.g. bypass doors, unlock jumping buffs to reach secret stashes, etc. Sure, Explorer gets exclusive jumping puzzles, but those are less obvious than the locked Scientist doors in the course of normal gameplay.

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I was asked by another ex-WoW friend if Wildstar was worth purchasing. Not at full MSRP… but $48 at GMG? Probably. I am having enough fun at these low levels that I’m certain I’ll play and hit the cap even if my other friends abandon the game tomorrow. Will I enjoy the hardcore dungeons and hardcore raids? Unlikely. The concept of Challenges in busy zones is a huge design oversight that doesn’t exactly engender faith in social aspect of the game; you need to make friends to do endgame stuff, but the rest of the game causes you to hate other people. I do not anticipate 40m raiding to survive the year.

Which is worse: empty TP roll vendoring for 75s, or me being too afraid to vendor it?

Which is worse: empty TP roll vendoring for 75s, or thinking it’s worth WAY more than that as decor?

Overall though? Not bad. I’ll be interested in seeing if I can pay for my next month via CREDD.