• Category Archives Video Game Related
  • DIABLO IV – Season 11 End

    All seasonal challenges now complete except Monster Mash and killing T4 Lilith. I’m 2k short of the former and see no reason to bother with the latter, since it would probably require grinding paragon node levels (mine are at level 50, which is plenty for the rest of T4).

    For the Rogue build I ended up going with:

    • Skills
      • Rank 1 Fundamental Heartseeker, Subverting Concealment, Countering Dark Shroud, Mixed Cold Imbuement
      • Rank 5 Supreme Rain of Arrows
      • Rank 1 Rapid Gambits, Shadow Crash, Deadly Venom, Precision
      • Rank 3 Sturdy, Weapon Mastery, Unstable Elixers, Trick Attacks, Balestra, Agile, Evasive, Exploit, Malice, Alchemical Advantage, Debilitating Toxin, Frigid Finesse, Deadeye, Alchemist’s Fortune, Impetus, Unto Dawn
    • Power: Inner Sight
    • Companions: Raheir + Varyana
    • Paragon: Efficacy, Exploit Weakness/Canny, Eldritch Bounty/Versatility, Danse Macabre/Ranger, No Witnesses/Devious
    • Equipment
      • Harlequin Crest Head (YulVex), Shroud of False Death Chest (Emerald), Grasp of Shadow Hands, Flickerstep Feet, Orphan Maker Crossbow (NeoQax), Word of Hakan Necklace (Skull)
      • Ancestral Legs (Emerald & Crowded Sage), Swords (Emerald, Vehement Brawler & True Sight)
      • Ancestral Rings (Diamond, Arrow Storms & Vengeful)

    Much more fun than my previous Druid build. Just a constant Rain of Arrows every which way. And I got pretty lucky with ideal boot and necklace drops, although I had terrible luck with the crossbow. Took a half hour to burn through a little over 600 bloods in T4 and only got two ancestral versions (both with the same lackluster stats, *Exploit and only 260% Reload). Incredibly annoying.

    Before clearing Pit level 75 to wrap up the season though I got sidetracked by wanting to make a Druid build to grab the Vulnerable Lightning Kills achievement. So I headed over to see what Maxroll Lightning Storm build was available and was promptly disappointed. The build itself is oddly busy and the ratings certainly didn’t inspire confidence.

    It did have a number of elements I liked enough to modify it a bit though:

    • Skills
      • Rank 1 Earth Spike, Innate Blood Howl, Wolves, Poison Creeper
      • Rank 5 Raging Lightning Storm, Cyclone Armor, Supreme Grizzly Rage
      • Rank 1 Heart of the Wild, Neurotoxin, Circle of Life, Perfect Storm
      • Rank 3 Wild Impulses, Backlash, Ancestral Fortitude, Vigilance, Feral Aptitude, Clarity, Nature’s Reach, Envenom, Toxic Claws, Quickshift, Catastrophe, Defiance, Natural Disaster, Resonance
    • Spirits: Stag 2, Eagle 2 & 4, Wolf 4, Snake 4
    • Companions: Raheir + Varyana
    • Paragon: Fang&Claw, Constricting Tendrils/Werewolf, Lust for Carnage/Dominate, Thunderstruck/Earth&Sky, Heightened Malice/Spirit
    • Equipment
      • Ring of Starless Skies (Diamond), Tempest Roar Head (NaguXal), Mad Wolf’s Glee Chest (Sapphire), Unsung Ascetic’s Wraps Hands, Tibault’s Will Legs (Sapphire), Hunter’s Zenith Ring (Diamond)
      • Ancestral Boots (Dire Wolf), Polearm (LithKry, Rampaging Werebeast), Amulet (Skull, Rabid Beast)

    Earth Spike is ignored once you become self-sufficient with resource usage, while Wolves and Creeper are mainly just there to ramp Quickshift and trigger the NaguXal runeword. Playstyle is to simply blast Lightning Storm 24/7, Howl whenever its effects are about to run out, and use Rage & Creeper on cooldown.

    Just blazes through T4 in general and the Pit level 75 specifically (at 240 paragon with level 50 nodes) with the only issues being a relatively low health pool and not much in the way of evasion to handle the massive amount of bullshit ‘on death’ AOEs this season seems to have added. Infernal Hordes in particular is a land of extremes; either stand in the middle of the arena and everything on-screen instantly dies without issue, or you have to constantly run from 10+ homing AOEs.

    Plans for next season are a poison-based Spiritborn that makes use of Andariel’s Visage and Shattered Vow and… some kind of Sorcerer. No ideas just yet since I don’t want to do the standard Hydra or Crackling Energy thing. Will have to play around with the character builder.


  • DIABLO IV – Season 11

    Diablo IV‘s eleventh season changes various things up:

    • Map rewards have been folded into seasonal rewards and an equipment affix.
    • Seasonal ranks have been decoupled from the individual challenges (you now only need to complete certain dungeons and hit Pit level 75 to get all account-related rewards).
    • The Pit’s been seasonally overhauled to be notably more hectic and always have you facing off against Belial.
    • Equipment now has four random affixes and can have a single non-random temper affix added to it.
    • Tempers are no longer limited and can roll a greater affix.
    • Physical and elemental resistances have been made more complicated (but are no longer hard-capped).
    • A season-specific equipment enhancer was added that turns every item into a unique (meaning you can’t modify it afterward).

    There are also minor changes like a new world and undercity boss, Helltide blood maidens getting replaced with Duriel, and masterworking getting condensed. As for the seasonal storyline, all that’s there this time around is a short paladin-related quest and Azmodan showing up in the last capstone dungeon.

    At the start of Torment 4 right now at Paragon 180 with three of my five nodes at 46, and didn’t have any trouble getting here. I had planned on making a wolf-focused Druid as my first character this season and nothing in the patch notes altered that plan:

    • Skills
      • Rank 1 Claw & Innate Blood Howl
      • Rank 5 Primal Shred, Ferocious Wolf Pack, Brutal Ravens, & Supreme Lacerate
      • Rank 1 Heart of the Wild, Neurotoxin, & One With Nature
      • Rank 3 Wild Impulses, Digitigrade Gait, Predatory Instinct, Backlash, Ancestral Fortitude, Vigilence, Feral Aptitude, Call of the Wild, Clarity, Envenom, Defensive Posture, & Quickshift
    • Spirits: Stag 3, Eagle 1 & 4, Wolf 1, Snake 3
    • Companions: Raheir + Varyana
    • Paragon: Territorial, Lust for Carnage/Fang&Claw, Ancestral Guidance/Wilds, Untamed/Shapeshifter, Heightened Malice/Spirit
    • Equipment
      • Doombringer Sword, Mad Wolf’s Glee Chest (NaguOhm), Storm’s Companion Legs (Sapphire)
      • Ancestral Helm (IgniWat & Spirit Bond), Gloves (Stampede), Boots (Metamorphosis)
      • Ancestral Totem (Emerald, Moonrage), Amulet (Skull, Shepherd’s), Rings (Diamond, Alpha & Unsatiated)

    Originally the idea was to claw things and then use the Ravens/Wolves whenever they came off cooldown… but with the wolf spirit bonus neither of them ever go on cooldown to begin with. So for general area clearing I ended up with a playstyle of casting Ravens twice, Shred to return to werewolf form and refresh Quickshift’s bonus, then back to Ravens. Tossing out a Wolf whenever I run across an Elite or particularly dense monster pack. For lair bosses the play is Lacerate (immediately cancel) -> Howl -> Ravens -> Wolves -> Shred, then alternate between Wolves and Shred/Howl.

    This character is basically done now, so after getting the other paragon nodes to legendary I’ll move on to making my second character this season (a Hakan Rogue). Once they’re also up to T4 I’ll figure out which one I want to clear the 75th Pit level with (probably the Rogue).


  • CLAIRE OBSCUR: EXPEDITION 33 – First Impressions

    I’ve heard nothing but good things about this game, so when I saw it available on GOG it was pretty much an instant buy. At the moment I’m just past the Flying Waters area after having gone back to kill the optional Abbest Cave boss (at level 11).

    So, mechanically speaking it’s got a nice mix of attributes. Equipment-wise you have both weapon and… I guess you could say enchantment selection, with the ability to permanently learn the passive skills attached to those enchantments by winning battles while they’re equipped (much like the skills in FFIX or Vandal Hearts II). Development-wise there’s both attributes and unique active skill trees for each character, which provide a decent amount of freedom in regards to how they can be built, while respec items fortunately seem to be fairly common.

    Combat is a mix of turn-based and real time in that each character/enemy gets their own turn, but you can react to attacks as they occur by using the dodge, parry (a more restrictive dodge that can counterattack), and jump functions. Like Ys: Lacrimosa of Dana this means that with enough skill you can completely nullify any damaging attack (certain enemies have non-damaging attacks that can’t be avoided), which interestingly makes Vitality and Defense kind of lackluster as attributes.

    As far as story and dialog goes, at this point I certainly have no complaints; the world is interesting and the characters act and interact believably. Nor do I have any issue with the two major themes that look like they’ll be a through-line from the Prologue all the way to the ending choice: ‘Dealing with Grief’ and ‘Personal Agency’. There’s both a lot of death and variously expressed coping mechanisms, along with assorted examples of children/individuals/created rejecting the expectations of their parents/society/god.


  • WARHAMMER 40,000: Rogue Trader – End

    Finally got around to finishing this game after a recent patch fixed the achievements on GOG.

    The ending is pretty solid, the fights in the final area aren’t especially annoying or numerous, and there are a ton of ending slides… perhaps too many in fact. Nothing much else to say about it really as if you’ve gotten that far into the game you’ll already be quite familiar with its mix of combat and minor exploration elements. There are no last minute surprises or shake-ups.

    I will however mention that my earlier issues with the Pyromancer Tactician build promptly vanished once I picked up Molten Ray. It really seems like an ability you should prioritize grabbing the moment it becomes available, as it just deletes both single targets and entire rows of enemies.

    Future plans include chipping away at a Grim Darkness run I started some time ago, as a Dogmatic Noble Officer planning to go the Overseer Servo-Skull route and which is currently close to the end of the first chapter. If I ever finish that it will be on to a Heretic Melee Pyromancer to wrap things up, probably some time after the next set of DLC drop.


  • the Outer Worlds 2 – End

    Going with an Easily Distracted build ended up perfectly viable and the remainder of the game turned out much like the beginning. The skill check thresholds rise in sensible increments, so as long you do all the sidequests there shouldn’t be any fear of missing ones for the skills you’ve chosen to focus on apart from a handful of outliers which mostly have bypass methods:

    • Market Station + 2nd Planet (Level 10-11)
      • Low 5, High 8, Hack/Engineering outlier at 11
    • ACS Undisputed Claim + Praetor (Level 19)
      • Low 7, High 11, Medical outlier at 14, Guns/Science/Hack/Lockpick/Explosives outlier at 17
    • Various Sidequests + Cloister (Level 25-26)
      • Low 7, High 11
    • Various Sidequests + Archive (Level 30)
      • Low 9, High 14, various outliers at 20
    • Horizon Point (Level 30)
      • Low 13, High 18

    I plan to play through the game at least once more with the skills I didn’t take this time around (Guns, Speech, Lockpick, Leadership, & Medical), but first I think I’ll go back and try to complete Veilguard.


  • the Outer Worlds 2 – First Planet

    I’ve just completed Outer Worlds 2‘s first planet now with an ‘Easily Distracted’ build (Science, Engineering, Observation, Hacking, Explosives) and so far the game has been a perfectly decent open-world RPG.

    Tonally and visually it’s quite similar to its predecessor while mechanically, at least as far as character-building goes, it seems a bit more limited. Without the Flaw mentioned above a character is essentially forced to focus on only two-three skills, which means there will be some content you can’t see on a single playthrough.

    In my case there were quite a number of locked boxes and several doors that I simply could not open (no Lockpick) along with a few quests/tasks that could not be completed either in beneficial ways (no Speech skill) or at all (no Medicine or Leadership skill). However, there were many things that I could only access with Hack, Engineering, Explosives, or Observation while the highest check I saw (not including the 11 Lockpick on your ship that can be bypassed) was for 5 Medicine (bypassable with a Trauma Kit) and 5 Explosives on a door that had a key for it lying around. Most checks on this planet were for 2-3 with a handful of 4’s.

    I’m hoping the checks don’t exponentially ramp up next planet so I can stay ahead of them by over-leveling through excessive exploration (hit level 10 just before entering the Relay), or else I may have to restart with a conventional 3-skill build.

    Positives so far:
    – Very similar to the first game in tone and appearance.
    – Multiple ways to approach most things.
    – Lots of character building options.
    – Ammunition is plentiful.
    – Nice mix of tracked and untracked quests.
    – Loot hidden everywhere.
    – Ditched the equipment durability system.

    Negatives so far:
    – Very similar to the first game in tone and appearance.
    – The map is bad at showing where you can explore.
    – Restrictive skill choices and no respec option.
    – Enemies seem to have an abnormally large amount of health.
    – More than a few massive empty spaces.
    – Ditched the ability to dodge.


  • VAMPIRE the masquerade: BL∞DLINES 2

    Out of something of a sense of obligation I felt I had to give Bloodlines 2 a chance… and the first impression it leaves is quite dire.

    Now I certainly have no love for the first game, as my feelings toward it are likely rather similar to a lot of people’s feelings toward this one (namely that it’s a notable departure from what it was supposed to be based on). Yet even lacking such a bias I’m still struggling to find something worthwhile here.

    I’ve only just completed the tutorial and already run into a host of issues; the settings screen requiring keyboard input, keyboard prompts not matching any changes you’ve made, enemies magically appearing in places they have no business being in, the almost complete lack of character customization (which only becomes available post-tutorial), the heavily simplified ability system that seems expressly designed for a controller, and the lack of a manual save combined with a ludicrously rigid checkpoint-autosave system.

    The opening of a game is supposed to hook you or at the very least spark some curiosity, but all this one’s has accomplished is complete repulsion.


  • Dragon Age: THE VEILGUARD – Act I End

    Not well. The game does not develop well at all.

    From the seemingly never-ending number of inexplicably blocked/barred passages, to getting arbitrarily locked out of areas, to getting forcibly removed from areas, to the patented DA II encounter style of enemies appearing from thin air… the first act of this game has what should be a drop-worthy number of maluses. And yet, even so, I ended up starting up a second character to see how the big choice mid-act played out from the other side.

    The thing about this choice is that the two available options are in no way equal. Which on the one hand is admirable (few AAA games are willing to actually force you to live with your choices), but on the other rather annoying.

    If you pick Treviso:

    • The opening sequence is new and fairly nonsensical.
    • Dock Town’s map remains almost entirely the same, with only the Shadow Dragon base changing.
    • Several of Dock Town’s merchants are removed.
      • The north market’s blacksmith & artwork merchants, the bridge cheese merchant, the south docks Imperial Weave merchant, and the northeast bar merchant remain.
    • Neve temporarily leaves the party, has reduced relationship gain, and cannot use her healing ability.

    If you pick Dock Town:

    • The opening sequence is a repeat of the prologue and abruptly ends with things half-finished.
    • Treviso’s map gets heavily altered and even some of its enemy types change.
    • All but two Treviso merchants are removed.
      • The Pure Ore vendor and the leatherworker who sells armor appearances remain.
    • Lucanis temporarily leaves the party and cannot be romanced or use his healing ability.

    So the clear ‘best’ option is to pick Treviso, as not only do you lose a mere handful of merchants, but the Shadow Dragon vendor is the only one of the two you can raise to max rank at this point in the game (there’s not enough rare valuables to get the Crow vendor above third). If you do so however the whole thing feels kind of cheap and lackluster since Dock Town doesn’t really change post-attack.

    This highlights the act’s main issue, which is that while the over-arching storyline is decent-to-good it falls flat on its face when it comes to the details. Consider the climax for example. A castle siege! Sounds like a great set-piece right? Wrong. Not only does it kick off by inexplicably introducing a child character who idiotically follows along through a war zone, but it progresses by having you haphazardly stumble from one bizarrely placed roadblock to another while constantly shouting “There must be another path through!”. It’s such a wasted opportunity.

    And yet.

    Yet, I cannot confidently say it’s a worse game than DA II or Andromeda. While it certainly features horrific traits from both, mechanically it’s not bad and as mentioned the direction of the plot as a whole (with the elves’ history being revealed) is actually somewhat interesting. I’m torn on whether or not to continue and be subjected to what I highly suspect will be a botched finale.


  • Dragon Age: THE VEILGUARD – First Impressions

    Although I had been greatly involved with Origins & Inquisition, and even played through II multiple times despite its flaws, for some reason I had no interest in Veilguard. Didn’t even know it existed until fairly long after its release.

    Finally got around to playing it earlier today and have just gotten past what appears to be the prologue/tutorial:

    Gameplay feels like a middle-ground between Mass Effect II and Inquisition, which I consider a step backward. I suspect they moved away from the open-worldish nature of the latter because a corridor-shooter framework better supports the tighter narrative (assuming, that is, they simply didn’t lack the necessary funds/time). Plot developments and dialog meanwhile appear to be on par with Andromeda (i.e. bad) while the character design is atrocious.

    The characters look like nothing found in any of the earlier ME or DA games. My best guess as to how this abomination came about is that someone looked at Inquisition and said to themselves: “Sera is clearly the best character here, and the only reason she had a divisive reception’s because the art style wasn’t goofy/cartoonish enough”.

    Decided to play as a mage and was immediately confronted by the game’s assumption that I was a fighter; both the opening bar fight sequence and all your party members up to the point of reaching the Crossroads being rogues and mages seem to support this. Which is odd but, at least on normal difficulty, not a big issue. The strange structure of the leveling web is a larger one. Why would I have to learn Wall of Fire or Chain Lightning if I want to become a Spellblade? Why is the Spellblade-ish counterattack ability placed behind the former? Because both are offensive defensive abilities maybe? Bizarre.

    A good chunk of the upgrade placement, on the lower half of the web anyway, is similarly head-scratching. Like why is the one that gives a bonus against enemies suffering from Necrosis on the complete opposite side of the web from the Death Caller specialty? It’s almost as if they wanted to make leveling-up a puzzle in and of itself… which doesn’t really work unless there’s a clear logic to how everything’s arrayed. Which there does not seem to be. Looking up the max level shows an apparent endgame pool of 65 points, so perhaps it’s structured like this solely to force you to use them up crisscrossing it.

    Guess we’ll see how things develop.


  • DIABLO IV – Secondary Characters, Necro & Barb

    Ended up trying both Necromancer minion variations and the Bone one came out on top. There’s just too little synergy between Overpower and the other minions to recommend using the Blood Lance version (that it would be useless post-season also played a role).

    Bone Minion Necro

    • Abilities
      • Rank 1 Enhanced Reap, Dreadful Bone Prison, & Plagued Corpse Tendrils
      • Rank 5 Paranormal Bone Spear, Abhorant Decrepify, & Supreme Bone Storm
      • Rank 1 Hewed Flesh, Grim Harvest, Necrotic Carapace, & Kalan’s Edict
      • Rank 2 Necrotic Fortitude
      • Rank 3 Fueled By Death, Titan’s Fall, Skeleton Warrior Mastery, Amplify Damage, Death’s Embrace, Death’s Approach, Skeletal Mage Mastery
        Coalesced Blood, Golem Mastery, Finality, Inspiring Leader, & Hellbent Commander
    • Paragon
      • Gravekeeper, Cult Leader/Deadraiser, Hulking Monstrosity/Warrior, Scent of Death/Golem, Bone Graft/Mage
    • Minions: Skirmishers 2, Bone Mages 1, Bone Golem 2
    • Mercenaries: Rahier (Resistances) & Any
    • Seasonal Powers: Alter the Balance, Grim Reapers, Unstable Power, Crazy Brew
    • Equipment
      • Chaos Ring of Mendeln Head (NeoOhm), Hardened Bones Chest (Topaz), Grasping Veins Gloves, Blood Moon Breeches (Topaz), Chaos Lidless Wall Boots, Reanimation 2H Scythe (NaguVex), Occult Dominion Necklace (Skull), Conceited & Damned Rings (Diamond)

    Main issues are that getting the minions to target what you want them to is incredibly difficult (although Corpse Tendrils with the extended area Temper helps with that), and having to constantly replenish the supply of Skeleton Mages is annoying.

    Post-season changes would be to replace the head with Occult Dominion, the boots with Metamorphosis, the weapon with a 1H Vehement Brawler scythe and Lidless Wall, the conceited ring with a Ring of Mendeln, and swap the amulet affix to Reanimation. Also, the chest slot is meant to be a Shroud of False Death, but I’m currently both 1 rune and 1 Spark short.

    After that build was finalized I moved on toward making a new Barbarian in the mold of that Deathblow one, which turned out more fun to play.

    Arsenal Barbarian

    • Abilities
      • Rank 1 Combat Frenzy, Strategic Rallying Cry, Fighter’s Rupture (2H Slash), Fighter’s Mighty Throw (2H Blunt)
      • Rank 5 Violent Double Swing, Power War Cry, Supreme Wrath of the Berserker
      • Rank 1 Pressure Point, Raid Leader, Thick Skin, Concussion, & Unbridled Rage
      • Rank 3 Warpath, Imposing Presence, Martial Vigor, Guttural Yell, Aggressive Resistance, Pit Fighter, Slaying Strike, Defensive Stance, Counteroffensive, Wallop, Invigorating Fury
    • Paragon
      • Dominate, Decimator/Ambidextrous, Blood Rage/Ire, Bone Breaker/Crusher, Carnage/Seething
    • Expertise: 2H Axe
    • Mercenaries: Raheir (Slow, Iron Wolf’s Call) & Varyana (Whirlwind)
    • Seasonal Powers: A Beast Cornered, Accelerating Chaos, Deafening Chorus, Marred Guard
    • Equipment
      • Harlequin Crest Head (Ruby), Chaos Battle Trance Chest (Ruby), Twin Strikes Gloves, Undying Pants (Ruby), Yen’s Blessing Boots, Limitless Rage 2H Blunt (IgniWat), Vehement Brawler’s 1H Mace & Sabre of Tsasgal (Sapphire), Fields of Crimson 2H Slash (TamVex), Edgemaster’s Amulet (Diamond), Starlight & Vocalized Empowerment Rings (Diamond)
    • Now, you may notice this build does not actually use Walking Arsenal. It meant too, but Unbridled Rage just ended up flat-out better with the benefits of A Beast Cornered. Gameplay is simple yet engaging; Wrath -> Mighty Throw -> Rupture -> spam Double Swing. It slices things up nicely and doesn’t have any notable survivability problems thanks to the barrier and life gain.

      Post-season changes would be to swap in a Deflecting Barrier chestpiece and swap out Unbridled Rage for Walking Arsenal, then switch Rupture to Fighter’s and reduce Frenzy to Enhanced while getting rid of Raid Leader to put two points in Booming Voice. Might also have to swap out the +Skill runeword for a +Resources one since the Shouts won’t have constant uptime.