• Category Archives PC
  • DIABLO IV – First Impressions

    For the past week or two I’ve been on a nostalgia kick replaying Diablo II. Eventually burning out recently and annoyed that retaliation/thorns builds aren’t viable (and that there’s no buff/debuff timer) I finally got around to doing a bit of research on Diablo IV.

    On the positive side, it appeared there actually was an effective Thorns build available (albeit for an unexpected class). On the negative, it seemed like the game had turned wholly into an MMO with cooldowns and attack/buff rotations and world bosses and whatnot. So I waffled a bit but, ultimately just as with Diablo III, ended up caving.

    Some thoughts being now a little ways past the prologue and having cleared a chunk of the first area’s north and western stretches:

    Negatives
    – Dungeons tend to be rather empty with barren halls and a notable lack of destructive urns/barrels.
    – The Cellars and timed World Events feel exceptionally gamey.
    – Weapon and skill bonuses seem pretty minor, with differences being sometimes only a fraction of a percent or a couple seconds.
    – There’s about twenty too many different types of resources.
    – Oddly frequent cutscenes.
    – Dungeon rewards being static. Could they not think of a class-specific reward for each one?

    Positives
    Grim Dawn-like respec access.
    – Gameplay at this point isn’t as complicated/rigid as feared.
    – The massive number of resources don’t take up inventory space.
    So many things to collect and upgrade.
    – The map evolving as you clear strongholds is a nice touch.


  • The Fall of Avalon – Conclusion

    The game’s final area is notably smaller than the previous ones but makes up for it with less dead space. There is a slight issue with reused assets though where the caves and mines are concerned and it’s actually possible to skip like 75% of the area by heading straight for the crown instead of bothering with the tribe quests (which I’ll probably take advantage of on any future playthrough). The quests are pretty well done though and should be checked out if you’re at all interested in the roleplaying aspects.

    Reached the point of no return at level 74. Attributes ended up at 32 Per, 20 End, 10 Str/Dex/Spr, and 5 Pra with the highest substats being One Handed (100), Athletics (72), Evasion (68), Light Armor & Theft (58), and Handcrafting (53).

    Weapons were still the same as earlier (+10 is more than enough for a critical-focused build) but I mixed up my armor choices a bit. Since I was already mostly 1-shotting enemies I decided to slightly compromise between effectiveness and appearance and ended up with: Crow’s Mask, Ashen Veil Cloak, Perceval’s Tunic, Winged Cavalier Gauntlets, Tainted Priestess’s Leg Covers, and Sir Gawain’s Weathered Sabatons. While for accessories I’d been using Amulet of a Novice Ogre Hunter, Swordsman Amulet, and Poison Ring for ages.

    Skill selection ended up being the entirety of all three Perception trees (this was completely unnecessary and only done for completion’s sake), all of the Statuses tree and Armor’s Inner Strength node in Practicality, all levels of the Parry tree’s Parry King along with the Movement tree’s Athletic Build node in Dexterity, and finally one point in Strikes of Luck, Invigorating Dance, and Symmetric Combat in Strength’s One Handed tree. Pretty much nothing survived two charge attacks.

    Final thoughts would be that the epilogue slide presentation is surprisingly robust, if a little buggy, and I think I want to do at least one ‘evil’ playthrough on the Kamelot side to see if there’s any notable reactivity to the ending sequence. Will likely be magic-focused to gauge how effective it is compared to critical dual wielding (stealth ranged is obviously overpowered without my having to do a full playthrough).


  • The Fall of Avalon – Act 2 Complete

    Fall of Avalon‘s Act II down now with, I think, all quests except Perinde Ac Cadaver and Unholy Matrimony (which didn’t fit this character) completed. It’s hard to be sure because several are linked to completing earlier ones and you won’t know if they’re available until talking to the questgiver again on a later day.

    Level 55 with highest substats at 100 (One Handed), 80 (Sneak), 62 (Athletics), 55 (Evasion), 51 (Light Armor & Theft), and 50 (Handcrafting). Wielding mostly the same equipment mentioned earlier except the Smuggler’s Knife is at +10 and I went with Fledgling’s Mask and (the Act II version of) Duel Knight Trousers instead of Lancelot’s stuff. Attributes are at Strength/Endurance 15, Dexterity 8, Spirituality 3 (from consumable items), Practicality 4, and Perception 21.

    I’m thinking of replacing the Keeper’s Boots with either Sir Gawain’s Weathered Sabatons or the Swiftfoot Boots once I hit level 60 since the extra Critical Chance will be useless by that point with all the Perception. Will probably redistribute my attributes in general then since I won’t need so much Str and End, though I think I’ll keep the two backstab points. While it’s true there aren’t many enemies you can sneak up on in melee, when you can it’s quite satisfying and I’ve already gotten basically all the other useful skills.

    As for the chapter itself, it’s mostly on par with the first. There’s perhaps a bit more backtracking where quests are involved though (I’d suggest focusing on the main questline first since it doesn’t overwrite any areas) and the northeastern area feels notably unfinished. It’s just a barren, empty expanse for the most part with a large amount phantom terrain lacking collision along the border over by the Wickerman location. This of course raises some notable concerns regarding the upcoming third Act.


  • The Fall of Avalon – Act 1 Complete

    At the end of the game’s first act, having sided against Galahad and cleared all the available quests, I ended up at level 30 with my highest substats at 79 (One Handed), 72 (Sneak), 46 (Athletics), 44 (Handcrafting & Theft), 40 (Light Armor), and 33 (Block).

    While I went for a melee-stealth build… that seems to have been a mistake. There aren’t really many opportunities to backstab enemies and it’s more efficient most of the time to just rush in with a charge attack, dodge back, then repeat. Stealth seems far more useful for ranged characters and fortunately there are a decent number of respec potions so I can get back the couple of wasted backstab skill points if this remains true in the next act. Both parrying and critical damage are great though and I don’t regret putting points into those two trees at all.

    Attribute-wise I’m currently at 10 Per, 8 Dex, 7 Str/End, and 4 Prac. The odd spread is to wear Bald Cait’s Tunic, with the Keeper’s Boots, Parrying Gauntlets (to be replaced with Duel Knight Gloves next Endurance point), and Duel Knight Cape. For head and legs I’m planning on eventually using Lancelot’s armor (wearing Hatchling’s Mask and Traveler’s Pants at the moment), which means I have to get up to 15 Str/End. For weapons I’m using Spine Splinter +10 (its ability scales off melee critical chance) and Parrying Dagger, though the latter I plan to replace with the Smuggler’s Knife next act.

    The Spine Splinter in particular is worth mentioning because it can only be acquired through the randomized identification system. Basically, anything you kill at night has a chance of dropping one of six unidentified items. You then spend webs at an upgraded bonfire to ‘roll’ on each item which rewards you with one to three random items. While most of the possibilities aren’t very exciting, there’s allegedly a chance of getting permanent stat-boosting items (I’ve never gotten one) and it’s the only place certain weapons will appear.

    Moving on to the magic system, the Wolf’s Call spell is amazingly useful for a melee character even with no points spent in Spirituality or the Summoning skill tree. While many bosses can take them out in one or two hits, the wolves still give you plenty of time to take off a chunk of their health unopposed. Or let you retreat and heal/re-buff. I haven’t bothered trying any offensive spells so can’t speak as to their effectiveness.

    As far as completely useless things go, the main two would be housing and the horse. The former serves little point considering the outside stash access, since you can’t display anything (although you can buy furniture if you complete a specific questline), while the latter seems to be slower than sprinting and gets caught up on even slightly uneven terrain. I’d suggest completely avoiding both of these features.


  • Tainted Grail: The Fall of Avalon

    While I had heard Tainted Grail: The Fall of Avalon was similar to an Elder Scrolls game, only being familiar with Tainted Grail: Conquest before (which is a tactical deckbuilder) I wasn’t quite sure what to expect.

    As it happens it’s essentially a hybrid of Skyrim and Elden Ring. It has the exploration, quests, skill system, crafting, and lockpicking of the former along with the attributes, leveling, equipment, encumbrance, and aesthetics of the latter. Combat is basically Skyrim‘s, with the added ability to both dodge and parry, while enemy variety and scaling is more like Elden Ring.

    I’ve only cleared around the post-Tutorial fortress area so far… but it’s looking like I’m going to be dumping quite a bit of time into this game.


  • Dungeon Crawl

    Fitting in between ToME and Caves of Qud, Dungeon Crawl is a fast paced turn-based roguelike with a high level of randomization.

    While I greatly enjoyed ToME, I’m starting to suspect that was more thanks to ‘collecting’ all the unlockable content rather than the actual gameplay. Here everything is available from the beginning and after trying a variety of race/class combos I’ve not had much luck getting invested. Two things in particular are holding me back:

    – The skill leveling system.
    – A design philosophy that promotes leaving and coming back later.

    The skill system is odd in that the XP you get for killing things is applied both to your level and skills at the same time, and it’s very easy to accidently spread yourself too thin or end up underpowered if you leave things on automatic. Basically you’ll want to switch it to manual mode and then pick 1-2 skills to advance to certain milestones before deactivating them and picking different ones. But what happens if the randomization doesn’t give you weapons or spells related to the skills you’ve focused on? Well, you’re kind of screwed and all that XP was wasted.

    As for the backtracking issue, when I play games I like to clear out a level/area completely before moving on to the next. I do not, under any circumstances, want to have to leave an area uncleared only to come back some interminable amount of time later on. Here there are often clusters of monsters scattered about which are significantly stronger than the average and/or entire sublevels featuring massive difficulty spikes. Most of the time they’re not even segregated and so I’m not sure exactly how you’re supposed to ‘come back later’ when you can’t really run away from them to begin with.

    Mostly what playing this has accomplished was make me nostalgic for the first Diablo.


  • WARHAMMER 40,000: Rogue Trader

    While I bought this game back when it was released, after my early experiences with the Pathfinder games I decided to wait to play it until after the first set of DLC were available.

    I’ve just cleared the second chapter now and can say that so far it’s really good, being only the second Warhammer-related game I’ve consistently enjoyed (the first was Mechanicus, although Chaosbane and Gladius weren’t unplayable). While character building can certainly be confusing the actual combat systems are pretty straight-forward and the non-DLC areas have a smooth difficulty curve with plenty of dialog choices.

    Basically in combat you’ll be presented with one to three strong targets accompanied by five to ten trash mobs for each and the idea is to massacre the weaklings with AOE attacks to trigger your heroic abilities which will then destroy the stronger ones. Most battles should be over in under four turns assuming you haven’t gone with completely ineffective leveling choices (like raising Strength on a ranged character) and have decent reputation levels with the various traders (using the PF stat as a perquisite for free items instead making you pay for things is a neat touch).

    Moving on, the colony system is sort of extraneous and (like character building) laden with traps while world map travel looks far more complicated than it actually is. While browsing the wiki I ended up throwing together a basic cheat sheet with a travel itinerary alongside puzzle solutions, notable colony project highlights, and faction reputation targets.

    For this first playthrough I went with a ranged mage-like Pyromancer build and was somewhat disappointed, sure they can blast apart single targets or a clustered group of enemies… but the bladedancer NPC can clear like half the map herself. Perhaps that’s an unfair comparison though since the power-level of the DLCs is notably higher than in the base game. Very noticeably higher, and if you do the associated quests when they become available you’ll likely have a challenging experience. While I did manage to clear them on Daring difficulty without much trouble I wasn’t experimenting with character builds at the time (that’s for a second playthrough).

    Speaking of which:

    Void Shadows includes a massive amount of content that heavily fleshes out the second chapter along with a new party member and archetype option, both of which are insanely good. Definitely pick it up if you have the chance.

    Lex Imperialis doesn’t add as much content to chapter two (fortunately, since it’s getting kind of bloated) but does also include a new companion and archetype alongside shields as a new variety of weapon. While I like the equipment and leveling options quite a bit, the NPC isn’t particularly impressive one way or the other.


  • Pathfinder: WotR – INEVITABLE EXCESS

    Finally got through the game with my Azata character (which was a Core Ironman run for the related achievement) and Trickster/Swarm/Legend character, which just leaves Demon as the last mythic path I have to take. Azata wasn’t very good, though it at least had a unique ending. Trickster turned out insanely good in basically all respects, while Swarm would absolutely be a challenge run if you don’t happen to have the Midnight Isles DLC installed. As for Legend… it’s pretty damn powerful when used with a fighter build and adds some interesting exposition regarding your soul.

    Before starting my final main campaign playthrough though I thought I may as well run through the Inevitable Excess DLC (with Legend) for the import bonuses, but since I really didn’t want to play it all that much I did so almost entirely on Story difficulty. Switched to Unfair for Inevitable Darkness and managed to kill him on the second try with the combo of Guarded Hearth, Freebooter’s Bond, Smite, Fortune Hex, and then just wailing away with Dimension Strike.

    Overall I’d have to say the DLC is just as bad as suspected, with it being essentially half pointless/tedious combat and half infuriating platform puzzler. I’d strongly suggest skipping it unless you really need the import bonuses for something like a Test of the Starstone run. Something I’m currently waffling on whether to attempt or not… although I suppose I could simply start out on Unfair and just lower it if it ever become too much hassle.


  • Dragon’s Dogma II

    Not much to say about Dragon’s Dogma II to be honest, as it’s effectively identical to the first game as far as gameplay goes. You no longer have to micromanage your level-ups, which is nice, but the camera seems like it’s far closer than it used to be.

    Pretty minor differences all told, so if you greatly enjoyed that (or never played it) then you may as well give this one a chance.


  • Ys X: NORDICS

    The tenth Ys game fortunately takes a few steps backward from the dull cityscape of IX to more resemble the wilds of Lacrimosa.

    Storyline-wise it takes place between the first two games and Celceta, and at least up to the fourth chapter doesn’t have much to complain about. Normal exploration is also fine while shipboard exploration reminds me a bit of Assassin’s Creed Odyssey.

    No the problem is mainly the combat; basically the game wants you to use a bunch of abilities with one character, switch to the other and do the same, then repeat. The end result being a hectic button-mashing mess most of the time with only boss battles changing things up, since there you’re going to want to alternate perfect blocks with heavy-hitting dual skills instead. It’s not bad exactly but… I don’t know. It just seems to lack weight.