• Category Archives PC
  • DIABLO IV – Season 10 Conclusion

    While I wasn’t able to defeat T4 Lilith, as I just simply don’t have the reflexes to avoid her triangular Death From Above attack (out of twenty or so attempts only 3 managed to get outside the triangle before she dropped and only 1 of those managed to make it back in before the waves hit), or get The Grandfather Mythic greatsword I wanted (still 2 runes short), everything else is done and there’s basically no reason to keep playing this character.

    Final stats:

    • Necromancer Paragon 230
      • Amplify 80 -> Scent of Death/Control 70 -> Bloodbath/Essence 70 -> Wither/Abyssal 70 & Frailty/Gravekeeper 70.
    • Skeletal Skirmishers sacrificed, Cold Skeletal Mages sacrificed, & Bone Golem sacrificed.
    • A Beast Cornered, Accelerating Chaos, Erupting Chaos, & Marred Guard
    • Bloodless Scream Chaos Helm with NeoGar, The Unmaker Chaos Chest with TamLum, Ebonpiercer with a Diamond, and Ancestrals with Topazes, Emeralds, and Skulls.
      • Sacrificial, Torturous, Cursed Aura, Decay, Blighted, Accelerating
    • Elixir of Fortitude II, Spiral Morning (to be replaced by Sage’s Whisper if the Mythic is acquired), Reddamine Buzz, & Soothing Spices.
    • Varyana (Attack Speed) & Aldkin (Field of Languish)
    • Abilities
      • Rank 1 Reap, Decompose, Sever, & Abhorrent Iron Maiden
      • Rank 5 Supernatural Blight, Abhorrent Decrepify, & Supreme Soulrift
      • Rank 1 Crippling Darkness & Shadowblight
      • Rank 3 Hewed Flesh, Necrotic Fortitude, Titan’s Fall, Death’s Embrace, Amplify Damage, Precision Decay, Necrotic Carapace, Reaper’s Pursuit, Gloom, Terror, Finality, Memento Mori, Stand Alone, & Inspiring Leader

    It utterly destroys Undercity (to the point I don’t even need to use Soulrift) and Infernal Horde and can clear Pit 80 easily enough, while all the Echoes get crushed in short order so long as you’re capable of dodging their phase 1 attacks (as mentioned I suck at Lilith’s and I’m not great at avoiding Harbinger’s mirror dash either). The only real issue is survivability since if the barrier doesn’t trigger (which can happen against bosses) you’re going to have to constantly chug potions.

    So… what to do now. I think I’ll go back to the Thorns Barbarian in Eternal and 100% the map, then clear the couple Barb-specific challenges I missed. After that maybe make a new Necromancer in Seasonal to grab the couple of Necro challenges this one isn’t equipped for (yes I could just use the Armory and respec but that’s less interesting).


  • DIABLO IV – Season 10 Update

    Turns out my build had a crippling flaw: Minion and mercenary damage do not contribute to the Shadowblight passive. I have no idea why I thought they did since the tooltip clearly omits them.

    Changes to address that were:

    • Skeletal Mages switched to Cold and sacrificed.
    • Aldkin and Varyana swapped for Varyana (Attack Speed) and Raheir (Unstoppable on Impairment)
    • Greaves of the Empty Tomb swapped for Ebonpiercer and Empowering Reaper swapped for Conceited.
    • NaguVex runeword swapped for NeoGar.
    • 6 points taken out of the Sever tree and added to Stand Alone and Memento Mori.
    • 3 points out of Imperfectly Balanced and into Hewed Flesh, Necrotic Carapace, and Blight.
    • 1 point removed from Enhanced Reap and added to Decompose.
    • Control, Scent of Death/Darkness, and Bloodbath/Territorial swapped for Abyssal, Scent of Death/Control, and Bloodbath/Darkness.
    • Chaos Unleashed & Decimating Desecration swapped to A Beast Cornered & Marred Guard.

    My damage has now shot into the stratosphere while the playstyle has remained the same (just spamming Blight instead of Sever) and all challenges except the “Kill Lilith in T4 difficulty” have been cleared. Not sure if I’m going to stick with A Beast Cornered though since I don’t like having to keep using potions when there aren’t any trash mobs around to leech off of.


  • DIABLO IV – Season 10

    Just recently made it to Torment IV difficulty with all the Champion tier and below rewards acquired in Diablo IV‘s tenth season.

    This season seems to be a notable step down from the previous, as not only are the seasonal items lackluster (the same old uniques just locked to a different slot) but there are less seasonal abilities and there’s not much variety to them. I had to really struggle to find a third relevant lesser power for my build and none of the four main ones were a great fit either. Less subjectively, the new chaos monsters are incredibly low quality and look as though they’re missing their textures/shaders.

    The new Infernal Horde boss meanwhile has little point in existing in his current state. You’d need to have at least 1100 aether and no interest in the non-equipment chests in order to make fighting him worthwhile… which is not always possible to accomplish regardless of how powerful your build is. Well whatever. It’s there for those that want it I guess.

    As mentioned earlier, I decided to go with a self-made Necromancer build and ended up with:

    • Paragon 176, all Ancestral gear; Chaos Unmaker chest & Greaves of the Empty Tomb uniques. All Masterwork 12 except the helm, amulet, and 1 ring (which are at 8 since I hope to replace them). Eventually plan to acquire The Grandfather Mythic greatsword if the rune drops cooperate.
    • Cursed Aura, Torturous, Blighted, Empowering Reaper, Damned, Decay, & Hardened Bones affixes.
    • NaguVex and LithLum runewords with double Topaz in the armor and double Emerald in the weapon. Jewelry is 1 Diamond and 2 Skulls.
    • Control -> Wither/Amplify -> Frailty/Gravekeeper -> Scent of Death/Darkness -> Bloodbath/Territorial paragon boards/nodes, all at level 46.
    • Armor at 1k with 75% Fire/Poison/Shadow Resistances & 65% Lightning/Cold Resistance. 9k Life, 42% Attack Speed, & 60% Crit Chance
    • Extra Bolt Shadow Mages & Warriors/Golems Sacrificed for 10% Crit Chance and 15% Attack Speed.
    • Aldkin (Shadow) and Varyana (Attack Speed) mercenaries.
    • Chaos Unleashed with Decimating Desecration, Erupting Chaos, and Accelerating Chaos (so Shadowrift has 100% uptime).
    • Abilities
      • Rank 1 Enhanced Reap, Supernatural Blight, & Abhorrent Iron Maiden
      • Rank 5 Paranormal Sever, Abhorrent Decrepify, & Supreme Soulrift
      • Rank 1 Crippling Darkness & Shadowblight
      • Rank 2 Hewed Flesh & Necrotic Carapace
      • Rank 3 Imperfectly Balanced, Necrotic Fortitude, Titan’s Fall, Death’s Embrace, Amplify Damage, Precision Decay, Coalesced Blood, Reaper’s Pursuit, Gloom, Terror, Finality, & Inspiring Leader

    Basically, all I have to do is constantly cast Sever while popping Soulrift whenever it comes off cooldown. Blight and the two curses are handled by the equipment affixes while I pretty much never have to re-summon the skeleton mages. It’s a very simple and straight-forward build that deletes normal enemies and elites quickly and painlessly. Bosses in T4 take a bit longer but should go much smoother once I hit paragon 200 and have the rest of the key offensive nodes acquired.


  • DIABLO IV – Season 9 End

    As it so happened, there was little more than a week left in the season when I picked the game up. A discovery which rather quickly derailed my plans of leisurely 100% clearing each area as the main quest sent me to them, as I had to rush through that in order for the season quest to even become available.

    Worked out well enough in the end though as by this morning everything was unlocked that didn’t require real money to buy and all rewards below the final tier were claimed except one (the Whispers Bounty one, as ancestral boxes simply never appeared).

    As mentioned earlier I was using a Thorns Barbarian build which pleasantly enough could be played straight through the game from level 1 without issue. Ended up at Paragon 170 with two nodes at 45 and the other three at 15, all ancestral gear masterworked to either level 4 or eight depending on how close it had to the ideal stat spread (except the chest which is just basic Razorplate). It currently breezes through most of T3 aside from a few particularly stat-inflated bosses (Astaroth is a slog) and even basic T4 if you don’t mind grouping stuff up before engaging and/or boss fights dragging out.

    My main takeaway at this point is that the story writers very much seemed to be longing for the times of Diablo II; this felt very much like a sequel to that. There’s almost no mention of III besides one throwaway reference to Leah hidden at the end of this season’s artifact gathering questline. Meanwhile, the gameplay devs seemed to have been jealous of Grim Dawn since “The Pit” is just a far worse Shattered Realm (added in the Forgotten Gods expansion) and Infernal Hordes are a simplified Crucible.

    Future plans involve making some kind of homebrew Shadow-damage necromancer build that I can take my time developing and exploring with when the new season starts in a few days. I’ve always enjoyed the leveling journey more than any kind of endgame play, and nothing I’ve seen here so far (Pit, Infernal Horde, Helltide, Echo farming, Undercity) makes this game look like an exception.


  • 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.