• Tag Archives Third Person Perspective
  • 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.


  • DIABLO IV – Season 10 Secondary Characters

    Wanting to grab the various Barbarian and Necromancer challenges I was missing without respeccing my existing characters first lead me to creating a Deathblow Barbarian. While at the start this seemed rather powerful, by the end (although it certainly wasn’t weak) it felt both more fragile and weaker than the cobbled-together Shadowblight build. Even having all the required gear besides the Mythic.

    Somewhat disappointed, as I was really hoping for a boss-killer that could finish off Lilith, I moved on to trying to create a Necromancer minion build. This failed miserably. It was barely capable of handling basic T3 content. While it’s possible that may have been a result of the mere level 8 masterwork and level 15 paragon glyphs, not being interested in putting much leveling effort into a build I planned to soon delete, it was more likely a lack of focus; there was Bone Storm, and Blood Lance, and all three minion types.

    Extremely disappointed at this point I decided to check out Maxroll and Icy Veins‘ Shadowblight builds to see if my ‘finished’ build was missing anything obvious. Putting aside the whole Alter the Balance setup, which I dislike as it feels like an exploit and will be useless post-season, it turns out I was: Blighted Corpse Explosion. Taking the extra points out of Blight, 1 point from Necrotic Carapace, and dropping Sever (which was only there for Reaper’s Pursuit) let me take both that and put 3 points into Fueled By Death. Now having a consumption power, I was also able to swap the Bloodbath paragon board for Flesh-Eater.

    This resulted in a pretty massive damage upgrade allowing a brute force victory over T4 Lilith, helped out a bit by having gotten better at dodging her Death From Above (the trick it seems is to keep running around the inner edge of the arena while she’s in the air) and finally finding the last Rune I needed for the Mythic greatsword.

    Since that turned out so well, next up was looking at some endgame Minion builds hoping for similar inspiration. This turned out to be a wash. For whatever reason they’re focused on a single minion type, and if I’m going to be playing minions I want all the minions. Also, while I can understand focusing solely on Skeletal Mages if you’re using Hand of Naz and Service/Sacrifice, I’m deeply suspicious of the claim that sacrificing the Mages will result in more damage for the Reaping Warrior build than keeping them.

    So I’m now split between two potential paths:

    1) A bone-centric Reap build that uses Skirmishers 1, Bone Mages 1, and Bone Golem 2 supported by Corpse Tendrils, Bone Prison, and Bone Storm. Chaos powers being Alter the Balance, Grim Reapers, Unstable Power, & Crazy Brew with the intent being to just have bone shards flying everywhere and critting everything.

    2) Based solely on having a 3-star Ancestral ring with Overpower damage just drop, keeping the Reaper theme but switching to a blood skill focus. I’m hesitant to try to re-tread that path though after the earlier Blood Lance debacle and none of the Mage minion options have any synergy.


  • 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.


  • 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.