• Tag Archives Third Person Perspective
  • Diablo III – Update

    Found out I was wrong about the bombardment build mentioned earlier after running through the game with a newly created hardcore character to snag that version of the 50-mil gold conquest: While I had the raw equipment, the stats were notably subpar and not enough of them were ancient. After addressing those issues it was able to handle T13 easily enough… but not fast enough to clear the last two seasonal hurdles (Urzael in 20 seconds and T13 Rift in 4 minutes).

    So, I made a Vyr’rasha Wizard. Though the Lightning Hydra version melted Urzeal quite effectively, the 4-minute T13 rift took much more time to clear due to the glass-cannon and luck-heavy nature of the build. Two things which make it not all that much fun to play honestly. Now that all the season rewards are won I’m going to test out the Spectral Blade build instead, as that seems less twitchy.

    Something else I tested out earlier was a way to make the Corrupted Ashbringer, a 2H-sword with quite a bit of flavor, effective. The only thing that came to mind (other than a Diablo II style dual-wielding Barbarian, which apparently isn’t possible here) was to adapt a Crusader Hammerdin build. And it didn’t take much adapting. Simply replace Fervor with Heavenly Strength, J’s Argument with Ashbringer (moving the former to Kanai’s Cube), Sacred Harness with Blessed of Haull, and Falling Sword & Provoke with Justice (Crack) & Shield Glare (Divine Verdict). Bane of the Trapped can also arguably be swapped out for Zei’s Stone of Vengeance, and with a Ring of Royal Grandeur Aquila Cuirass can be rotated in for higher survivability if necessary (the bracers can stay as either Nemesis or Gabriel’s).

    It’s not exactly a fast build, but it can handle T13 without issue and it’s kind of fun to have Hammers flying everywhere without having to constantly worry about finding groups of enemies to jump into or resource concerns; it’s more laid-back and measured.


  • Diablo III – Season Journey

    Despite my earlier misgivings, the facts remain that I both love collecting loot and don’t much mind mindlessly clicking things. So I went and bought the game+expansion (not the Necromancer though… not yet).

    Seeing a new season had started and that there were item rewards for participating in it, I went and made a Crusader and started playing through the campaign. Only at the end of Act 1 did it become apparent that the Season Acts do not match up with the Campaign Acts; you’re supposed to play seasonal characters in Adventure Mode (which was helpfully auto-unlocked). So that’s what I did.

    Despite wanting to make a Hammerdin, the loot table was having other ideas (Ancient Gyrfalcon flail) and I first ended up with a fire-based Blessed Shield build which was used to clear the first few seasonal hurdles and get the free loot. Seeing more ranks awaited and wanting to get to Greater Rift level 70 to unlock ancient primals I decided to keep going.

    Eventually the Hammerdin drops appeared, which let me switch to that and quickly hit GR70 at about Paragon level 512 with only 3 pieces of ancient equipment. There progress stalled a bit as further ranks required completing conquests, with all except the GR75 seeming out of reach. But then I realized there was a trick to completing the 50 million gold one: Just open 46 Horadric Chests at once, since each contains 1.1 million on Torment 13 difficulty. Since they were needed anyway in order to extract more legendary powers (awesome feature) and upgrade my gear enough to reach GR75 it wasn’t even a hassle.

    So here I am now with the season’s Conqueror rank completed at Paragon 643. The last rank requires completing three conquests and clearing a T13 Rift in under 4 minutes, so I’m pretty sure this is the end of the journey (while I do have the equipment for a speedy Bomber build, for some reason it only seems to be able to handle T10 easily). The last reward is only a portrait frame anyway, so it’s not like I’m missing anything. Now it’s time to go play the campaign and find out the answers to all these questions that have been raised by jumping around from area to area out of order.


  • Diablo III – First Impressions

    After ignoring this game for many years I decided to see where it was currently at… for reasons I don’t recall. After seeing that a trial version was available in addition to new DLC having recently been released, I said to hell with it and installed it.

    After nearly exhausting the trial with the Monk and playing a bit with the Demon Hunter and Wizard I’ve come to the following conclusion: If you want an immersive experience go play Titan Quest instead, if however you just want to mindlessly click on things while collecting loot then this game has you covered.

    The problems here (cartoony zoomed-in visuals, limited abilities, non-existent leveling options) all seem traceable to having a ‘console-first’ strategy. There’s some severe oversimplification, to the point that I don’t see much reason to play different classes beyond experiencing the specialized voice acting and flavor text (which, admittedly, is a nice touch). Regardless of the class you pick the combat cycle is going to be the same: Use one skill a bunch to build up resources then a second to spend them, while maybe tossing off a cooldown skill from time to time.

    Compounding matters is that skill damage is based on weapon damage. All skill damage. Use a skill to punch someone with a monk while wielding a club? That’s fine; the club’s damage will be used. Playing a Wizard? Go right ahead and equip a longbow or sword since your spells all use their base damage for some reason. A Demon Hunter? The arrow-based skills require wielding a bow at least… which ends up being not much of a requirement since the other skills (Throw Knife for instance) have no problem using bow damage. Moreover, what’s even the point of having all these different weapon types when you can’t make basic attacks in the first place? Cosmetic concerns I guess?

    The entire experience just leaves a bad aftertaste.


  • Two Worlds II: Velvet Edition

    While theoretically a sequel to Two Worlds, Two Worlds II is effectively no such thing. Not really. It’s more like a sequel to an alternate universe version of Two Worlds; the geography and character history are completely different.

    As far as mechanics go however it is definitely a sequel and the two games feel very similar despite some rather drastic changes (some good, most bad). Let’s get the good out of the way first so that I can dwell on the bad:

    Magic damage now scales with Willpower, summons can actually reach a decent power level (level 40 with doubled strength), you can now have more than 3 spells, unique loot has been added (received as quest rewards), melee combat is a bit more dynamic, and… well, that’s about it really. Short list huh?

    The list of degradations is a little longer: The GUI is atrocious, Steal is now useless (awful rewards and an awful mini-game), Alchemy is now next-to-useless, killing wildlife no longer grants decent XP past a certain level (making exploration pointless, since that’s all that’s out there), lockpicking quickly becomes an annoying chore (lock difficulty scales with your character level), spellcasting requires an equipped staff, a ton of quest-locked doors, and dungeons are somehow even less rewarding than they were before (30+ generic enemies; ~maybe~ 2 chests with the same leveled loot you can find in people’s houses).

    As far as combat goes I like the magic changes and all in all those are a major improvement despite the the new staff requirement and a continued dependence on vendor-farming. The melee changes seem good at first, but it quickly becomes clear that most of the variety is superficial with it now being attack->block instead of combo->dodge. And as for ranged, well I’ve not touched ranged so I can’t comment on that.

    Exploration and loot is what makes or breaks a game like this though, and so far (just reached New Ashos) that department is where the game really falls flat. There is literally no point whatsoever in visiting an area that a quest marker isn’t directing you toward (unless you enjoy continuously discovering conspicuously out of place doors you can’t open) and the loot is painfully uninteresting with blatantly obvious tiering.

    The second island is only like 10% the size of the first, and despite having just arrived I already know there’s nothing out there besides a bunch of trash-mobs to kill in uninteresting ways. I have zero motivation to keep exploring and honestly now just want to go re-play Neverwinter Nights 2 with a Monk-Sorcerer or mod in some sort of new fighter/mage class in Dragon Age or something.

    That said, I think I’ll try to power through the rest of this game first to see if the Tenebrae content is any better. Maybe switching over to a magic-first strategy will help the unrewarding combat since the spell creation system does actually have some variety to it.


  • Two Worlds – Finale

    With my equipment and skills essentially maxed out earlier (and wanting to start playing Two Worlds II), I decided to not bother exploring every nook and cranny and just go to the last few quest locations and finish the game up.

    Surprisingly, the lower half of the map has some new enemies to fight. None of them were much of a challenge though except the Lava Dragons and Adamantium Golems, which took forever to kill. Everything else fell to either 1-2 Multi Shot volleys (most stuff) or 1-2 Berserk-enhanced melee combos (Scorpions, Sand Dragons, and Stone Golems).

    Both endings are kind of abrupt and disappointing sadly. Which is unfortunate, but I did have quite a bit of fun scouring the countryside for loot earlier and the developers obviously put a lot of effort into the textures; there’s quite a bit of variety in both the environments and the creatures, which helps mask the repetitiveness of the game’s combat system. So all in all I guess it was worth the… whatever it was I payed for it when it was on sale oh so long ago (it’s definitely worth the 99 cents it’s on sale for now).


  • Two Worlds – Midpoint

    As with Gothic 3, calling this a midpoint isn’t quite accurate since the game’s only as long/short as you want it to be. Half the map is cleared though so it’s close enough.

    At level 66 now and I experimented with both magic and ranged combat to see what ended up being the most powerful. Basically, it comes down to this:

    Melee: 20x Exotic Hachet/Armor Opener (no element) at 200 Str = ~5500 Damage
    Melee Boost: Strong Hand (Rank 10) + Berserk (Rank 10) = +500% Damage

    Ranged: 20x Whistling Death (no element) and 20x Ornamented Quiver at 200 Dex = ~11100 Damage
    Ranged Boost: Overdraw (Rank 10) & Multi Arrow (Rank 10) = +100% Damage and +4 attacks

    Magic: 20x Eruption (Earth Rank 15) with 5x +Damage/+Level/-Cost = 9390 Damage for 1174 Mana
    Magic Boost: 20x Concentration (Air Rank 15) with 5x +Damage/+Level/-Cost = +2370% Damage on 1 attack for 305 Mana

    So melee is most efficient at low skill levels (you only ‘need’ Strong Hand and Berserk), ranged at high skill levels (you need all four passives), and magic is best for doing insane amounts of one-time damage (but requires a ton of vendor farming). I have not run across all the spell cards yet but the ones I have point toward magic being best as a support ability; Strength of God, Adamantium Shield/Reflection Shield, and Grapple Ivy/Freezing Wave are great at eliminating melee/ranged weaknesses. Summoning seems to be near-useless since the best summons max out at level 30.

    Some other worthwhile things to know, in no particular order:

    • Force Triple Buffering and Vsync in your graphic card’s settings to reduce the stuttering.
    • Equipment can’t be stacked beyond 50.
    • Spell Booster bonuses max out at 5.
    • The best equipment starts appearing around level 40.
    • One-handed axes stop appearing around level 50.
    • Pure-piercing damage spears stop appearing at around level 50.
    • Items can have a maximum of 5 enchantments.
    • I’ve never seen the magic schools, Sneak, or Steal appear as +Skill equipment enchantments.
    • I’ve never seen an enchanted dagger or swordbreaker.
    • Only certain herbs are worth collecting.
      • Blue Eye/Screama Badilla/Ostrich Plumes if you want to make +50% magic stones.
      • Dotted Toadstool/Adder Brother to make poison immunity potions.
      • Saffron/Lavender/Centaurium/Nothern Frostroot for the permanent stat boosts.
    • When making stat-boosting potions, use either 4 minerals and 6 mana/health potions or 10 herbs.
    • When making stat-boosting potions try to make sure all the ingredients boost the same stat.
    • Poison prevents mana regeneration.
    • Berserk and Critical Hit don’t stack.
    • Sneak does not affect Steal success or Lockpick crime reporting.
    • Stealing often has to be done from the front/side of a target.
    • If NPCs attack after Lockpicking something, running far enough away will usually reset them.
    • Strength increases melee damage, Dexterity ranged damage, and raising the magic skills increases magic damage.
    • Carry Weight maxes out at 500.
    • Different enemies resist different types of damage; make sure to have both a bludgeoning and slashing weapon.
    • There’s not much off the beaten path besides more enemies to kill.
    • The only use for swimming so far was to reach 4 small islands, each with a stat-boosting potion.

  • Two Worlds: Epic Edition

    Ever played Gothic? Well this game is just like it:

    Clunky melee that lets you dominate with hit and run tactics, a large map to explore with enemies that don’t respawn, a difficult beginning until you pick up a level or two, a forced male MC with slightly jokey voice acting, the ability to attack/kill NPCs, a wide variety of skills to customize your character with, and tons of stat-boosting herbs scattered around the map to collect.

    Been playing for a while now, reached level 33 and just got around to entering the first town to max out Alchemy in order to use all the permanent stat boosters I’ve been collecting from the ground and NPCs’ pockets (the Steal skill is actually good since it lets you find stat/damage boosters instead of just gold). Other good all-around early skills would be Lockpick (get it up to level 8 and keep it there) and Set Trap (traps do tons of damage). I haven’t used much magic (mainly just Heal) or any archery yet, but for melee you don’t really need anything more than Strong Hand and Critical Hit; I have Parry up pretty high but it never seems to do anything… and you shouldn’t be getting hit in the first place.

    So yeah, if you’ve played Gothic II or III before you should feel right at home. If you haven’t, then it might be better to start with this since it’s more forgiving of character building mistakes (there’s a repeatable respec option available in towns that can reset your stat/skill points).


  • REZROG – First Impressions

    While the game has several extremely annoying bugs, for the most part it’s a fun (if repetitive) dungeon crawler.

    There’s all the multi-character persistence and loot of a Diablo-like game, with the turn-based and environmental traits of a Dungeons of Dredmor-like game. There are two unique aspects here. The first is that instead of doing one run/character at a time, you have immediate access to 7 characters (one of each class) which share loot and can be used at will. The second is death; if a character dies they get captured and have to be rescued by a different character.

    At the moment I have all 7 at levels 10-12 and have just reached the 11th dungeon. So far there’s decent enemy variety (each odd dungeon number introduces new ones) and skill variety (though I’ve only found 2 non-starter ones at the moment), but having to repeatedly grind the same area (even with the randomized layout) to overcome sudden difficulty spikes is annoying. Particularly since any time you fail to clear a level for any reason (death/capture, bug, menu exit) any items found/used or changes made since entering it are completely reset.

      I mentioned bugs earlier, and here are some of the ones I’ve run into:
      – Doorways becoming impassible after attacking through them.
      – Traps killing an enemy and making that square impassable.
      – Frozen movement when attacking crystals with a ranged skill.
      – The first page of the shared stash wiping itself on game exit.
      – Losing items transferred to a character with a full inventory.
      – The ‘consumables are 25% stronger’ roulette effect doing the opposite.
      – The ‘+1 move’ roulette effect actually doubling movement range.
      – XP skill books behaving oddly.
      – Entering a Boss level drains all of your money.
      Aside from avoiding those issues above there are a few other things to be aware of:
      – Do the first dungeon at least once with each character to get all the starter skills.
      – Run through it a few more times to hit level 3 and stock up on potions
      – Ice Slab is insanely good.
      – Skills can be added/removed to/from any non-captured character.
      – Weapon skills won’t work with 0 Durability weapons.
      – The random ‘destroy all crystals’ objective is extremely difficult.
      – There tends to be difficulty jumps every 2 levels.
      – Exit via the Esc Menu immediately if it looks like you won’t be able to finish a level.

  • Nier: Automata – First Impressions

    This game is quite a bit different from conventional RPGs.

    I’m not at all fond of the top-down shoot-’em-up elements, bullet-hell aspects, combo-heavy melee attacks, or save point system. The washed-out color scheme is a turn-off as well. On the other hand I like open world exploration and collecting things quite a bit. Some other positives would be the easily customizable control scheme, access to the Japanese voice acting, cool visual effects, and… that’s all I can think of right now.

    Maybe I’ll warm up to it in time.


  • Torment: Tides of Numenera – Endgame

    Finally got around to seriously playing the game and just finished it.

    Turned out my earlier annoyance regarding the multiple resource pools was mostly an over-reaction; once you get a point or two of Edge it becomes practically impossible to deplete them. I only ended up resting 3-4 times over the course of the entire game, and could’ve probably got by doing it just once if I had used those full-heal cyphers. That said the game isn’t very large by RPG standards… maybe about the size of Tyranny (perhaps a bit smaller).

    It certainly is Planescape: Torment revisited though. Much like its predecessor, this game rewards high Intelligence values on the PC, heavily promotes exploring every branch of every dialog tree, and allows most confrontations to be solved/avoided without engaging in combat. That last one is particularly good since (also like PS:T) combat is kind of a pain.

    However it’s the gameplay as a whole that’s holding it back rather than just the combat: The character building system is lacking, with many skill/ability choices being either useless or redundant, and you never really feel particularly powerful or godlike even at max level (which is Tier 4). Attack abilities don’t do all that much damage and companions who aren’t in the party not gaining experience certainly doesn’t help either. Equipment ends up being the main source of combat effectiveness, and the variety in that department is notably lacking (while there are tons of cyphers/oddities, there are only a few interesting weapons and a highly limited armor selection). There’s not really anything to collect either aside from merecasters.

    Which all adds up to this being the perfect game for people who love replaying the exact same scenario while making slightly different choices (since those choices do actually tend to affect things here). Anyone looking for a more physically engaging or mechanic-based experience however will most likely be disappointed.