• Tag Archives Third Person Perspective
  • 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.


  • 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.


  • Zoeti & THE LEGEND OF HEROES: Trails through Daybreak

    Another game similar to Slay the Spire, Zoeti‘s key differences are that it features a storyline structured like a visual novel and uses a standard card deck in battles. The former is a bit of a problem due to both the questionable dialog and that you have to skip through it on subsequent runs while the latter is more interesting, tying abilities to poker hands instead of individual cards.

    Having skipped Trails Into Reverie after getting burned-out completing four Cold Steel games, I went into Trails Through Daybreak hoping for something a bit different. That was not to be; the only notable difference between this game and the last CS one is that you can now fight and defeat trash mobs on the field map using basic attacks. It’s certainly not bad, but releasing essentially the same game every year or two just gets old.


  • Cardaclysm: SHARDS OF THE FOUR & MONSTER TRAIN

    Cardaclysm is a puzzle-like card game in which the first turn or two are the most important. A single hit to your avatar will cause a loss, so basically you want to kill everything first turn, or play just enough cards so that your retaliation will allow a clear on the second. It’s kind of interesting but also incredibly simple.

    Monster Train is essentially Slay the Spire with tower-defense elements. The games are extremely similar and if you liked that then this will be right up your ally. The Last Divinity DLC is worth picking up as well since it both adds more to the base game alongside a totally new (and optional) final boss fight which plays markedly differently.