Hammerwatch

Steampowered Sunday #2

Steampowered Sunday episode was relatively well received, and that was a pleasant surprise.  So much so that it seems that my friends have conspired to grief me.  When I set forth on this journey I probably had a years worth of games to play before I needed any assistance.  However over the course of the week a good friend of mine, Ashgar, decided that I needed to play a game of his choosing.  So we made plans yesterday to meet up this morning and play some Hammerwatch multiplayer.  I have to say it was a really enjoyable hour, before I needed to leave due to some bad news.

Red Warrior Needs Food Badly

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For starters, Hammerwatch is the fruition of the yet another Steam Greenlight process.  You can buy it without discount for $10 from steam, and at that price I consider it well worth it.  However thanks to the insanity that is the steam sale, you can generally get it at a significant discount.  It is in every way the spiritual successor to the original arcade Gauntlet by Atari.  For those with no cultural reference to this king of all quarter munchers…  it is basically a four player game that focuses on each player providing a different class.  From what I have seen the single player game is just as enjoyable, but the real fun comes from multiple friends working together. 

Classes you have to choose from:

Paladin2 The Paladin

This guy is your basic melee class.  Special attack includes a really handy charge and if you time it just right you can deflect projectiles with the basic attack.  Upgrades later increase the frontal cone of the attack, which makes kiting mobs and killing them from the protection of a corner doable.

Ranger The Ranger

This is your standard archer ranged attack class.  We noticed that there was a significant damage drop off the further the arrows travelled.  Seemed to have the longest range of all of the classes but dealt the least damage.  Special attack is a bomb which comes in super handy when clearing large numbers of mobs.

The_Wizard The Wizard

This one threw me for a loop a bit.  I expected a long ranged fireball when in reality it only actually travels about 5 character lengths.  The special however is a really powerful dragons breath like attack that does massive damage to anything in a short arc in front of the wizard.

Warlock The Warlock

The Warlock is the oddest class.  It has the highest starting health, and really fast mana regen.  However it’s base attack is a relatively weak dagger melee attack.  The special however is a really powerful bolt attack with a range similar to that of the ranger but it seems to consume about half of the starting mana pool.  This is going to lead to some really different game play as I figure there will be a lot of the time you hang back waiting on your mana to recharge.

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Anyone who has ever played the original Gauntlet will recognize the game play immediately.  This is one of those games that I highly suggest you hook up a controller for.  Even moreso I found it far easier to control using a dpad as opposed to an analog stick.  By default player one will be set up to use keyboard controls, so make sure you switch things up before getting into game if you choose to play it with a controller.  The first thing to know about Hammerwatch is that the levels are custom designed and this is not a Rogue-like.  That means traversing each level happens in a non-linear fashion.  There were several times we had to go back to a lower level because a switch triggered something we could do down there. 

We started playing the game on normal mode, but to be honest we did not even last the first level.  On normal, heal options are very few and far between, so this lead myself and Ashgar to be moving around perpetually looking for the next apple or orange.  The positive however is that unlike its predecessor you cannot shoot the food.  You can however accidentally charge through two food items screwing your friend out of getting any.  Yeah I did this a few times when there were apples placed between dart traps.  Of note… the Paladin charge is totally a great way to cheese these.  Everyone else has to time the traps… something I learned when I was playing the ranger later on.

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Unlike Gauntlet, gold is not simply a scoring mechanism.  As you go throughout the level destroying barrels in the proud Diablo tradition, the coins you pick up get added to the purse of both players… which is a really nice mechanic.  I know I started out trying to ration my pickups to make sure I was not absolutely looting Ash into the poor house.  Additionally there are big coins that you can pick up called Vendor Coins.  If you look up in the lower right hand corner of the above screen you will see at this point we had picked up 4 of them, and each one gives you a permanent .5% discount.  The gold you collect is spent on vendors, and the above vendor is one that changes what your weapons do.  For example Sword Damage 1 increased the total amount of damage I dealt, and Sword Arc 1 as I mentioned above changed my sword swing from a 90* arc to a 120* arc making it far more useful.

During the course of the hour we spent playing we found weapon vendors, combo vendors and stat pool vendors.  The combo vendors introduced a new mechanic that if you kill 10 creatures within 1 second of each other you triggered your combo effect.  For example I ended up buying an ability that procced a heal whenever this happened.  Ash on the other hand decided to spend his gold on increasing the amount of time between kills, allowing him to get combos easier. 

Obviously both are useful and needed abilities, but unfortunately at the time we were near the vendor we only had enough money to purchase one.  Combo Nova was one I think we were both eyeing, as it did a huge AOE damage nova whenever you managed to get a combo.  The stat pool vendors were pretty self explanatory, allowing you to either increase your total health pool or your total mana pool.  I ended up purchasing a health pool bump which nearly doubled my total available health.  We were not nearly as good as we could have been about breaking barrels and picking up gold, so I imagine we could have likely afforded a lot more if we were more carefully clearing the rooms.

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My biggest suggestion while playing this game, is to trust your Gauntlet inspired instincts.  There was a mechanic that we just instinctively dealt with that did turn out to be exactly what we thought it was.  The game has mob spawners, that work just like they did in Gauntlet.  If you look above you can notice there are two brown spots on the ground.  I wish I had taken a picture of these before we destroyed them, but these were previously Beetle spawners.  Just like in Gauntlet they appear in a room full of the same kind of mob, and slowly over time spit out more of them.  They seem to be only triggered when you actually aggro the mobs surrounding them. 

The strategy that seemed to work is that Ashgar would gather up the attention of the mobs that were already spawned kiting them around… and I would make a beeline directly for the spawners taking them out.  One of the worst rooms we encountered had 5 worm spawners in them, and Ash through some streak of insanity managed to solo the encounter because I went off in a different direction.  That is another thing of note… this game is not limited to having both characters on screen at the same time, so as a result you can wander off in completely different directions and get lost.  I am thankful that we were both on mumble at the time as we went through the levels.  Ash and I play together enough, and have a similar enough viewpoint that our crude directions were usually successful in allowing us to meet back up.

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As you wander through the levels there will be various objectives.  If you look at the top of the screen you can see four indicators with numbers beside them.  These are in order…  Bronze Key, Silver Key, Gold Key and Extra Lives.  The keys work exactly like you would expect them to work based on the Gauntlet lineage.  You pick up a key and then walk into a wall of the same color.  There are many objectives that are hidden behind walls.  One sequence involved us stepping on four different runes, which then spawned a vendor coin and a treasure chest when the sequence finished.  The above image shows a sequence of four switches that apparently need to be activated to unlock the boss of the level.  We however did not survive long enough to actually see what a boss looks like.

The bane of our existence seemed to be spike traps…which I did not unfortunately get a screenshot for.  There were multiple varieties of these, some were switch puzzles that involved opening up a clear path through the spikes.  Other instances were simply timed puzzles that involved moving through them in a pattern as they cycled on and off.  In all cases however they were essentially a oneshot kill.  Figuring these out pretty much accounted for most of our lost lives.  I figure going in again we would fare far better.  The nastiest surprise is while moving across a large field of synchronized spike traps… that mobs would in fact follow you across.

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Like I said we started the game on Normal and found it to be extremely challenging.  Briefly before I needed to log for a bit we tried playing different classes on Easy mode.  Primarily the only real difference that I could tell is that they were a lot more healing options.  Where on normal there would be a single apple spawn, there might be three on easy.  The mobs dealt the same amount of damage and seemed to spawn in the same numbers.  We did extremely poorly because really… we chose classes that were not well suited for our play styles.  I tried the Ranger and Ash tried the Wizard.  In truth the Paladin/Ranger combo was just about perfect for the two of us, so I think switching to playing the game on easy we would have made it through to the boss without any issues.  I think we did fine for two complete noobs to the game.

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One of the cool things about dying however is that you get a nifty graphical breakout of all of the statistics of the last play session.  As you can see, Ash totally kicked my ass in total damage dealt.  While not worth taking a death for, it does seem to a little bit of a consolation prize that you get to see the cool info about what just happened.  To wrap things up, if you were like me and you spent large chunks of your childhood feeding your allowance a quarter at a time to Gauntlet…  this is a game you will really appreciate on so many levels.  If you are like Ash and way the hell too young to have experience Gauntlet when it was an actual thing…  but tend to have an appreciation for the classics.  This also will likely be a really fun experience for you.

However if you are someone who needs cutting edge graphics and deep story interaction.  This is not your game.  It is old school quarter munching dungeon crawling at its finest.  However in this case you cannot simply feed the beast more money to save your sorry ass.  You have a limited number of lives and cannot pay to make up for your lack of skill.  I figure given time I will cease sucking quite as bad as I did during this little play session.  I would definitely buy the game again given the chance, and I might gift it to someone in the future to spread the madness if playing this becomes a regular occurrences.

How Are You Liking This?

So I am curious… how are you enjoying Steampowered Sundays?  This is only the second one but I am curious about what you like and don’t like about this approach.  I am also interested in any suggestions for types of games you would like to see me play.  Generally I am looking for a game I can get in for a few hours Sunday morning and get enough of a feel for it that I can do a write-up.  Additionally I am limiting it to games that I have either not played at all, or have only played for less than an hour… preferably less than 30 minutes.  I have a large backlog of games so I am sure I can keep finding something that sounds interesting each week.

All About Mounts

Do A Barrel Roll!

This week the previously announced Iron Skyreaver mount found its way to the in game store… and I simply could not resist picking it up.  The mount is amazing, but it seems that it seems to be one of those love or hate situations among my close friends.  Some of them absolutely love it, some of them completely hate it.  The pure win of the mount is the fact that every so often it does a roll…  I have been informed by one of my pilot friends that it is NOT a barrel roll.  Quite frankly it doesn’t matter because every time it happens… I hear Peppy say “Do A Barrel Roll!”.  Thanks Star Fox for misappropriating that term!

In truth in game it is a bit smaller than I had originally expected, or at the very least it doesn’t scale as much as I would expect it would for a Worgen.  Some of my friends have called it sickly looking, but really if you think about the background of the mount it makes sense.  This is a chimera that the Iron Horde has captured into slavery… likely abused and mistreated… and then augmented with badass armor and JET THRUSTERS!!!!  You have apparently rescued it from Garrosh and his evil evil machinations.  Now you and your mechano-chimera can rule the skies together!

All About Mounts

Another project I have been working on is chewing through the crafting cooldowns to make my own Sky Golem mount.  Unlike most engineering mounts in the past, this one is actually usable by all of your characters.  Which has made it a high priority for me to obtain.  At some point I need to go back and build some of the other engineering mounts, as I never actually obtained my Mekgineer’s Chopper.  Since I stopped playing Belghast as my main somewhere during Crusader’s Coliseum it just stopped being priority for me to get one.  Additionally I got the recruit a friend two person rocket, which filled the need of being able to transport people with me.  If they made it so all characters on your account could use the chopper… I would prioritize making one.

The big slowdown for the Sky Golem is the engineering cooldown, which at face value is really easy to craft.  Jard’s Peculiar Energy Source takes only ten ghost iron bars, which is next to nothing… however it is on a daily timer and unlike all of the other cool downs out there… it is lacking a “speed up for more materials” option.  The sky golem requires 30 of these, and 30 living steel.  The living steel component however is not terribly bad since if you have a transmute spec alchemist you can get extra bars from time to time.  At this point I am 6 days including today away from my sky golem mount, so I will keep you guys informed as I finally craft it.

Flight of the Netherwing

Wow-64 2014-01-18 10-17-31-93 One of the last things I want to give an update on is my quest for exalted with the Netherwing.  Essentially this has been one of those semi-casual things that I do every night.  I go out to Shadowmoon Valley, complete all the quests… gather up all of the loose eggs that I happen to see while doing those quests and then move on for the night.  I am sure if I wanted to seriously grind this out, I could do so in a single afternoon doing nothing but collecting eggs.  However at this point I am at about the halfway point through Revered.  At this point I figure I have a few more days until I have crossed the exalted threshold.  I am bad at estimating these things, but given I tend to find a half dozen eggs each day I think this might be viable.

Mostly I have been doing this because I want the count of six more mounts.  I have never particularly liked the look of the netherwing.  I love the fact that they have a whole series of colors available, but it is the whole shark nosed dragon thing that gets to me.  I have actually enjoyed the grind because I miss Draenor.  I am looking forward to Warlords in part because I am really wanting to see Draenor as a viable place again.  Burning Crusade was the expansion that I really came alive in, and grew into the role of raid tank and large-scale guild leader.  While Wrath of the Lich King was the expansion we saw the most success during, I feel like Burning Crusade is my “golden age” of WoW gaming.

Myth of Melee Hunter

Long Weekend

Most of this week I have been recovering from whatever flu like respiratory crap I managed to catch along side my wife’s flu.  So now that it is Friday, I have to say I am more than ready for it.  I have been crashing suspiciously early each night, or at least early for me.  Last night it was around 10 pm, and the night before closer to 9.  Granted some of that time was laying in bed watching Netflix, but resting nonetheless.  So when I realized I was heading straight for a three day weekend, I was absolutely pumped.  Not that we have any major plans, but just stringing three days in a row is a pretty glorious thing.

Yesterday during a back and forth on twitter with MMOGC, we both talked about our proclivity for playing melee characters.  For me at least if there is a melee option, I will be playing whatever it is.  My 90s to date…  Blood/Frost Deathknight, Protection/Arms Warrior, Protection/Retribution Paladin, Enhancement Shaman (second spec doesn’t really matter here), Combat Rogue, and the icing on the cake…  Feral/Guardian Druid.  Hell I even consider my Discipline Priest to be “tanky”.  Essentially if there is a tank option I will be doing that, and if there is not I will at least be doing melee in some form of another.  I am woefully predictable in my likes and dislikes when it comes to games.

Myth of Melee Hunter

meleehunter

I have made this admission before in the past, but I was a melee hunter.  Granted at the time I didn’t realize that survival was NOT a viable melee spec… since back in vanilla it did actually boost your melee damage.  More than that however it was a thing I WANTED to work.  Something about ranged dps just bores me, and on the converse something about standing toe to toe against the boss exhilarates me.  The above is a picture of me playing Lodin, my first real main in World of Warcraft.  My love of the WoW Hunter… initially started as my love of the D&D Ranger.  In D&D I played two things the Dual Wield Melee Ranger, and the Mace and Board Melee Cleric.  When I came into wow I tried to create both of these with limited success in the form of a Survival Hunter and a Protection Paladin.

I love the mechanics of the hunter when it comes to taming pets.  This was the real thing that kept me playing the class for most of vanilla… that and I got sucked into a raid group that needed hunters.  As some point I tired of standing back and firing at things, so midway through Vanilla I began transitioning to Belghast my tanky warrior.  But I never really gave up hope that someday, somehow being a dual wield hunter would be a viable thing.  While leveling and raiding… I was always far more interested in a nifty polearm or twohanded weapon dropping that could viably be identified as “for hunters” than any of the available ranged options.  However I still count getting my Dragonbreath Hand Cannon as one of my greatest raiding moments.  Thanks to getting this awesome drop… I never actually finished the hunter epic.

The Beastmaster

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Funny thing is… there is a game that has a melee pet class that could in theory be termed the “melee hunter”.  The Beastmaster soul in Rift for the Warrior class was essentially a pure melee dps class that also had a pet.  It was one of those specs that I really used to enjoy dpsing in, when the pet was actually behaving.  The problem is that Rift pets are boring.  As a beastmaster you got a large cat… and despite them changing the graphic of it… it is still the same boring pet every single time.  The piece of the hunter that I always found interesting was the ability to switch between pets depending on the situation and your present mood.  If you got bored of a pet, you could run off into the world and tame a new favorite.

So static pet is a major strike against the Beastmaster soul, but in Storm Legion they took another big one.  They essentially transitioned the spec from being a very soloable melee dps, to being pure support.  If you have only played World of Warcraft, then you are used to the holy trinity Tank, DPS, and Healer.  However several other games like City of Heroes, Everquest and Rift to name a few off the top of my head… had a fourth role of Support.  These classes buffed the party in some way or provided some critical crowd control mechanic that overall made the fights go smoother.  With Storm Legion they moved the Beastmaster into one of these roles, and while it is probably my favorite support class next to the Rogue’s Bard soul…  it became something that you just really could not solo as.

Yes I Know I’m Crazy

Yup the sub heading says it all… I realize that this request is crazy.  I realize that Blizzard will never give me a melee hunter.  All that said it doesn’t make me want it any less.  While I am not going to go to the lengths that some players have gone… when I play Lodin I still want to get up close and melee things down.  Initially I think I thought it was just my way of keeping from paying for bullets, but now that bullets are a thing of the past…  I realize I just wanted to get up close and person with the mobs.  For the most part I know that each and every one of my ranged characters will be something I did just to say I had one at 90.  Once I have finished with my Discipline Priest I will likely cycle back around to Lodin and finish leveling him to 90.  However it won’t ever be a beloved character until I can bash stuff in the face with a mighty hunter polearm.

Why Have PVP Gear?

A Farewell to Gear

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I have to say that still, months after the  announcement of Warlords of Draenor, the most surprising and interesting change that has been announced still relates to the gear.  During Blizzcon they made an announcement that gear would change its primary stat based on the spec you are currently equipping it under.  This means no more healer plate that no one wants, but instead multifunctional items that can be equipped in theory by any plate class.  The catch however is that secondary stats will not change, meaning we will have a situation similar to the Timeless Isle.  On the isle you can get tokens for 496 epic gear, but the stat assortment is random, meaning you will end up with several items that are less than optimal… but still functional for your current spec.

That said, having gear that transforms for you should at least in theory cut down on the sheer number of items that you need to carry around in your bags.  Since the advent of dual specs, this has meant that pretty much every player carries with them two full sets of gear, which doesn’t take into account any weird situational fight based items (yes I have a few of these).  In a game with as small of bag sizes as World of Warcraft, this quickly becomes painful.  Yes I consider 28 slots to be small especially when you consider I am used to having 6 44 slot bags in EQ2 with another 20 44 slot bags in my bank.

Why Have PVP Gear?

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One of the big disappointments from the announcement however is that they seem to have stopped short of making this strategy work for the whole PVE vs PVP gear divide.  One of the odd things about coming back to WoW and playing it seriously after spending several years playing other games, is it gives you a unique perspective that many devoted WoW players simply do not have.  Quite frankly other games do a lot of the same functionality that World of Warcraft has, far better.  I have noticed a big trend in these games to jettison the concept of PVP only gear, and in most cases I have to say the games are far better off for doing this.  My question is… if they have this wonderful new tech that changes out the primary stats on gear based on the spec in which you are equipping it… why not carry these changes to whether or not you are in player vs player combat?

I don’t know for certain the specifics of the gear change, and honestly at this point I think the only people that do are knee deep in the bowels of Blizzard actively coding on it.  However I have to assume that most of this functions based on the Item Level of an item.  There has to be a direct correlation between ilvl X equates to X Strength or X Intellect.  Why not carry this same logic forward to PVP gear in general.  At a certain ilevel every single item tends to have the same resilience and pvp power etc.  Why not make these latent stats on every single piece of gear in the game?  There will always be players who only care about PVP and always be players that only care about PVE.  However without really meaning to you are asking players to choose which game they want to play.

What about Dabblers?

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In both raiding and pvp you have drawn lines in the sand based on gear determining at what point someone actually becomes effective.  In order to be anything but canon fodder in on a PVP battleground you need a certain level of the PVP focused stats.  This makes breaking into PVP a horrendously frustrating experience for most players.  Sure there is a crafted set of PVP gear, and anyone with enough cash or tradeskill expertise can knock this set out and be relatively competitive.  However this is a pretty huge chasm to cross going from the PVE world to the PVP one.  The same is not really the case going from PVP to PVE, since the majority of PVP gear is functionally effective to start raiding without being too much of a drain on the raid group that is hosting you.

Additionally since Blizzard seems to relish forcing PVE centric players to PVP… I am looking at you legendary cloak quest line.  It seems only fair to simply do away with the stark difference between PVP and PVE gear at this point.  I am sure there are PVPers out there that can make the same frustrated argument that they hate being forced to PVE.  Making all gear function in both situations seems like a win across the board to me.  Gear should be gear, regardless of how you got it… and so long as the “effort” requirements are the same…  either through weeks spent learning PVE content or weeks spent gaining honor…  the end result should provide similar rewards.

The strength of World of Warcraft is that it is the total package.  Like I said before, there are many games on the market that do this or that aspect of the game better, but no product offering has as many high points for as many different play styles as WoW does.  It is because of this that the line in the sand between PVP and PVE feels all the more arbitrary.  Let players play the game however they like and reap similar rewards from whatever activity they choose to do.  Then again my whole multiple paths of progression diatribe is another topic for another day.  I feel like WoW should embrace the “Wal-mart of MMOs” moniker, because it isn’t necessarily a bad thing.  There will always be niche games that do certain things far better, but it stands alone as the best complete package.