Scorching Ray and Malignant Hearts

Good Morning Friends. Yesterday I did not really have the mental fortitude for Baldur’s Gate III, so I largely focused on ARPGs for a quick dose of fun. I’ve continued working on leveling my Righteous Fire Templar and that continues to go swimmingly. The big difference with this test character is that I am focused on Scorching Ray in lieu of the more traditional Fire Trap for single-target-DPS. I am still not sure if I will actually go in this direction in nine days when the league start happens, but there are absolutely aspects of it that I greatly enjoy. Being able to burn things down at range is rather nice as they are heading toward you, but I am not entirely certain this makes up for the complete lack of mobility while doing the damage. I think in order to really get the most from this, you would need to invert your body armor and helmet quickly and get Scorching Ray in the six-link. I feel like for bosses this might have significantly higher damage potential, but for anything else… probably less because it was so easy just to drop fire traps as you were pathing through a map.

We have yet another new Atlas Passive spoiler and once again SirGog does an excellent job diving into its potential. If you don’t follow his channel, I highly suggest you remedy that because I find him one of the more valuable resources that deep dives into specific theory-crafting. There is this trend between the passive reveals so far that I am digging. They all seem to be making it easier for someone who has zero experience to get into specific league mechanics from the “big boom” option for Expedition to the “Tower Defense Only” Blight and “No Timer Delirium” and now “No Timer Legion” there is a clear pattern. It feels like we are going to see a new passive for most of the “on map” League mechanics that somehow simplify them without the need for a lot of atlas tree investment. Making Path of Exile a little more “noob friendly” seems like a great course to me.

Speaking of “Noob Friendly” I recorded another one of my dumb videos the other day where I ramble on about my journey so far in Path of Exile over the last four leagues. I had someone on social media helpfully suggest that I need to follow a script and that I need to talk faster… but that is going to be advice that I ignore. I’m not trying to turn YouTube or this blog for that matter into a business and I don’t much care about optimizing my output. However, if you are interested in listening to a twenty-minute discussion of how I progressed from half-assing my way through a build, following a guide, and now branching out to do some of my own things… this might be something for you. I talk through some of the websites and tools that I use and at least talk a little bit about Path of Building. I get that I am absolutely an acquired taste, but I know there are at least a few people out there that enjoy listening to me ramble.

In the “things I did not expect to do” department, over lunch yesterday I decided to check out Diablo IV Patch 1.1.1 aka the one that supposedly fixes a bunch of things. All told thus far it feels like a better experience, but then again… I am only level sixteen and am far from the end of the game that wound up frustrating me. I am trying a Hammer of the Ancients aka HOTA Barbarian, because really… if Barb does not feel better then I legitimately have no interest in this game going forward. Originally I thought to myself that I was going to play through the campaign again because starting a character without the campaign feels a little directionless. However, I got bored with the campaign quests and all of the times when you are having to wait on NPCs to path… and wound up hitting the “skip campaign” button. Diablo IV still feels prodigiously slow to me, and probably always will.

Skipping the campaign at least allowed me to fiddle around with the seasonal mechanic. Malignant Hearts are in the “aggressively fine” territory. One of the nice things so far is that I don’t exactly feel like I am giving anything up since I would normally run Skulls in all of my jewelry, and thus far all of the hearts I have picked up have added additional armor. The effects that they grant tend to be a bit on the lackluster side… but again I am only level sixteen. They are certainly nice to haves, but nothing so far that I would consider “build defining”. It most definitely does not feel like it allows me to create some “broken builds” as hinted at by the devs. The biggest problem I have noticed is… the increase in renown means that you cap out an area long before you can reasonably unlock World Tier 3… and continue gaining renown. So at least in the short term, I feel like I would need to bounce around a lot.

I’ve not consumed my extra special battle pass nonsense, and unless I suddenly decide this is the best thing ever… I am unlikely to do so. It isn’t so much that the seasonal mechanic is bad… it is more that it feels like it should have been a small part of much larger mechanics. Like if you collected hearts and then could use your excess hearts (side note I am only 16 and I already have more than I can use) to craft some sort of key that allowed you to run a loot-filled dungeon full of nothing but corrupted/infected/whatever monsters… it might be a really fun season. They could have taken a page from Path of Exile and given us a way to use a heart to corrupt a dungeon boss similar to corrupting an Essence Monster, that then has a chance to drop special corrupted versions of their normal loot table. The mechanic just feels half-baked and it should have been saved to combine with other seasonal mechanics to make something cooler.

I think quite possibly the biggest negative that I can see is that even though it is lackluster as a whole… they have already said that it won’t be going to the Eternal realm. Diablo IV already feels like it just doesn’t have enough to do or enough interesting variety in its content. Making it so that there is a random chance of getting a Malignant heart to drop that then allows it to replace a gem socket or something going forward would at least add some interesting random chance that could break up other seasonal mechanics. The biggest thing that Path of Exile has going for it, is just how damned much content it has and how much random chance there is that something really interesting is going to happen when you run even the most boring of maps. There is something like twenty-four different league mechanics that have migrated to Standard and all of them CAN influence your content… adding that delightful layer of unpredictability to everything you do.

Blizzard decided that Nightmare Dungeons would be their pinnacle activity that everyone would want to do over and over. The problem is… they are boring, repetitive, and in spite of having over a hundred dungeons… they feature what is essentially a dozen different bosses. In the infamous David S. Pumpkins SNL skit one of the characters asks “Why did you go all in on David Pumpkins?” and I feel like I find myself asking that about Nightmare Dungeons. Clearly, the designers thought they were going to be the big thing, and that has not really worked into reality. Anyways do I think I will actually level my now seasonal character in Diablo IV? Probably not. I will likely return to more Baldur’s Gate III, until the 18th when the Ancestor League launches in Path of Exile, and rapidly forget that I even have Diablo IV installed again.