Season of Blood Patch Notes

Good Morning Folks. Diablo IV Season 2 is on the very near horizon, and I feel like this is going to be a make-or-break moment for the game going forward. Diablo IV was easily one of the best-selling games Blizzard has ever created… but like a poorly sealed party balloon left out overnight, all of that hype has deflated. So much so that creators who have made their careers upon the Diablo brand… have started shifting focus to diversify into other games. The first season of the game was “not good” and now we have had two live streams talking about the future of the game and what we should be expecting for Season 2. Blizzard also dropped over 40 pages worth of patch notes shortly after the discussion.

I cannot deny that there are a lot of changes coming with this season. Several systems like Resistances and the concept known as Damage Pools are getting completely reworked. Additionally, there is a sweeping set of changes to the way that some legendaries and the paragon boards work in order to attempt to spur more build diversity. So I give the team a lot of credit for seemingly listening to some of the feedback from the players and then attempting to iterate on their design philosophy to address these. This also tells me that the player drop-off was likely even larger than I imagined because this is some significant “desperate to save the franchise” level of hustle. I do worry about what this meant as far as long hours for that team, but if they can nail this season and the changes I have hope for the brand.

One of the things to come out of these patch notes is an attempt to clearly tier the game into three phases… 1-50 campaign game, 50-70 sacred era, and 71-100 ancestral era. One of the big complaints that I had was that once you crossed into World Tier 3, anything that was dropping that was not Sacred quality was absolutely useless. This is being fixed by making any gear drops that are not of the maximum rank will instead drop as materials, which works similarly to how Diablo III Season 28 Altar worked. This seems like a really good change, and while you are in one of these tiers your level increases are going to keep raising the minimum item level so that you are in theory more likely to keep seeing better stuff. The idea is that you won’t move into World Tier 3, and immediately find the best loot you can possibly get for the next 20 levels, before moving into World Tier 4… and having the same impact once you equip your first full set of Ancestral gear.

I think the thing that concerns me the most about this plan, is that it spreads out the worst part of the game for me. I really hate the way gear works in Diablo IV. My “build” is less about making sure I have the right talent points chosen, or the right paragon boards assembled… and way more about making sure I have the correct legendary affixes attached to the right slots. Many of these cannot be pulled from the codex of power, which means that when an item drops… I cannot simply slot that item in and get an immediate boost of power without having to go back to town and scrounge around in my vault hoping I have a good enough aspect to pull from an item in order to make the new item actually useful. In Diablo 3 or even Path of Exile, the leveling process is extremely quick allowing you to stabilize the state of your gear quickly. After that you are just swapping out items on the very rare occasion that you manage to pick up an aspirational item that gives you a significant boost. While moving through the levels I fear that this is going to feel awful to keep shifting to marginally better gear.

The other problem I’ve had with both Season of the Malignant and now the Season of Blood… is that the “new content” that is being added to the game is borrowed power. Neither is expanding the scope of the game in a permanent way and instead giving you a neatly encapsulated seasonal chase that goes away as soon as the next flavor of the quarter mechanic rolls in. I hated the rut that World of Warcraft fell into by having a rotating series of mechanics that only mattered so long as that one expansion was live, and Diablo IV is heading down that same path. Sure you occasionally get a Path of Exile season like Crucible League where you have a borrowed power system in the form of skill trees associated with weapons, but I have faith that those mechanics will likely resurface again in the future in a more permanent form. For example, the Sanctum league introduced a whole rogue-like mode to the game, and while it was gone for the Crucible League it made its return during the current league as a permanent mechanic.

What the Diablo IV seasons are lacking is something that can realistically stick around and become a permanent fixture. Sure they are adding a few more boss fights in this league, and that is fine… but it doesn’t really do much to make me excited about grinding to 100 in order to complete them. Path of Exile has these pinnacle bosses as well, but it also has a lot of other ways that completely shift and change how you approach the game. Betrayal is an obtuse mechanic, but it gives you deterministic ways to modify your gear and obtain new abilities that you can’t get through other means. For example, I’ve been shuffling my entire board in an attempt to get Vorici into Research so that I can in theory get White colored sockets on one of my items, which eases socket pressure and allows me to shift my builds slightly.

This is just one example because there are countless mechanics that started out as the focus of a single League but eventually found their way into the game as evergreen content. I am a Delve-enjoyer, and I build characters for the purpose of being able to crawl through the darkness looking for interesting loot. Other folks might build entirely around the Breach league mechanic which opens portals allowing demons to bleed into our reality, which then in turn allows you to collect materials to fight specific bosses that award unique items. Over the last decade, there have been forty-one leagues, and each of them has left some permanent mark on the game as a whole. What I see instead with Diablo IV is a focus on creating disposable FOMO-inducing content… which gives me great concerns about the long-term success of the title.

None of this is to dilute the fact that the team has put in an awful lot of work on this second season. I hope it improves a lot of the problems with the game, and that subsequent seasons also continue to move that bar forward. It feels like we are sort of dealing with issues that should never have made it out of beta testing, but that is where we are unfortunately. There were just some poorly designed systems in this game that will need to be fixed in order to make the game better in the long-haul. I do have to say though… that the faith that Blizzard will put forth the work in order to improve the game is not really there for me. I worry that what we are seeing is a knee-jerk reaction to the massive fall-off in players, and if Season 2 does not magically fix things… the game might just be abandoned entirely.

All of this said I am certain I will poke my head into the season when it launches in a week or so to see how the game feels in its updated state. I think a huge thing for the life of this game is going to be erecting a PTR and letting players test the content as it is being developed. While Blizzard ignored a lot of the feedback coming from the community during the beta tests of the game leading into launch, I think they have realized that they did so at their own peril.

Cresting the Chasm

Good Morning Folks. I am not entirely certain that Magic Find as a concept is for me. Running the same two maps over and over is exceedingly repetitive. I guess the good news is that I am “over-sustaining” maps, meaning that if I hop back and forth between a Crimson Temple and a City Square, I am always walking away with more of those two maps than I went into the process with. The bad news is… I have the layouts of both zones and most of the variants memorized at this point. It feels to me that magic find as a concept involves trying to sand down all of the rough edges on the map running process and then speeding through them as fast as humanly possible in the hopes of winning the jackpot.

When you DO win the jackpot it feels absolutely phenomenal. I hit yet another Divine Orb dropping map last night and it was only tarnished slightly by the fact had I gone down the right path first instead of the left path… I would have also hit a duplication altar to go with my Divine Orb dropping one. However, any map you walk away with eight Divine Orbs feels phenomenal. The only negative is thus far I have yet to really see anything exceptionally rare. I still have zero Apothecary cards, and while I have gotten a couple of copies of The Fortunate… I’ve not really seen more than I did previously. I guess I expected to start seeing better uniques than what I have gotten to this point but that hasn’t really worked out. I am not expecting to see a Headhunter or a Mageblood drop, but I did expect to start seeing more tier-three uniques and maybe a few tier-two ones.

There is no denying however that it has made a sizeable difference. If you look at my PoeStack this morning, I have officially dug myself out of the hole created by pouring forty Divines into this build. Granted a lot of currency is locked up in pools that are a bit harder to liquidate, but still, I am almost back to the same amount of raw Divine Orbs that I was previously and have enough Chaos to comfortably cash it into Divines as well as a haul of Delve merch that I could sell quickly. It isn’t so much that Magic Find… at least doing so outside of a party who is also magic finding… is that dramatically different from other methods, it is more than it adds up over time. I am consistently getting more of everything which also means that I am seeing more rarer items as a result.

I still greatly prefer Delve to Mapping, but I’ve always had to at least rely somewhat on maps to fill back up the Sulphite tank. Now instead of just running a bunch of random maps, I am approaching the sulphite refill process a bit more methodical as I burn through the maps quickly on my Magic Find Lightning Arrow character. I do somewhat wonder how viable it would be to try and build a Magic Find character in the Guild SSF private league we are considering. The core magic find items are common enough, that I would just need to devote a tab to collecting them for the three to one recipe until I wound up with something good. I do wonder if Deadeye and Lighting Arrow are going to eat a bit of a nerf considering just how wildly popular that one build was in this league.

In other news, I ran my first Trial of the Ancestors in well over a week and was rewarded with a Divine Orb in the next to the last round. I guess that means I might be getting up high enough to start seeing good rewards. Kodra has managed to run a Sanctum all the way through, and that is one thing Magic Find has produced more Sanctum Tomes. I am contemplating trying one out with the state of my Lighting Arrow character to see just how fast I can burn through it. It is really good at making things explode and is also VERY fast moving. I feel like my POB is probably underestimating how much damage I am dealing because other than tanky bosses… I am pretty much making entire screens evaporate.

Anyways! Tuesdays are hard. I hope you all have a great day and are having a pretty great week. The weekend seems so far away at the moment.

Adventures in Magic Find

Good Morning Folks! We talked a bit about this on the podcast this weekend, but Ancestor League as a whole has had some amazing staying power. More specifically I find myself still extremely engaged and we are just shy of two months into the league at this point. Throughout this league I have built six builds thus far, but only one of them… really did not live up to my expectations. Lightning Arrow Raider felt like it was going to be this amazing experience, but really… the survivability of that class did not live up to my expectations. I think in part I held onto the original configuration of the build for a bit too long and did not lean into the more crit-based build. The problem being that there was really no clear indication of when I should be doing what, but when I hit red maps things started to struggle quite a bit.

Over the course of this league, I had managed to build up quite a nest egg of currency, and I decided to burn through it in a final act of rebellion. I opted to shift my league start Lightning Arrow build into a Magic Find Crit Variant. I sifted through a bunch of options and landed upon largely following the template of Balor Mage from his solo magic find deadeye. This late in the league… everything was overinflated but I managed to cobble together the basic skeleton of this build. In truth, the respec was nowhere near as significant as I thought it would be… but still managed to burn through around 80 Regret Orbs to make it happen. Most of the cost of the build was tied up in a handful of unique jewels including a new Watchers Eye, a large ring Thread of Hope, and then I opted for a more budget option of an Impossible Escape instead of another massive ring Thread of Hope.

You can see some footage of me running through a Crimson Temple map. I am not good at “blasting maps” as it were, and still go way too slowly. However to coin something I said in the earlier Lightning Arrow video “It sure do kill”. It suffers from all of the problems that Lighting Arrow always had, where it does not have great single-target damage… and since I am no longer running an Artillery Ballista link I cannot lean upon that. However, when it comes to clearing entire screens worth of trash it does a phenomenal job and still manages to obliterate all but the tankier rares. Basically, I have been consuming my stockpile of Crimson Temple and City Square maps, and while most of the results have not been dramatic… there is a significant upward trend in the amount of currency that I am pulling from them.

The most dramatic event is that I had a Crimson Temple where I got eight raw Divine Orbs that dropped. Most of it however has been significantly more subtle where I just find single Divine Orbs a bit more commonly and have pulled several Voidborn Reliquary Keys which sell for 3.2 Divines each. I’ve yet to find an Apothecary card or any of the big chase rares, but it has been noticeable enough to know that something changed. I started running Blue Altars mostly because I needed an influx of the Eldritch currency associated with them. I might switch over to Red Altars soon just to build back up that as well, but it has been nice to occasionally hit a Sulphite Scarab Altar and help fuel my delve juice proceedings.

In two days of casually running maps on Magic Find Lightning Arrow, I have essentially repaired most of the dent that getting the gear to set up the build in the first place caused. I am not hitting things anywhere near as hard as I could be. In theory, I should be running a much more strict filter that only flags high-value items in order to maximize the speed at which I am running things. I however enjoy mulling over random small items and hunting for interesting fractures. I also like picking up “bubblegum currency”, which is not a thing that most magic finders do. So while I could improve my gear significantly as I picked up some of the cheapest magic find options available… I am not sure if I could ever really optimize my gameplay patterns in a way to generate mirrors’ worth of currency… nor would I have any real interest in spending that kind of currency in the first place.

This has allowed me to see how the other half lives. I get the appeal… but also I hate being this squishy. I’ve put on a couple of levels since switching over to this build, but I am losing way more experience than I am gaining and have mostly stalled out at level 93. I am missing one of the key defensive mechanisms built into this build that centers around getting stunned often, but recovering a ton of health when you do so. I might see if I can reconfigure my tree in such a way as to pick up these points without losing any other serious benefits. That might let me get back into positive experience territory again.

All in all, this has been interesting… but with us contemplating a private league next time, it means that none of the currency I am attempting to gain will have any value other than for crafting purposes.

AggroChat #452 – Cyberpunk Redemption Arc

Featuring: Ammosart, Ashgar, Belghast, Kodra, and Tamrielo

Hey Folks! We are down a Grace and a Thalen this weekend so we floundered a bit on the topics we were going to talk about.  While we questioned if we had enough for a show, we still wound up going over by about fourteen minutes. We start off with some discussion about GeekGirlCon 2023 which all of our Seattle contingency attended this weekend.  From there Bel talks a bit about a new Switch device that he picked up called the CRKD Nitro Deck that makes the Switch a bit beefer and feel like a Steam Deck.  Tam has been diving back into Cyberpunk 2077 with the release of the 2.0 update and Phantom Libery expansion.  Finally, we wind around to Path of Exile that Ash, Kodra, and Bel are still deeply engaged with this league.  We talk a bit more about the birth of the “Bel League” private league concept.

Topics Discussed

  • GeekGirlCon 2023
  • CRKD Nitro Deck
  • Cyberpunk 2077 2.0
  • Path of Exile
    • Bel League Gaining Traction
    • Random Path of Exile nonsense