Witchy Goth, Sloth, Toucan, and Capy

Good Morning Folks! Yesterday was the release of Last Epoch Season 3 aka Beneath Ancient Skies and I spent all evening leveling a Necromancer. There are a number of changes to the way that minions work in this update and I wanted to give it a spin. More importantly the supporter packs added a Sloth that hangs out on my back and a Toucan, which added to my existing Capybara pet allows me to run around with a great party for adventures. I’m just a Hot Witchy Goth roaming around the countryside raising the deads to make the baddies pay. My character this time around is the aptly named “BelMakeDeadGo” and I am sort of yoloing my way through the leveling with the plan to actually follow some build guide once I start running into problems. The way minions work in Last Epoch is in general so much freaking better than the way minions work in Path of Exile, because while they fixed Animate Guardian… Spectres are still a giant pain in the ass for the first game. I also think I like exploding zombies better than angry flaming skulls.

I’ve had an exceptional amount of luck in getting things to drop that are actually useful for my build. The first unique drop that I got was Doublet of Onos Tull, which is not phenomenal… but early on is super good at making your minions just deal more consistent damage by making them all deal bleeds. Shortly after that I got Tolmat’s Incorrect History of Eterra which I have never used, but is super fun because it summons a random zone specific monster to fight along side you… which is pretty freaking solid overall. Add to this a Reach of the Grave and a Crab ring which just added more minion goodness and another disposable easily resummoned target to soak damage. The real amazing drop was Evolution’s End which dropped after letting the league mechanic go to its maximum number of evolutions, and allows me to summon the beast that I built during the process of creating it. When I get a unique to 40% it pops into the battle and feels sufficiently like a Kaiju joining the field. It gives big “Let Them Fight” energy.

Speaking of league mechanics, the primal hunt involves you following around an NPC named Skarven Bloodhorn as he opens up rifts to the location of a specific beast. The rifts are marked with 4 claw slashes in the air, and clicking on one either summons a new cave to explore and find a new beast to grant mutations, or summons a beast to fight that has all of the mutations you have chosen to date applied to it. It honestly took me a bit to grasp that I was stacking mutations and making things harder and harder, because for a bit I thought maybe this mechanic was just wildly overtuned. After you have killed enough beasts you can pop into a zone and fight the final form one last time, and upon killing it a fancy unique will drop. I am not sure if it is always a version of Evolution’s End, or if there are more things on the loot table because I have only taken one all the way to completion.

I think this will go much faster when we are in the monolith, but during the campaign it essentially took me all of the way until level 45ish to complete one of these having never skilled a single primal rift. What I ended up with was a beast two two extra heads, one frost, and one ice… that summons these pretty brutal whirlwinds that chase the target down and that periodically divebombs the target location. This was a massive pain in the ass to fight while I was unlocking it, and it was super good at churning through my minions forcing me to run away and resummon everything. Now that it is on my side… it can just wreck pretty much any boss and I am kind of happy I suffered through the process of getting it unlocked so that I can use it going forward. Pretty sure I am going to be using this neckpiece for a really long time, as it seems to scale well as I level.

One of the nice things about this mechanic is that you can spend the beast parts that you collect with Skarven to unlock primal uniques. You can only equip one of these at a time, but was pretty happy to see that Tyrant’s Skull aka the relic that summons a TRex minion, is just something I can buy off this vendor. This is not something I will get anytime soon because it requires 13500 Ancient Bones, 15 Primordial Fangs, and 10 Primordial Horns… the last bit is not even a resource I have seen yet in any form. Looking it up this appears to be something that you either exchange at Skarven for other parts, or comes from one of two different woven echoes. Since I only really care about one of these items right now, I will probably start exchanging my Primordial Pedals for the Horns that I need.

All told I am having quite a bit of fun leveling a Necromancer. I am going to likely not make a ton of progress tonight, because I am meeting up with a friend to paint miniatures. Note this is not something I have done in almost two decades, so I am sure I will be rusty as heck. If I produce anything worth sharing I will likely turn that into a blog post at some point or share on my various social medias. Mostly the point of today is to go over and there and try a bunch of different paint ranges so I can figure out what I am going to buy my way into. At the moment I seem to be leaning towards Pro Acryl, but I could be easily convinced to go in any other direction after today’s outing. I still have to do some cleaning and rearranging before I can reasonably set up a painting area.

Are you playing some Last Epoch? What character did you end up creating? What do you think of the new league mechanic? Drop me a line below.

Helena Steps Up

Hey Folks. Yesterday was a massive reveal for Path of Exile II, and there is a lot of interesting stuff there happening in that game. I am actually excited to give it a shot once Last Epoch Season 3 (which starts today at 11 am CDT) has run its course for me. All of that said, the most exciting change that happened yesterday… did not happen in Path of Exile II but instead was thrown in as part of a Path of Exile 1 patch that added the new MTX sets. Helena has now gained the ability that Sin and Doryani have in Path of Exile II, where she will identify everything that is in your inventory. Better yet it has the same Ctl+Click shortcut that exists in Path of Exile II, so now when I finish a map my first step is to walk over and have her bulk identify everything. Unfortunately that means that Lily is no longer my vendor character and Helena just got elevated in her location in my hideout significantly. I moved Lily over to the side a bit because I still feel like the ability to buy gems is a pretty huge role.

If you have not seen the presentation I highly suggest giving it a watch because it goes in depth as to the massive design changes that are a foot in that game. The full patch notes are also available if that is more your speed and you do not feel like watching an over hour long presentation. The biggest take away that I had is it seems like they are genuinely trying to make the game feel less clunky and then highlighted a bunch of ways they are trying to achieve this. Namely things like weapon swaps no longer having an animation lock, shield charge dropping its cool-down so you can spam it, and the addition of a sprint key to speed your way across large empty chunks of map seem like they will improve the flow of game-play. More important than all of this… they are introducing the first step at an asynchronous trade system that works somewhat similar to how the brokerage system worked in Everquest II. You post items on a vendor and then people come to your hideout to buy those items, all without you needing to be online.

It is going to take a bit for the changes to really sink in, and since I am not likely to start on the 29th I will be able to know whatever is busted before rolling my character. However I think I am probably going to try and revisit something I did this league where I played a Warrior archetype with Crossbows and leaned heavily into Armor Explosion stacked on Explosive Shot and then used Blueflame Bracers to convert that damage to cold so that I could also freeze things. The biggest change will be that since I can use the same support gems on all of my abilities, I can really lean into the armor break and armor explosion mechanics, while also dipping into some of the nodes that they highlighted in the warrior starting area that do fun things with armor break and fire damage. I still think there is probably a build here, and that it should also have more survival since you can now get the ability for armor to apply to elemental damage on gear.

My tree was somewhat of a mess but once the build sites get updated for the new information I will probably sit down and plan something out so I am not winging it every time I place a point. I still feel like the two handed and armor break nodes are really key to rush towards at first, but after that I sort of lost focus and went all over the place. Since I can throw attack speed gems on every node that should improve the feel of the crossbow abilities a bit, given they already feel a bit sluggish. There is a new support gem that they previewed that shows your crossbow reloading every time you break armor, and since that is my entire focus… so that I can make things explode based on broken armor… it should have a lot of synergy with what I am trying to do. I am just hoping that this build type goes under the radar enough to still be functional by the time I start a character.

I’m actually excited to play some Path of Exile II at some point, and that is the first time since the pre-release client came out and I saw what the game played like. I’ve been pretty down on this game, and I know that is disheartening for some folks who really like the changes it made over the Path of Exile formula. I will likely always love Path of Exile more, because I have spent over 2000 hours playing the damned game at this point. However getting into Titans Quest 2 made me appreciate a slower pace, and I played some of my crossbow dude last night and it felt better than I remember it feeling. I never beat the campaign on this character, but I did get another character to 85 during the Dawn of the Hunt league. I just did not enjoy the game enough to push any further, even though I was having more fun with crossbows than I was with Twohander and Shield Smith of Kitava. I still hate the way that characters ascend and find that entire process miserable, so I am definitely going ranged for the upcoming league to make Sanctum more tolerable.

However that is not what today is about. Today is hype for Last Epoch Beneath Ancient Skies, and you can check out the full patch notes here. I am going to be rolling a Necromancer of some sort and will likely wing it through the campaign and then build something more seriously after that. The ancient area has long been my favorite part of Last Epoch, so I am pumped to explore more of it. Mostly I am trying really hard not to fall back on Warpath Sentinel that I have played so many times in the past. The Judgement build ate a bunch of nerfs so I am hoping Necromancer can reach a point where I can at least do the endgame bosses. More than anything I am looking forward to hanging out with Ace and doing some group play over the weekend. I have plans for Saturday during the day but Thursday, Friday, and Sunday I am hoping to group up and do some nonsense. More than anything I am on the hunt for the Tyrant’s Skull so I can have a TRex minion.

I hope to see you all in Last Epoch today, and then eventually in a few weeks Path of Exile II.

Out of Time

Good Morning Folks. Yesterday was a bit of a wild ride work-wise for me and this morning has been similarly wild but I have a bit of a gap and am going to try and bang out a blog post in the spirit of Blaugust. After I finished with my sixteen hour day I unwound with a bit of Path of Exile while listening to various YouTube videos. I managed to get my last round of memory altars and finish up Eldritch Expeditions giving me 35 of 40 for the league. The challenge here is the fact that memory tears aka the things that replaced atlas memories, are pretty freaking rare even though I have stacked up +40% chance on my atlas. There are a bunch of mechanics like this that I wish we had scarabs to force onto a map… like I would love to do that with Sentinel for example. I fully expect that Memory Tears are permanent, since they were part of an endgame expansion to the game and not necessarily tied to a league mechanic.

I would really like to knock out another challenge so that I could finish unlocking the cosmetic armor. The issue is that all of the remaining challenges are a pain in the butt. In theory the one I am closest to, also requires me to “get gud” as it were. Basically you have to complete the new endgame encounters while avoiding taking specific attacks, and quite honestly I am not sure what half of the effects that are called out are and would have to look them up. I made an attempt at Incarnation of Fear but failed to correctly identify which mechanic I needed to care about. Strenuous Summons is the easiest but also the one that requires the most grinding. Recollections Realized is pretty straight forward… I have more than enough memory influenced maps so it is just a case of running them. Then I would need to buy a bunch of boss tokens from the currency exchange and run those as well. All of that is doable even though I don’t really enjoy fighting bosses in Path of Exile. Any fight that takes longer than few seconds feels like a massive bore, and since I do not play bossing specific characters… they all take longer than I care to commit.

The reality though is that I am pretty much out of time. Tomorrow at 11 am the Beneath Ancient Skies season for Last Epoch drops, and at that point… I am pretty much going to stop playing Path of Exile for awhile. After Last Epoch has run its course, I will probably swap over and play the new Path of Exile II league. That means that if I do not finish it up tonight… it is highly unlikely that I will return after those two games to knock out another achievement before the next Path of Exile league in October. I am pretty amped about Last Epoch and I know that once I get back into the game, all thoughts about the Mercenaries League are going to fly out of my head. The one that I absolutely COULD complete tonight is the one that requires all of the boss summons, because it is simply me setting my mind to doing it and then acquiring all of the stuff to complete it. I am back up to just shy of 90 divines after my massive currency dump on my alts and I am sure I can probably afford to buy my way out of this problem.

The other major distraction is that today at 3pm CDT there is a Path of Exile II reveal stream with the upcoming Third Edict league. Over night however there were a massive series of leaks from a French publication outlined on Reddit. Sir Gog released a video that is essentially him going over the leaks on livestream if you are curious. I am only really interested in terms of seeing how much more is in this league than was released on that site, because it seems as though at some point during the publishing of this content Grinding Gear Games caught on and asked them to stop. During the stream today there will be Twitch drops so manage your lives accordingly so you can pop in and get a finisher effect. If the leaks are correct there are a massive number of changes coming to Path of Exile II that are going to fundamentally shift how the game plays. What really matters though is how it feels to play, and we won’t know that until the 29th.

Lastly we got a cinematic reveal for the next World of Warcraft expansion yesterday and I feel mixed about it. This trailer does not feel like Blizzard trailers usually do. It feels as though it came from a trailer house and not from the in house team that has done all of the amazing cinematics in the past. I know the Blizzard marketing team was recently dismantled… and I can’t help but think the uncanny nature of this trailer is a direct result. It could also be that I am further removed from the Warcraft fandom than I have ever been at this point. I barely played Dragonflight and I started War Within but never made it out of the first zone. There is a heck of a lot of cool stuff coming with this expansion, and my friends who are still engaged with the game seem to be excited. I can’t necessarily say I will not play it at this point, but I am also not nearly as drawn to it as I am for example with the new Guild Wars 2 content drop on October 28th.

Wrapping this post up. I am hoping that I can maybe squeeze out one more challenge before I put Path of Exile to bed. If I can do that, I can walk way with a clear conscience and not look back.

The Hardcore Filter Problem

Good Morning Folks. This weekend on the AggroChat podcast, Tam brought up a topic that sort of went in a bunch of different directions. The idea basically was a discussion around how he as a game designer, could build a communications system in an MMORPG that encouraged players to interact with each other. We know that forced voice chat does not work, and in the games that have open voice chat… the first thing I do is disable that option. We also know that pushing players of wildly different skill levels into the same content only leads to toxicity. We also know that across the board… MMORPGs are struggling. While Steam only represents a tiny slice of the FFXIV player base… it has seen a 78% drop in players since its all time peak in June of 2024. While again not representative of the totality of the player base… Steam does tend to allow for viewing trends and if it is happening there… it is usually also happening in the larger pool of stand alone client players.

I think one of the challenges of MMORPGs is that they are effectively being driven off a cliff by the most hardcore and as a result vocal player base. Here is a hard truth that we need to understand. If you use gaming forums, reddit, discord, or post about video games on social media… you are already among the most hardcore players in a given fandom. If you are regularly engaging in raid or other challenge content… you are further filtering your bias down to the needle point of the most serious of players, and they cannot survive with only your support. The challenge for developers is that as a whole, the feedback they have been getting is that the content needs to be harder in order to cater to the most dedicated players. However doing so… continues to push things out of bounds for the most casual players to a point where they feel like they can no longer justify that $15 per month in order to log in and do some busy work each day. When you lose casual players… you lose staff and money to make significant improvements to the game.

I think in part, Classic World of Warcraft has been so popular because it hearkens back to an earlier game design ethos. Molten Core and Blackwing Lair are masterpieces of zone design, and in both case… the fights were not actually that challenging. You needed 20%-30% of the raid that had a clue what was going on… and the rest could more or less be populated with warm bodies that were pushing buttons, and also getting to experience content they might not be able to otherwise. I started out as one of those warm bodies, and then eventually over the course of years of raiding developed the skills necessary to lead and function at a high enough level of get recruited into more hardcore groups. The thing is though… the golden age for me were those first raids. We had fun. It was a party atmosphere with comms filled with bad jokes and even worse stories… as we all fail-boated our way through the content to eventually get shiny loot. When these games got super serious focus time… they just stopped being all that enjoyable.

If a game exists in this mode, where it is being driven by the most dedicated players… eventually it starts to shrink in size and with it comes downsizing of the studios. You can look back at all of the games that I used to play fairly seriously… and eventually dipped out of because of cost cutting and lower frequency of content. I played the heck out of Destiny 1 and 2, and got frustrated when they started vaulting content… in part because they did not have the resources to keep updating it. I played the heck out of Rift but eventually bailed because it could not consistently keep a player base interested in the game in order to do much of anything. Wildstar was amazing… but its raid content was way the hell too complicated for most players and the casual content while great… just did not have enough meat on its bones to keep people engaged. Both Guild Wars 2 and Final Fantasy XIV were driven by decade long story arcs… and both began to flounder a bit when they lacked the story chops to keep people coming back for more.

In truth… I shifted my focus away from MMORPGs and began devoting the majority of my time to ARPGs where I could group up with friends if I wanted to… but the majority of my time was spent soloing. Other games have similarly become way more solo focused, like Elder Scrolls Online which churns through regularly story content updates… all of which can be completed in their entirety without the help of other players. We’ve lost this whole era where doing group content was a heck of a lot of fun, and I believe it is in large part because the players driving the narrative are the players craving challenge in their games. This also coincides with the birth of Streamer culture, and the focus on showing off how good you are at games in a public manner. If you are not doing something on the hardest of hardcore difficulty modes… then you are wasting your time… or at least that has become the prevailing public sentiment. However none of this takes into account the fun factor. Players who get their satisfaction by doing the sweatiest content ever… are a minority in the total player pie.

What you don’t hear publicly talked about is the number of players who bounce because they realize that none of the content is actually designed for them. The majority of folks don’t storm out the front door raging about how bad the game is. Instead they simply slip out a side door, cancel their subscription, uninstall the game… and then gravitate towards games that are giving them a better experience for their limited game time. There is a reason why Gacha games have seen this massive rise in popularity over the years, because they really hone in on the feeling of giving the players power… without actually increasing the difficulty terribly much. It is very easy to busily chase a bunch of objectives and feel like you are doing important things… regardless of whether or not the game is largely playing itself. They feel just connected enough so that you know you have friends who are also playing… but unfortunately there is no real meaningful multiplayer experiences.

I feel like for the most part Guild Wars 2 has done a pretty good job of catering content correctly, however there are still numerous cases where they drank the hardcore Kool-Aid and it shows. With the most recently expansion Janthir Wilds, they introduced a zone meta that is quite honestly… not capable of being completed without a large number of ringers in zone participating. As a result it is pretty rare that you actually find a group doing it, and succeeding at it. Similarly Dragon’s End to this day still fails more often than not. Contrast this with old classics like Tequatl, Octovine, or Chak Gerent that pretty much succeed damned near 100% of the time… and have full zones of players showing up every time they are run. The events that are being completed are just better designed, and it does not matter how much the “hardcores” turn their nose up at them… the participation proves it. People will come out of the woodwork for something that is chill, fun, and rewarding… and honestly does not ask that much of them.

Ultimately my theory is that MMORPGs have been struggling and shrinking… because they have been listening to the wrong voices. They lost sight of the inclusive content design that made their best zones great… and have leaned into chasing and ever shrinking piece of the player-base. World of Warcraft was a game changer. The number of people that I knew that had never really played another game seriously before that… was pretty freaking massive. However as the content kept getting more and more finely focused… the folks who did it for fun and did not have the time to devote to all of the prep work… quietly faded away. Essentially there are two paths to take… either you make it so that class design exists in a way that the difference between the most hardcore player and the most brain dead casual is about 10% efficiency… or you make the content designed in a way that you only need about 20% of the player base to be really paying attention to complete it. The best content tends to follow that second path. I am not saying do not put the double mythic extra plus hardcore content into your game… but make it for bragging rights only, and in no way connected to the flow of necessarily content.

Granted take everything I just said with a grain of salt. The fact that I have a gaming blog… already puts me on the narrow end of the “cares about games” spectrum. However I am very much a burnt out ex-raider who used to take this shit super seriously… until I realized that I would just be happier if I did not give a fuck about passing arbitrary skill checks in the games that I am playing. I mostly play ARPGs like Path of Exile and Last Epoch, where I only have to care about myself and my actions in order to complete them, and that reset on a regular enough basis that I can ignore a season/league if my devotion is elsewhere. That said… the whole conversation this weekend… did make me miss those glory days of raiding and a lot of the nonsense that used to happen on voice chat. To some extent I am getting some of this back with my small group shenanigans in Guild Wars 2, and I hope maybe we gather enough mass to be able to do some strikes at some point. I miss us progressing through Binding Coil in FFXIV and quite honestly… that was the last time when raiding with a large-ish group of people was super enjoyable for me. I had a blast learning the Arcadion with the release of Dawntrail, but that was pretty short lived.

Mostly I think we would be better of if games were designed to allow more casual players… to ride all the rides. I think the bar for entry for a lot of content has just gotten too high in order to keep the masses engaged anymore. That is the problem with the MMORPG design model… you need everyone bought in for them to succeed. We’ve spent the last decade filtering out who can reasonably play them… and they are going to keep shrinking unless that line of thinking changes. I say this as someone who has only one foot left in the genre… and could probably happily cancel the few subscriptions I have remaining without seriously impacting my enjoyment. If I am almost out the door… someone who is already well into the more serious end of the community… you’ve got problems.