Good Morning Friends! Right now I have to say I am thankful for Last Epoch. It is weird to me that this game that I had written off back in 2018, had morphed into almost exactly the game that I have always wanted. Granted I would still love to see more endgame options added in because effectively you have 3 wildly different dungeons, a horde-mode-like arena, and then monolith echos which are the equivalent of Path of Exile mapping. I would still love to see someone other than Diablo III implement the equivalent of bounties and an entirely alternate system for leveling other than doing the story. Last Epoch suffers from the same problem as Path of Exile where doing the acts over and over does tend to drag on a bit. I’ve been wanting to level up and try out a primalist and the only thing holding me back is needing to repeat all of the story content again. Even if they added an alternative step so that when you get to the first interaction with the Epoch, you had the alternative path shifting into effectively an endless version of the monolith echoes that dumped you out into the end of time.
Speaking of paths and timelines… I spent a lot of Tuesday night unlocking pathways that I had not opened up. There are still technically a few alternate paths between timelines that I have not unlocked but I at least have access to all of them directly now. Knowing what I know now… I took a wrong turn at Albuquerque and could have taken a much shorter route to the final three. Essentially at a bare minimum, it seems like you have to clear seven timelines before being able to unlock the empowered monolith. The path I wound up taking would have put me through eight before I went on my side jaunt to unlock the rest of the timeline islands. The final three islands are a bit of a chore and I’ve actually taken a death in them so I am in no real rush to meet those bosses.
I honestly struggled a bit with the Emperor of Corpses in the level 85 timeline, in part because once again I was overthinking things. In the above screenshot, you see this giant hurricane attack with the area around the boss being the safe zone. Prior to that, the boss does a close AOE attack and I thought I would have to dance on the line between these two attacks. That meant that inevitably I would lose some minions because they would be slow getting out of the hurricane of death. What I finally realized is that I can stand in the small AOE without taking significant damage, so I could simply stay in close range at all times and just need to move away from the head of the dragon to avoid breath attacks. Again like the Rahyeh my interpretation of the fight was making everything much harder than it actually needed to be.
Last night I dinged 84 and have almost filled up enough Stability in The Last Ruin to start working on boss progress for that timeline. However, I think what I am going to do is fill up the bar past the third node, and then shift timelines and start working on another one to get it filled as well. The goal is to gain a few levels and be a bit closer to level 90 before I face any of the last three timeline bosses. I could probably yolo my way through the timelines and rush the final bosses, but I prefer to level and potentially gain a bit more gear before stepping into those fights. My tendency will always be to over level encounters because in truth I don’t really “crave” challenging fights in the same way some people do. I am fine with them if I have to deal with them, but I would rather “roflstomp” things when possible. I play ARPGs for the power fantasy achieved through leveling and gearing more than any sense of overcoming difficulty.
My gear is still a bit of a mess. Right now I have a lot of less-than-perfect items and still am wearing three slots that are yellow that I have not found a purple worth equipping yet. My resistances are still a mess with absolutely nothing in the poison and void category. I’ve heard that the real win here is to get resistance through blessings and that once you get access to empowered blessings these help significantly. I have a lot of minion health and less raw minion damage… because I’ve just happened into a few pieces with significant T6 minion health rolls on them. This makes my minions super tanky but maybe take a bit longer to shred bosses… but generally I am okay with that.
I realize that Last Epoch is still very much a pre-release game but I am anxious for them to implement some cosmetics other than pets, and the upcoming backpack. Like I am mostly fine with the way my character looks… but at some point would love to see something other than “Night Hag” has my graphical options. Maybe it is just the phenomenal necromancer graphics from Diablo IV coming into play here, but I would love to be able to equip a consistent look and stick with it all the way through leveling. I am always more than happy to spend money on making my character look cool while leveling rather than looking like an unmatched outlands era fury warrior. I am hoping that when 1.0 lands this is one of the systems that also open up because I am more than happy to give them more than my initial $30 to keep the game running and evolving.
Good Morning Friends! Last night was absolutely a Last Epoch while listening to an audiobook and snuggling with cats type evening. I was not feeling great and I don’t think Josie has been either. She has been glued to me at every possible opportunity and even this morning she is already on the box beside me. As a result of this and the fact that Gracie was telling us it was bedtime at about 8:30 last night… I wound up going to bed significantly earlier than normal. This was probably a good call and other than waking up in the middle of the night to turn off the brightness of the muted television… I think I slept all of the ways through. My major accomplishment for last night is that I dinged 80 on my Necromancer which continues to feel pretty solid.
As far as the audiobook goes, I had originally intended to roll into the next book in the Iron Druid Chronicles series but wound up having the decision made for me. My hold for The Hunger of the Gods the next book in the series that I just finished the first book of came open. So I could either let it pass or roll on into this book knowing that my mind was already keyed up for that particular brand of norse nonsense. At this point, I am around 80% through the novel and should finish it up today… which I guess is a good thing because this morning I woke up to find that my hold for Legends & Lattes has just come open as well and I have three days to claim that. I suppose that my book nonsense is sorted for the next bit then, and that also probably means I am going to be playing a lot more Last Epoch given that ARPGs blend nicely with listening to an audiobook.
At this point, I am working on my fifth monolith. At some point, I should go back to the previous monoliths and unlock those while the experience gained from them would still be reasonable. Essentially when you get the endgame after defeating the boss of the first Monolith you are presented with a choice. Do you go down the level 62 monolith path or down the 66 monolith path? I went down the 66 path and then once I got to the level 75 monolith I was presented with another choice… whether or not to fight and ultimately kill Architect Liath. I did not realize this was making a path choice, because I decided to let her go which led me to the level 80 monolith. Had I chosen to fight and kill her I would have gotten the 85 monolith… but even though I made this decision it seems to have only delayed my progress not changed it significantly as I am now working on the 85 monolith.
Last night I began work on Reign of Dragons which is the level 85 web of echoes and I am nearing the point where I can challenge the boss. Ultimately I have decided that my preferred method for doing a monolith is to fill the bar, and then run through all of the quest’s echoes in order rather than filling to a quest echo and doing it, then filling again and doing the next one. Essentially my general path through an echo is to look for resource nodes, key nodes, and anything that rewards idols or set/unique items. Ultimately you end up having to take some of the crappier gold or rare item nodes in order to connect the dots to some of the nodes you actually want. Ace is already through the first pass of the monoliths and on to Empowered Monoliths so I am trying to play a bit of catch-up.
So I did a thing yesterday that was completely unplanned. I realized I had been talking about what I was not enjoying about Diablo IV Beta, but not really giving many examples of the sorts of things that I do enjoy. As a result, I recorded a quick video of me playing through a Monolith Echo and kind of talking through the process as I did it. It has been a really long time since I last recorded a video, but I think it came together well enough. I will never be a YouTuber in earnest, but I do like occasionally recording videos to share with my friends in order to illustrate a point. Some people write blog posts to back up their videos… and I record videos to back up my blog posts. It wildly has gotten quite a few views over the last twenty-four hours… at least a lot for one of my videos.
Good Morning Friends. This past weekend was the Open Beta for Diablo IV and since my friend Ace was going to give it a spin, I thought I would try out the Necromancer. That gameplay is something that I have enjoyed greatly in other games, so I figured it was worth a shot here as well. At this point, I have leveled Barbarian and Necromancer both to 25, and they were wildly different experiences. Necromancer felt pretty solid and honestly a bit on the grossly overpowered side, and Barbarian felt like I had made a mistake at the character selection screen. You would think that the Necromancer would have improved my opinions of Diablo IV, but in truth, it didn’t because there is something intangibly wrong with this game and it is almost impossible to put my finger on it.
I thought it was just me honestly. I thought maybe I was struggling to grasp the brilliance of this game. Then Ace played it and had some of the exact same comments. There was a side thread going on over slack about how they felt like the game just was wrong, that there was something not right with the combat, and that they could not put their finger on it either. I’ve tried to give you a close approximation over my several posts about Diablo IV… but none of them really explain the totality of the experience. The thing is… the game that is there seems to be what a lot of players wanted. I’m seeing quite a few comments showing up in my threads about how much they enjoyed the experience. I did not. I stopped playing a little way into Saturday because after hitting 25… I just felt like I didn’t care enough to keep playing. I had accomplished the ephemeral goal I had for the weekend which was maxing out the Necromancer and was largely done with the game after that.
I contemplated trying out the Druid, because that is another class I have liked quite a bit in the past and wished that Diablo 3 got. However, after watching this video from Wudijo… I decided against it. All signs point to the Druid feeling even worse than the Barbarian did. I think maybe my general takeaway is that much like Path of Exile… playing melee is arguably the wrong choice. The players that opted to play the Sorceror or the Necromancer had pretty good experiences. Playing a ranged rogue was fine, but was not really doing it for me in the way that the Demon Hunter did in Diablo III. Though honestly, it seems like a lot of people liked the sluggish gameplay because to them it felt more weighty and meaningful. For me, it just felt like a game from a different genre than the one I was wanting to play. I said this on the podcast but had I not been gifted a copy of Diablo IV, I would have absolutely made the decision to just pass this game up until a year or so after launch. I feel like there are more issues with the game than three months can solve.
Really stupid thing that pissed me off. This screen. When you exit the tutorial you are given a prompt to buy the game. When you finish the campaign… you are yet again given a prompt to buy the game. I own a copy of the game. In fact, I own the granddaddy super mega package for the game, because my benefactor was overly generous. I feel sort of awful not liking the game knowing how much they spent on it. Doesn’t Blizzard have the tech to be able to detect if someone owns a valid license to the game or not? Because that seems like a relatively trivial check. If I already own the game… stop showing me a billboard in the game.
Honestly, I think the problem really is me and my expectations. I am too ingrained in the culture of the ARPG game to accept this MMORPG as the next Diablo game. Had I been someone who played through Diablo III once, and then showed up to play this game… I probably would have been extremely happy with what I saw. It would have been a better-looking game that has the window dressing of a franchise that I remember fondly. However, I have expectations of what it should be based on what I have experienced from games that have moved on past Diablo and created honestly better experiences. So a key example of expectations biting me in the ass is with the World Boss. When you say that, I picture the deep mechanical feasts that are the world bosses and meta bosses of Guild Wars 2 that feature 50 players. What we got instead was a 10-player limited instance featuring a bag of hit points with three mechanics that all one-shot you if you failed any of them. It felt awful and was so much less than what I was expecting as the bare minimum.
So instead of playing any more of Diablo IV after I finished up with Ace on Saturday afternoon… I went back to Last Epoch a game that is making me extremely happy. I’ve since moved on to the level 80 monolith after fighting my way through the annoying revamp of Lagon at the end of the level 75 monolith. Ace is far enough ahead of me to now be on empowered monoliths, so I am trying to catch up. Slowly bit by bit I am replacing gear that I had held onto for far too long, and that is making me feel more powerful as a result.
When I got to the level 75 Monolith I started saving all of my level 75 chest pieces and then using the stockpile of runes that turn an item into a random unique for that slot. There is a new unique chest that went in with the 0.9 patches called Aaron’s Will, named after the content creator behind the Action RPG channel on youtube. Essentially it makes it so you can no longer summon Skeletal Warriors/Archers and instead for every 4 warriors you can summon, it gives you an additional full sized full strength Bone Golem.
So now I am running around with two giant Pyre Bone Golems, that do stupid amounts of AOE fire damage… and the game feels amazing. Like it felt good before now, but after swapping things out it feels dumb in the best of ways. It also meant that I dropped Skeletons since that didn’t really do me much good and let me pick back up Dread Shade again. I had a blast last night chipping away at the level 80 monolith. I ended up killing the Shade of Orobyss without realizing what I was doing… and now have +5% corruption on all of my maps. I think I am stepping away from Diablo IV and the rhetoric surrounding it because clearly, it was not making me happy. Instead, I am focusing on the things that are making me happy and just moving on with life. If you enjoyed Diablo IV, then awesome. I hope it has a very smooth launch. I hope the next few months turn it into exactly the game you want it to be. For me, I think it is too far off the mark to really salvage.
Good Morning Friends! First I wanted to start off with a quick notice that if you have the Battle.net client, you can begin preloading the Diablo IV Open Beta now. Technically you could begin preloading yesterday afternoon, but suffice it to say by the time you read this post it will still be available for loading. The Open Beta itself begins tomorrow at 9 am PDT, and I fully expect that the servers are going to be wildly overloaded again. I would not take off work to play in this beta, because more than likely the first 24 hours are going to be unplayable. However, I do suggest that if you have been interested in Diablo and ARPGs in general, you give this game a spin to determine if it works for you personally. I definitely do not hate this game, but when I shared my thoughts earlier this week I largely shared that it just was not the game I was expecting it to be. Since it is a rather expensive purchase and since the refund policy on Battle.net is not as clear and hands-off as it is on Steam, you might as well try it while it is free.
Sometimes content lands in your lap. This happened to me last night when my good friend Wininoid asked me why exactly I thought Diablo IV was more of an MMORPG than an ARPG. This caused me to really clarify that stance, and I thought this morning I would share some of those thoughts with you. You can of course just read the short-form response, but you can only cram so much nuance in a 500-word reply.
The Character Creator
A fairly robust character creator
I guess first let’s start with the character creator. This is not exactly something that I associate with an ARPG, though I would dearly love them to offer more options. Please note that none of the things that I am going to highlight in this post are necessarily bad things, just what I would consider trappings of an MMORPG. In MMORPGs, I absolutely expect to have a pretty robust character creator, and the Diablo IV options would align to the bare minimum that I would expect for that sort of game. I created a “beefcake murder hobo” as I called it but one that aligned well enough with my sensibilities. Black hair and a beard, and has some sort of nonsense going on over the left eye… which is effectively the minimum requirement for being a “Belghast”. ARPGs would be so much better if they offered character creation options, but given that most do not… and even more, have gender-locked character classes… I am going to throw this in the bucket for MMORPG traits.
Open World and Passive Player Interaction
Other players in the world with me, with no ability to play solo
Next up we are going to flow into a “twofer” in that this game features an Open World with at least theoretical seamless shifts between towns and the surrounding areas. More than this however when you are out in the open world, you are surrounded by other players who are also taking part in content alongside you. The game features permissive tagging, in that you can help fight creatures and you will both get credit for the kill and your own copies of any rewards that come from those fights. Of note what I mean is that without formal grouping, you can actively participate in content with other players and there is no way to turn this off that I am aware of. You cannot venture forth into the world completely alone and you will always be at least indirectly impacted by the actions of other players and be competing at least passively for kills.
This is not something that I associate with ARPGs. Occasionally there are shared hub environments like the cities in Path of Exile, but once you start venturing forth you are doing so only with your party. Passive interaction with other players is a tenant of the MMORPG genre, so I am throwing this trait in that column both for the big open world with seamless zoning and the forced existence of other players in your world. Of note I consider Lost Ark to be an MMORPG, not an ARPG because it also has all of these traits and there have been folks calling Diablo IV a Lost Ark clone.
Respawning Mobs and Events
An event that respawns on a regular interval
Here come another two traits that are connected. In an ARPG you generally clear maps from one side to the other and the only time you ever see something respawn is when it is directly connected to some sort of a ring event. In Diablo IV while you are venturing into the open world, everything respawns. If you stand still in an area long enough, the same static spawns will keep popping back up. This has led players to just hang out in the location that a named mob spawns, and farm it over and over. This is absolutely a trait that I associate with an MMORPG because traditionally an ARPG is more map-based with its own population of spawns and you can clear from one side to the other without seeing any of it repopulate. Sure there are ways to FORCE a respawn in an ARPG, but these generally are centered around discarding your current map and forcing an entirely new map with all of its spawns to appear, not just single packs.
The other piece of this is that Diablo IV has zone events that happen in fixed locations and on a reoccurring schedule. In the above screenshot, there is an event centered around filling the pillar with blood by killing monsters on top of specific pads. If I roam around that same area long enough, I will keep encountering the same event. Again if there are players in that area you all can participate in that same event or even stand around and farm it over and over. This again is a behavior that I associate with an MMORPG and not an ARPG.
Hub and Spoke Side Quests
A side quest asking me to go to a location and kill something
This one gets a little hazy to be honest because it isn’t like I’ve not encountered this behavior in ARPGs before but it is more the totality of the features rather than a single trait in particular. Diablo IV progresses in a hub and spoke model when it comes to questing. The central quest will lead you to various areas of the map, and once appearing in a town a bunch of blue exclamation marks will show up offering you side quests that continue to force exploration of the surrounding area. These quests align with the central tropes of an MMORPG such as:
Kill X Monsters
Collect X Drops
Go to Location and Kill Specific Monster
Go to Location and Collect Specific Thing
Take Item from Point A to Point B
In truth, MOST quests in any game align with that model, but again it is the totality of traits and not any single trait. The same could be said for The Witcher 3, because its questing also feels very MMORPG at times.
Predictable Equivalent Loot
Loot drops from a named monster, that effectively aligns with the same types of drops every time.
This one is probably a little esoteric but hopefully, you can follow me. When you kill named monsters and open chests in Diablo IV, you seem to get roughly the same loot quantity every single time. For example, every time I killed this monster I got an amount of coin, two yellows, two blues, two whites, and the potential for a single legendary item. Chests similarly drop roughly the same items every time and the only real difference is based on what type of chest you are looting. Fixed loot tables and the regularity of loot drops absolutely tick the MMORPG checkbox for me.
A sequence of lucky drops in Path of Exile
In a traditional ARPG, it is a complete crapshoot that you are going to get on any given map. The potential for drops is more tied to a specific zone and less to specific encounters… apart from intended zone bosses. Drops are very feast or famine and you live for those big loot explosions. I’m sharing an example of a very lucky explosion of loot from Path of Exile for reference, but I saw something like this maybe once in every ten maps… rather than something that was predictable on every single outing. Sure it is mostly just a difference in methodology because it isn’t like I am getting MORE loot… I am just getting it all at once rather than rationed out in equidistant drops. I definitely associate predictable loot as an MMORPG trait.
No Map Overlay
Map Overlay Shown in Last Epoch
Now this one is more of something that it is lacking and less something that it features. I have come to associate ARPGs with playing with my map up at all times so that I know where I am going. This is more a case that the individual combat interactions are less important than the totality of clearing a map or finding a specific exit. When I am playing Path of Exile, Last Epoch, or Diablo II… I am essentially playing with the map overlay at all times. My eyes are sort of fuzzed out a bit watching what is happening with the actual encounters but also the lay of the land at the same time.
A More Hand Drawn an Immersive RPG style map in Diablo IV
This is not something that you can do with Diablo IV. When you bring up the map you get the traditional MMORPG opaque “hand-drawn” feeling map with fog of war for areas that you have not discovered yet similar to World of Warcraft. This sort of map is absolutely something that I associate with MMORPGs because while helpful, it is nowhere near as mechanically functional as the overlay. ARPGs tend to be more about mechanics and combat interactions than immersion and roleplaying… and Diablo IV absolutely seems to be trying to focus on immersion and story over raw mechanics. Again these are things that I chiefly associate with the MMORPG more than I do with the ARPG.
Factions Grind and Alternative Currency
The Purveyor of Curiosities Vendor allows you to spend “Obols” gained through events and quests.
Every region of the game has a faction associated with it. Completing quests and events in the area rewards you with a currency called Obols and standing with that faction. Over time you gain benefits by raising your ranks with that faction at specific predetermined break points. The currency is used to buy items from a gambling merchant located in each area called the “Purveyor of Curiosities”. While this maps pretty closely to Kadala and Blood Shards from Diablo III, the gaining of factions with groups of NPCs and the collection of alternate currencies are absolutely things that I primarily associate with MMORPGs. Faction grinds in general… are not something that I generally see in ARPGs. Instead, I am more used to trying to keep doing harder and harder content for better rewards, rather than accumulating an amount of renown to unlock something.
None of this is Necessarily Bad
Completing a Stronghold with Other Players
Again I am not necessarily saying any of this is a bad thing. However, these are the reasons why I have said this is more akin to an MMORPG like World of Warcraft than an ARPG like Path of Exile. We also have no clue at this point what the end game for Diablo IV is going to look like. I am not thinking it will really scratch the itch for the folks who live by the schedule of the Diablo II Ladders, Diablo III Seasons, Path of Exile leagues, and eventually Last Epoch Cycles. I might be completely wrong however and there may be systems within systems that we have yet to see. What I see is an MMORPG masquerading as an ARPG, just like Lost Ark is doing the same thing. I’ve often wondered what it would be like to have World of Warcraft redone in the Diablo universe… and in truth, I guess we now have that answer. To be fair Diablo Immortal did most of these things so I legitimately should have set my expectations accordingly.
Completing some of the story content in Diablo IV
I don’t even think that Diablo IV is a bad game. There were absolutely some parts of it that I really enjoyed. However as I said at the start of this post, sometimes content falls in your lap. After getting the question from my friend I decided to further expand upon why I think Diablo IV is an MMORPG, and I think at this point I have done so. I would have liked to have seen something that more directly continued the lineage of Diablo and created a product that could compete with the current king of ARPGs… Path of Exile. Ultimately I am getting that in the form of Last Epoch, but I wanted to see what Blizzard had to offer in that genre as well.
I highly suggest that you don’t take my word for any sense of finality. This weekend you have your chance to get into the game free and try it out. Maybe it clicks in ways that I did not expound upon, and I would love to hear your thoughts after having played it yourself. I am likely going to be playing some more of it myself. I suggest you save the rush and preload it today. I think I am probably in the minority with the amount of side-eye I am throwing at the game, because for the most part everyone seems to be enjoying it.