Lake of Kalandra League Start

Hey Friends! I hinted yesterday that I would be saving my thoughts about the league start for Lake of Kalandra in Path of Exile until this morning. So far I have been honestly having quite a bit of fun, but also have yet to get to the true endgame. Last night when I logged I had just entered Act 10 and was sitting at level 70. I feel like my character is dual-wielding “Fourth of July Sparklers” since I am running wands with my build. Seeing how much I enjoyed the gameplay style of Wintertide Brand, when it came to this season I was looking for something that would feel similar. So while I could not find an Inquisitor build focused around that skill I did find plenty of people reporting success with Storm Brand.

I talked about this a little bit the other day in my post going over a few options for league start, but I am following the specific build created by YouTuber/Streamer Velyna. If Pohx’s Righteous Fire build is the gold standard for what a POB should look like, this is several steps below that on the completeness meter but still worlds better than the explosive arrow ballistas build that I followed in 3.18. The POE Vault guide is pretty solid and I have mostly been following it apart from dipping into Path of Building to look at the tree every now and then. There are some things that I would have done differently about the build, namely choosing more defensive earlier as opposed to stacking them on at the end. This could simply be that Velyna is a much better player than I am, but there were some moments that I felt significantly squishier than my semi-homebrew Wintertide build from last season.

The seasonal mechanic this time around is pretty fun. It is focused on building a map using a device called the Mirrored Tablet, where you get to choose what sort of encounter you want to appear on each “Square”. This creates an almost roguelike experience of running through a map that has a certain degree of predictiveness. Each zone seems to have one of the mirrored tablet pedestals in it, and as a result, you end up being able to run a lot of these as you level. It honestly slows down the process of burning through the acts but ends up making it so you are overleveled most of the time if you are taking advantage of each map. The rewards are not amazing, and honestly feel less so than even the sentinel mechanic from the last league. Loot aside, I am enjoying myself when I run these maps but also seem to take a lot of random deaths… especially as you zone into a new map segment and get gunned down by every single mob in that segment all at once.

The biggest thing that I have noticed about the league is some weird loot problems. One of the changes going into 3.19 was that was announced it was discussed that fewer uniques would be dropping and that overall they wanted loot to drop less often but feel more significant when it does. I think most of us just assumed that entire statement was in relation to uniques only, but it feels like someone turned the spigot of loot down to a trickle. The biggest thing for me is that I seem to be struggling to get certain kinds of currency and then finding others way more often. Like at this point in the league I have more chaos orbs than I did the previous season but am missing so many other kinds of currency and struggling to keep up with things like Alchemy, Binding, and Chromatic making trying to get the right slots on the right gear a bit harder.

At first, the community thought that there must be some sort of obvious bug taking place and that Grinding Gear Games would be quick to patch it in. However, it seems like the loot drops are intended and potentially due to this previously undocumented change.

The second reason is that we removed a massive historic bonus to item quantity and/or rarity that applied to some league-specific monsters. We replaced it with a moderate (2-3x) increase to item quantity, to offset the fact that they often have more life than regular monsters and some cannot drop maps.

Chris Wilson – Grinding Gear Games

The post this was announced as part of has apparently been downvoted more than any other post in the history of the subreddit. So much so that it is now pinned to the top of the Path of Exile Reddit so that folks can actually find it, rather than having to sift through the entire history of Reddit threads before getting down to it at the very bottom. The community is very restless and frustrated, and honestly, I get it. I don’t condone some of the extremely toxic stances being taken on the matter, because I’ve already seen more than a few open threats.

I think another aspect of the frustrations seems to be the continued focus on ArchNemesis mods on rare or higher encounters. It is my understanding that when this went in with 3.17 it was not very well received. I know during my time in 3.18 it was a constant source of gnashing of teeth among the community threads that I was reading as I was attempting to get into the game. With 3.19 the changes seem to have only exacerbated this frustration. I am linking the above video as an example of what one of these encounters with multiple stacked ArchNemesis modifiers looks like. I am nowhere near the level of this player but I have to admit… nothing about that encounter looks enjoyable to me. I think what makes it even worse however is the fact that when it does drop loot… it isn’t really better loot than would have dropped previously.

Right or wrong, I think this is what the average ARPG player wants when they kill something… a giant explosion of loot. To borrow a term from Bellular… it is the “bing bing wahoo” aspect that keeps us banging on these loot pinatas, and last expansion doing harder content absolutely felt like I was getting a constant dopamine drip of interesting loot around every corner. I’ve not made it there in this season but in theory tonight I should run my first maps, and if they are anywhere near as sad as I am hearing from the community… I am not sure how successful I will be in my push forward. I had so many hopes for this league and we have a gathered group of players… dozens of people ready to experience it. The problem is there seems to be something fundamentally flawed with the league and it also appears to be in line with the vision that Grinding Gear Games has for the future.

It seems as though universally even the content creators who are normally the most positive about this game, are down on the Lake of Kalandra expansion. This is somewhat depressing as a newer player and one who had been extremely excited for this new adventure. All of that said I am still having an awful lot of fun, but we will see how long that fun lasts if I run into some of the issues I am reading about starting maps. I am hoping that Grinding Gear Games issues a new update soon, to address some of the issues that the community is feeling. So far patch 3.19.0c seems to do little to address many of the core problems that have been reported.

If I were them, I would be going line by line through the logic surrounding loot and trying to figure out if maybe something got unintentionally modified. There is some really strange stuff going on, for example, this Redditor reports getting 57 flasks dropped from the same rare mob. While I have not seen that exactly, I did get 12 flasks off the same rare mob the other night myself. So it feels like maybe something is going bonkers with the logic tree that might be causing some of the behaviors that have been exhibited. I can go a day without seeing any alchemy orbs and then might get six to drop off the same encounter. The end result seems to be “less loot” but I am not sure if the goal of making loot feel more significant has been accomplished. In theory, since there are several of us playing, and we tend to pool our resources we might be fine in the long run. I have a feeling I am going to need those Chaos Orbs though to purchase items from the market because I am most certainly not finding a lot of useful loot so far.

Farewell to WoW Mobile

For a while now we have known that Blizzard was working on a game with Net Ease that would translate the World of Warcraft experience to the mobile platform. I think many of us became deeply concerned about what this might look like when Diablo Immortal launched and turned out to be the egregious money grab that it was. Yesterday Bloomberg broke the news that it seems like the partnership between Netease and Blizzard is strained and the World of Warcraft mobile project has been canceled. This game had reportedly been in development for three years and the only reason reported was a “conflict about financial terms”. So this leaves us to speculate exactly what happened and given that I like theorizing things I can see three paths that might have taken place. I have no knowledge if what I am about to say is true, but I am just theory-crafting the downfall of this game.

The Backlash from Diablo Immortal

Giving Blizzard the benefit of the doubt, it is entirely possible that they were caught off guard by the negative reaction towards Diablo Immortal by the traditional gaming audience. It is possible that they thought they were releasing a game that would play by mobile gaming practices and it would have no blowback on their existing franchise. This was wrong and Diablo as a brand has been deeply tarnished by this game. So for theory number one, it could be that folks inside of Blizzard realize this and do not want to do anything to harm the recovery trajectory of World of Warcraft. Interest in Diablo 4 has seemingly fallen as a result of Diablo Immortal, and there is no way that the Warcraft brand can sustain another hit to the player base. So it is entirely possible that WoW Mobile has had the plug pulled on it to stem the bleeding and signal a shift in direction.

NetEase in Hot Water

Anytime you talk about Chinese politics, things get confusing quickly. Right now both NetEase and Tencent seem to be singled out by China as “problem children”. There have been several stories indicating this including one from June where those two publishers were specifically excluded from getting games approved by the regulatory bodies. Video Games in general is getting caught up in a sweep of things being deemed harmful to “cultural unity”, and I do not have enough time to really address this point today. However, if you are curious look up the Tang Ping aka “lying flat” movement, and Bai Lan or “let it rot” movement. Essentially there is a group of disaffected youth that are actively rebelling against the “996” culture or 9 am to 9 pm 6 days a week. As a result video games, take-out food, and social media are being blamed… and the Chinese government has been actively targeting these sectors.

Diablo Immortal was clearly banking on the mobile game spending habits of the Chinese market for success and in order to bring a game into that market, you need to partner with a Chinese company. Generally speaking, this is required to navigate the regulatory red tape in order to get a green light. However, with NetEase already being shunned by these regulators, it is entirely possible that Blizzard is considering this a risky proposition and actively chopping for another company to collaborate with that is not being actively targeted.

Doing It On Their Own

I am certain that part of the equation with NetEase is also that they acted as a springboard to develop a mobile title. Diablo Immortal for example was built using the existing NetEase Messiah engine which likely sped up the development time considerably. Blizzard had released a few mobile apps but never anything to the level of a fully 3D action RPG, and as such, they were able to lean on a company that had released several. In the meantime, Blizzard has seemingly been actively building ArcLight Rumble, which itself is rather impressive graphically and by all accounts runs beautifully on various mobile devices. This appears to either be their own engine or leaning heavily on some tech from King, but whatever the case is not tied to NetEase.

So this makes me wonder if the canceling of WoW Mobile is a signal that they feel like they can do this on their own now. Granted this does nothing to help with the Chinese regulatory hurdles, but it seems as though as a company they are feeling like they may have mastered mobile development. With some experience in building a mobile title, maybe the company views it as a little less daunting. Maybe there are even direct assets that they would want to reuse given that ArcLight Rumble is set in the Warcraft universe. I’ve not personally had a chance to play the game but from what I have heard from friends it really is a solid outing.

Bits and Pieces of the Above

It could be bits and pieces of everything that I just talked about. I would love to think that Diablo Immortal was a bit of a wake-up call that while it quite literally is a machine for printing money, it is also damaging the company as a brand. I do not think Blizzard could survive another fiasco this time centered around the, even more, beloved brand of World of Warcraft. Even if you are not actively playing the game you have nostalgia for it, and that nostalgia can be weaponized if it is handled improperly. I also think that the current state of NetEase in Chinese politics is probably a non-starter as well. There is significant cultural turmoil happening and video games are getting caught up in the mix. Finally, I do think that after ArcLight Rumble, Blizzard as a whole is in a better state to take on their own mobile development. As a result, I would probably bank that it is a little bit of each of the above topics wrapped up into one mix that lead to the cancellation of this project.

Then again… as I said before I know nothing about this situation other than what I have read in the reporting so it could genuinely be none of the above. It could simply be as simple as what was stated that it was a “conflict about financial terms”. Maybe NetEase simply demanded a bigger cut of profits and that was enough to sever the relationship on this project.

Wintertide Madness

Good Morning Friends! I don’t have a ton to talk about this morning but I figured I would spin up another Path of Exile post. Last night I wrapped up Act 10 on my Inquisitor. I still have yet to transition to my final form, but in theory, I will be doing that as soon as I find a reasonable six link. The truth is I was able to breeze through Merciless Lab so I should be able to start running maps without a ton of hassle. The build that I am following is more or less this POB. However I never really evolved past the Wintertide brand phase and am still leaning heavily on that.

What happened along the way is I picked up this Unique, the Bitterdream Shadow Sceptre. My current version has the 3 links that I am using with Wintertide which are Wintertide Brand > Elemental Proliferation > Controlled Destruction. Then in addition to the two support gems, this unique item treats it as though I also have slotted in Bonechill, Hypothermia, Ice Bite, Cold Penetration, Cold Damage, and Inspiration. This adds up to a dumb stack of effects that I could likely never get working all at once. I am having a freaking blast running around and watching entire screens of enemies evaporate in a “cold disease” that spreads from target to target.

I’m also abusing a second unique called Gang’s Momentum which causes me to deal more damage to ignited enemies and also increases my chance of igniting them. So I run around casting Elemental Weakness that curses everything in the radius lowering their elemental resistance, then I drop a flame wall and spread my Wintertide brand and watch things just sort of disappear. I’ve yet to start on maps but I plan on doing some tonight and also trying to heists to see if I remain as tanky as I seem today. Even if I never turn this fully into Righteous Fire, I am pretty damned happy with it in its existing state. So long as there are no major nerfs that would impact this build for 3.19… it is extremely likely that I start the season as Inquisitor.

The last thing that I have been doing lately is listening to a series of lore videos about Path of Exile. There are a bunch of details that I missed while playing through the campaign twice and I appreciate Kitten Cat Noodle doing a deep dive into explaining the finer points of the story. Truth be told the lore behind this game and its gods are pretty interesting. If you are at all interested I suggest popping open this playlist and giving it a list. Each video is around 16 minutes in length and covers a single act at a time with some additional details thrown in as necessary to explain things.

Sometimes You Gotta Dig

Hey Friends! I don’t have a ton to talk about this morning so I thought I would do a bit of a recap of my weekend. One of those games that I keep returning to no matter what is going on in my life is Minecraft. I’ve not felt the best over the last few weeks because of mystery-ailment-that-is-likely-not-covid. I can always retreat to Minecraft and my research into the NFTWorld fiasco sparked my desire to play the game. What do I usually do when I play Minecraft? Well, I burrow into the side of a mountain and dig one tunnel going up and one tunnel going down. This screenshot was from the beginning of my process of terraforming a mountain top. I’ve now since built a bit of a reasonable structure up top, and my incessant tunneling has served as material for building projects.

What consumed a truly inordinate amount of time is that in the process of digging down… I encountered an underground ocean. I mean I could, of course, have just blocked it off and continued along with my day but instead, I decided to use the particular properties of gates to hold back water… in order to give me access still to this resource if I happened to need it. Granted again I could have done this in a more simple manner with a door… but I set down this path so I trucked right along with this madness. The most quirky thing about this is that later on, I encountered another section of this cave network with the difference this one being mostly dry. My entire focus however became digging down to bedrock… which I accomplished yesterday and now have a ton of deep slate to build things with.

In other activities, I am still working on my Inquisitor in Path of Exile and have just started the final act. I am still running around with Wintertide Brand and have not transitioned my build over to Righteous Fire. I think I still need to finish cruel lab before I can do this thing, so I should probably set my mind to completing that before I finish Act Ten and take another resistance hit. I believe I am sitting at 70 just about to hit 71 so I have long since started getting lots and lots of map drops. My time with Path of Exile right now is more or less trying to figure out what I want to be when I grow up. What I mean by that is I am trying to figure out what I want my build to be for my first legit season open. I think a few of us are in this holding pattern of trying to click the gears in place because we know we are just about to do it all over again in mid-August.

Lastly, I am still spending time in Dragonflight alpha, and as such spending time poking around on an Evoker. I believe today is the cut-off for this phase of the alpha test and in theory, when I next play the game I will be able to access one of the expansion zones. I have a Deathknight ready to go and I will probably spend some time speccing out a Warrior and trying to build something I enjoy there as well. I am honestly looking forward to seeing the zones because I have heard good things about them. Evoker and Dracthyr are decidedly not my jam and I feel are right now negatively coloring my impression of the expansion so far. I’ve evolved to be able to play “finger wigglers” a bit more than I could in the past, but the Evoker is maybe a bit too on that spectrum for my tastes. I’ve never reconciled my ability to enjoy a Mage, but I dig the heck out of Demonology Warlock.