Done Isn’t a Bad Thing

This weekend we talked a bit about Last Epoch and I get the impression that I came off as a bit more negative than I had expected. When I said “I think I am done with Last Epoch”, it was meant to indicate that I had seen all that I really wanted to see during this cycle and not that I was done with the game completely. At this point, I have pushed my Echo Warpath Void Knight all the way to level 100 and seen all of the content that there is to see save for doing higher corruption pushing which feels largely pointless. On top of that I created another character for an attempt at making something Righteous Fire Adjacent… only to fail completely but still managed to get Forge Guard to 88. Then I rerolled yet another sentinel and succeeded in creating the Ignite Warpath goodness that I was trying to make in my now level 89 Paladin. I also managed to pick up a Helm of the Scurry and pushed a Bleed Squirrels Beastmaster all the way to level 84 along with an attempt at a Flame Reave Spellblade that I stopped at 65.

Essentially since the launch of 1.0 and the very first cycle on February 21st, I have put roughly 300 hours into the game and I think it is time to stop for now. I have 11 tabs full of LP1 or higher copies of uniques, 10 tabs full of well-rolled Exalted items for slamming, and a full tab of dungeon keys that I have no real interest in spending. I could in theory cobble together a few more builds, I have five copies of the David Harbour collab helmet that summons a Wraith Lord and that was going to be my next character to finish leveling. I’ve just reached a point where I think I am done grinding for the moment. That is not to say I won’t happily return to the game at the start of the next cycle. This is sort of the way of ARPGs in that I get in… grind a copious amount of time… then reach a point where I am happy to walk away again and then dive into the next one.

I got roughly a month of constant play out of Last Epoch and that honestly seems really good. In general, I tend to get about two months out of a Path of Exile league and two weeks out of a Diablo III Season. What ultimately stymies me is that the Monoliths are not really done baking, and are in need of more different forms of content to break up the rhythm. Adding chests and rogue exiles went a long way to making them more exciting, but they are still a far cry from Path of Exile where running a map without support can yield content from some forty leagues that have played out over the last decade. I think each cycle the game will get better and add more things to break up the monotony, but the team at EHG just hasn’t had the time to build in the same levels of nuance and complexity. I got a lot of pushback from the AggroChat folks when I said there was no competition and that Path of Exile was clearly the better game… but what I meant is that there is more depth of content than any other ARPG currently has.

I had a heck of a lot of fun playing Last Epoch over the last month, and the game is in a far better state than it has ever been before. That said the well of content currently is not limitless. I could force myself to keep pushing, but with Path of Exile releasing its next league on Friday it seemed like a good time to get off the ride before my opinions started to turn. So like I said I feel like I came across as more negative than I intended during the Podcast. My joy in this sort of game is not necessarily building a bunch of characters and then never really pushing them very far. As always if I am going to play any game… the long-term grind is going to be about the acquisition of loot. I could keep pushing and trying to perfect my builds by getting ever better rolled legendary items… but what would I be doing it for?

In Path of Exile, there are a lot of pieces of content that require you to operate at a certain level to be able to attempt and ultimately succeed at it. While I am not necessarily a bossing motivated person, getting my four void stones was a nice accomplishment last league, and I was able to take down all of the non-uber bosses. More than that being able to survive juiced T16 maps and reap the rewards from running them was extremely cool as well. Pushing Monolith corruption doesn’t really feel that rewarding yet or more so… the things that I am chasing are not that fundamentally different than the things I currently have access to. At some point, I am certain there will be a reason for me to keep pushing, but for now, there really isn’t. I have a handful of functional builds and could keep churning those out for a while now if I really pushed myself but I would rather leave while I am still very happy with the game than burn myself out on it when my attention is waning.

So instead of being progressively more grumpers about the game… I am looking forward to the start of a new Path of Exile league and leveling once again from scratch. Right now I plan on going for something similar to the Righteous Fire Chieftain that I played last league as my starter. From there I will be able to farm enough currency to build whatever other characters that interest me. I am contemplating a trip down memory lane and firing up some sort of Toxic Rain build again, after spending a bunch of time playing Lightning Arrow for a map blaster over the last two leagues. I am also somewhat interested in some sort of an elemental strike build. I’ve also never actually made anything with Cyclone despite threatening to do so for years. I’m also interested in trying out one of the alternate Boneshatter builds using Trauma support and some other ability.

Last Epoch was a great run, and I look forward to being excited to start over again in the next cycle when 1.1 drops. We are already starting to get some teasers about what that is going to entail including several new bosses and a new pinnacle boss. That is cool and all but what I am really hoping is for some additional monolith content. We need something like Ritual or Legion to break up the monotony of the same three map types over and over: Arena, Ambush, and Spires. I would also love to see them get inventive and create new gameplay modes similar to Heist or Delve in Path of Exile. Dungeons are not really my thing and I would love to see those reworked to be more enjoyable. As it stands the lead-up to the boss is boring as hell and then you get a single attempt at the boss before having to go through the boring parts again. As much as I have maligned Nightmare Dungeons in Diablo IV, they would honestly be preferable to the Last Epoch Dungeon design.

In Path of Exile, you can really focus on a single game mode and have more than enough content doing just that in order to get an entire league worth of play. My hope is that at some point each of the game modes in Last Epoch will be equally rich. I have faith in how far I have seen the game come since I first set foot in it back in 2018 and comparing that to what it plays like today. I think the game will get there, and they have already added so much good stuff. The Circle of Fortune and the prophecies are brilliant and I enjoyed running them so much. I hope at some point we get character customization, something akin to the hideout system from POE, and the ability to unlock item drops as cosmetics. There is so much room to grow the game, and I think given enough time we will see all of it come to fruition.

Anyways! At the moment I have been playing through Horizon Forbidden West on the PC and am hoping to wrap that up prior to the launch of the Path of Exile Necropolis league. I will probably talk some about that in the coming days. Apologies for the lack of blog posts for Thursday or Friday, but I took those days off and just was not feeling the blog.

AggroChat #471 – Drinkable Mayonnaise

Featuring: Ammosart, Belghast, Grace, Kodra, Thalen, and Tamrielo

Hey Folks! Grace has returned to Stardew Valley and we spent some time discussing some recent changes… including the mayo meme.  From there we talk a bit about Balatro as folks have had a chance to dive into it.  Tam talks about his experiences with Pacific Drive and its unique blend of Car Survival games.  This week was the full reveal stream for Path of Exile Necropolis League and we spent a bit of time talking through some of the significant game system changes.  Finally, we end the show talking about some Last Epoch and the experiences that folks are still having with the game including a bit of a dive down the rabbit hole that is Spellblade.

Topics Discussed:

  • Stardew Valley
    • Drinkable Mayonnaise Meme
  • Balatro
  • Pacific Drive
  • Path of Exile
    • Necropolis League Reveals
  • Last Epoch
    • Tam and the Spellblade

Dwarven Realms Alpha Thoughts

Good Morning Folks! If you follow any of the ARPG YouTubers or Streamers you will have probably heard of Dwarven Realms. This game is a very indie very alpha passion project from two brothers, that wanted to do something new for the ARPG genre. Essentially the game is this blend of Vampire Survivors mixed with the controls of what sort of feels like an action combat World of Warcraft. The graphics in general and the model work are nothing to write home about, but the gameplay falls in the “big dumb fun” category. For scale expectations… the game recently hit a peak concurrency of 780 players so this is still very much a niche thing but something that I’ve been playing around a bit with. I had so much fun that I bought copies for all of the AggroChat crew over the weekend when the price was dropped from $5 to $3.74 on a promotion that lasts until the 21st of March.

The setup of the game is pretty straightforward. You have a home camp that over time gains some crafting benches and other resources that you can access. The most important aspect of the home camp is the big green portal, which gives you access to the ruptures which are the core gameplay loop of the game. I’ve been told that the first 34 Ruptures unlock all of the side systems of the game, and then after that point, it is just an endless mechanical loop to see how high you can push up your level and how many ruptures you can clear.

Each Rupture starts out pretty slowly as you are placed on a map with some sparse destructible terrain and some monster spawns themed to that area. However, every few seconds more waves of monsters spawn eventually reaching a point where you are completely surrounded by spawns. Each Rupture has a time limit in the upper left corner showing you how much time you have left, and after killing a fixed amount of monsters you will be notified that you can unlock the boss chamber to finish out the Rupture. I keep wanting to call these Rifts because they remind me quite a bit of the Greater Rifts from Diablo III, so if I slip up and swap terms in the middle of this post hopefully you can reason what I meant. Killing monsters grants essence that you can then use to unlock objectives that spawn into the map and give you resources or gear. Additionally, all of the things you kill will have a chance of spawning loot that goes directly into your inventory.

Once you enter the Bosses Arena the door will lock behind you. This point of no return has led me to spend a good deal of time farming the map before moving on to the boss just to get a good deal more resources. The bosses are pretty straightforward and have some sort of pattern to them. Canuckmeat the Boar for example will charge you and knock you back, with the real danger coming when it knocks you into the lava that surrounds the arena. Others may attack in a fixed pattern that you need to avoid while dealing as much damage as you can. After you unlock your dragon companion that follows you around green circles will spawn throughout the map allowing you to regenerate your life and stamina, so most of the fights become a matter of avoiding the bad circles while standing in the good ones.

There are a lot of different weapons that you can unlock and an entire magic system that I have spent zero time exploring. Staves and Wands allow you to cast spells, Bows allow you to fire off arrow volleys, and all of the martial weapons have some form of bit sweep attack that takes out multiple things at once. I’ve lately been using the two-handed maul quite a bit and I’ve managed to get a unique version of that weapon with a bunch of stats and abilities associated with it. The game pretty much has every mechanic that you would expect from an ARPG, for example I have been trying to focus on LIfe Steal so that I can regen some health while dealing damage and increasing my chance of survival when surrounded.

Using a specific weapon type will begin to unlock various traits. The first few will be active abilities tied to either your Q or R button and then after that they are passive bonuses that increase your effectiveness in combat. This feels a little odd at first because when you swap weapons you will go back down to only having the default attack tied to your Left Mouse Click. However, it does not seem to take very long before you open up the first few abilities and can start taking out large groups of enemies at a time.

There are magic items that you can equip in totem slots that will cause your attacks to spawn specific behaviors. For example, I have an item that causes a rain of meteors that will deal damage to everything around me. I have another item that causes totems to spawn around me that explode whenever I or the enemies walk over them. These magic items honestly deal most of the damage during combat allowing me to sort of kite the enemies around until I have a giant pack and then explode them all at once.

As you level up you get skill points to improve your base stats and talent points to spend on a skill tree. I’ve been working on buffing my survival, damage output, and have decided to pour a bunch of my resources into fire damage to buff my magic items of choice. I figured it was probably beneficial to limit my scope to a single element, but this does mean I am passing up some seemingly powerful items that might cast lightning bolts or something like that instead. For such a simple game… it really does seem to have a lot of interesting nuances. It is nothing like a Last Epoch or Path of Exile, but still allows you some leverage in how you want to build your character.

When you first launch the game you are greeted with this screen that is a note from the developers. It is very important to keep this in mind as you play the game because it is pretty janky at times. However that said I have had a heck of a lot of fun making things explode and I think if you limit your expectations you will as well. I’ve played a lot of $100 games that were nowhere near as much fun as this simple $5 one, so if anything I have said interests you in the least… throw them a few bucks and check it out for yourself.

There is a hardcore mode that might interest those who are into such things. I am largely a “softcore” player, but given how easy it is to get started and how random the items you end up getting are… I could see hardcore being enjoyable. There are leaderboards that track progress, but honestly… I am never likely to mainline this game hard enough to get on them. I am impressed though at how generally fleshed out the game is for this early in development. The initial release date was December of 2022 and it already feels like it is a fairly substantial game. Legitimately I am not sure I can describe it any better than I did at the start of this post. Dwarven Realms is Big Dumb Fun.

AggroChat #470 – The Impact of Epoch

Hey Folks we’re back! Sorry for the week off but we return with a full docket of topics.  We start off with some more discussion of Last Epoch and how everyone is still enjoying the game.  Bel dinged 100 for the first time and we talked a bit about buildcraft and approachability.  From there Bel talks about Dwarven Realms an ARPG of a sort that has gained traction this week amongst some of the streamers that is just “big dumb fun”. From there Ash goes down a list of Roguelikes that he has been enjoying lately namely Astral Ascent, Spiritfall, and Balatro. Tam revisits his topic surrounding the ambitious process of remaking Final Fantasy VII and his thoughts after having played a good deal of the second part.  Finally, Bel uses volatile reversal and brings us back to the topic of Last Epoch and namely the impact it seems to be having on the ARPG genre as a whole.

Topics Discussed:

  • Last Epoch
    • Bel Dings 100
    • Buildcraft Discussion
    • Approachability
  • Dwarven Realms
    • So Dumb So Good
  • Roguelike Lightning Round
    • Astral Ascent
    • Spiritfall
    • Balatro
  • Final Fantasy VII Remake Thoughts
    • Entirely remaking a classic
  • The Impact of Last Epoch