Good Morning Folks! This weekend I was all over the place when it came to gaming. First up I finished up leveling to 100, which completed the Gear Grinding Goals achievement. Hitting level 100 on a character is a weird place because you suddenly no longer care about taking deaths. Up until this point even when attempting to progress, there was always a subtle tension there in the background because losing experience feels bad in your late 90s. Getting to level 95 is trivial, and honestly it does not feel too terribly bad until level 98. However that level 98-100 stretch is pure tedium with you either needing a relatively immortal build, or a lot of luck to keep from taking a stray death. Weirdly Delve ends up being one of the safer players to level because there is a sweet spot in the 150-200 depth where the incoming damage is not too bad, but the experience gained is pretty stable. Dipping back into maps to fill back up your sulphite however… that is where the danger arrives.
I also completed the achievement for crafting using one of every Settlers of Kalguur rune allowing me to knock out 34 of 40 and matching what I got to last league. This means I have another tall totem pole in my hideout to go along with all of my stubby ones. Essentially I have been earning a Totem every league since Sanctum. I could probably push forward with trying to knock out 40 of 40… but I just have not had that level of drive. It also involves doing a lot of bossing content that I do not necessarily enjoy. I could in theory start running my mappers more often and if they get abducted there might be a chance of knocking out one of those objectives and getting achievement 35 for the league. I am pretty happy with where I am, and honestly… I was happy with 32 of 40 until I came back for the Phrecia event and thrived in it.
With no fear of death I did a few t17 maps, and a few other sundry things that I had been avoiding due to the danger of taking an experience loss. However I feel like I am probably “done” with my Righteous Fire Scavenger. Sure there are a lot of things I could tweak on it… and swap out various gear pieces for even better versions. However I feel like I am pretty happy with where I got and don’t have ton of drive to push it much further. That is the irony with dinging level 100… is that I also lose a lot of my drive to keep going. I am not enough of an “Economy Andy” to really appreciate trading for trades sake. For me it has always a means to an end, that I want to trade items to get currency to be able to do more things. However once I lose the push of levels… I just sort of lose my drive to keep playing that character.
Instead I spent a chunk of my weekend playing other games. On Saturday I dove into Atomfall, which is a Bethesda game by a company other than Bethesda. We saw this with Avowed where they created a perfectly cromulent Elder Scrolls game set in a different universe. However that made a lot of since given that it was from Obsidian, a company with a long history of working with Bethesda on games like Fallout New Vegas. Atomfall however comes from Rebellion games, the folks behind the Zombie Army and Sniper Elite series… and they do a shockingly good job of replicating the feel of a Fallout game. The setup is considerably different… instead of a Nuclear war decimating the planet, you are inside an exclusion zone where things are going haywire. However the trappings are much the same… roaming gangs of very British outlaws and spore infected Ghoul like Ferals both fill the roles of the normal antagonists of a Fallout title.
There are a lot of things that work differently. For example it is not nearly as “If you can see it, you can go there” as the Bethesda titles… but I also don’t necessarily think that is a bad thing. Everything that exists that you can travel to… exists for a reason, and as a result there are way fewer barren stretches with no reason for existing. There are similar crafting systems, but items break down into raw resources as soon as you loot them, rather than having to dump through the hoops of needing to salvage them as a separate step. Effectively… both Avowed and now Atomfall feel like Bethesda games that have been evolved past some of the busywork that some systems designer thought was really cool. The spirit of the game exists and it is close enough for me to effectively lump them into the broader Bethesda-like genre.
Sunday on a totally different whim I started playing Hero Siege, which feels very much like a spiritual successor to Diablo 2 more than anything else. It is doing some of the same things that Chronicon does, but feels much more polished. I started playing a Viking and have gone all in on this big earthquake smash thingy. So far it seems to be doing a good job of stunning enemies and also whitting down large groups because with a twohander I can hit everything at once. Large packs of purely ranged mobs though seem to be the bane of my existence, and as a result I have had to learn to dance around a bit in order to deal with them. I want to try this with a controller, because it seems like it would be the ideal game for SteamDeck. All in all though I am pretty pleased with what I have played of it.
However by the time Sunday evening rolled around… my brain worms had convinced me that rolling a brand new character in the Legacy of Phrecia event was a good idea. There is something about the fleeting nature of this event and having entirely new acendancy classes that we may never see again. As such I decided to roll a Shadow which I then turned into a Surfcaster and am going all in on Storm Brand of Indecision. For now I am largely patterning my build off this character that is sitting at level 99. Given that all of the brand nodes are nowhere near the Shadow starting position… most of my talents have just travelled across the tree to unlock the meat of what I needed. Now that I have all of those brand nodes and a few elemental nodes… I am now going back and fleshing out the build with what I pathed through previously. I have a six link Shavronne’s Wrapping sitting in my bank wanting on my 60s when I can actually equip it. The build I am loosely following uses Melding of the Flesh to achieve 90% elemental resistance to all, which is something I have never played with before and am interested in seeing it work.
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Featuring: Ammosart, Ashgar, Belghast, Kodra, Tamrielo, and Thalen
Hey Folks! We are down a Grace this week, but push on with several topics. This week, Path of Exile II revealed the Dawn of the Hunt league, and we talked a bit about how it did not really resolve some of the problems we had with the game. Bel also talks a bit about pushing up his third level 100 in the Legacy of Phrecia Event. We then discuss the very last Switch based Nintendo Direct because next week we are getting one announcing the Switch 2. Bel shares his experience playing the aggressively British fallout-like called Atomfall, Tam shares his initial thoughts about Assassin’s Creed Shadows, and Kodra shares his struggles with more competitive Chess. Finally, we have a bit of a revisit of Xenoblade Chronicles X.
Topics Discussed:
Path of Exile II – Dawn of the Hunt Reveal
Bel Gets Third level 100 in Legacy of Phrecia Event
Yesterday was the reveal stream for Path of Exile II 0.2.0 or the Dawn of the Hunt which is their first named league/season. If you are so inclined you can watch the full content reveal here on YouTube. I’ve said before that this first patch that comes with an economy reset is going to effectively be a battle for the soul of the game. Will it be the fast paced blasting content type game that one chunk of the community wants… or will it slow things down to the more tedious and cumbersome game-play that GGG showed in the lead up to the launch of early access. While we will not get the patch notes until next week… I think the message was clear. Path of Exile II is going to remain in that plodding awkward pace that you experienced early in the campaign, and it seems like the goal is for that same pace to continue through the game.
The biggest addition with this content drop is the introduction of a new base class: The Huntress, and its first two acendancies: The Ritualist, and The Amazon. The gameplay showed off in the above trailer seems like it is going to lean into a midrange combat style of having some ranged attacks and some melee attacks, and playing in the middle ground between the two with the ability to disengage. It is not particularly a player fantasy that I specifically care about, and I was not necessarily the biggest fan of the Amazon from Diablo 2, but I am certain there are players who have been craving this. With this class they are also introducing Buckler type shields which have an active parry system attached to them instead of active block. I am not entirely certain what the difference is going to be but I am sure we will be able to see this once we get the patch note drop.
I feel like the biggest thing that needed a lot of work was the general class balance and the endgame. During the Q&A it was stated that this patch is going to feel like a lot of massive nerfs, which does not bode well. Sure I thought Herald stacking and Spark nonsense was a bit much, but I felt like EVERY class should have been brought up to at least the level of the Raging Spirits Infernalist that I ultimately re-rolled to later in the early access. It seems like they are bringing everything down to the floor of what the worst performing builds were capable of doing… but again we won’t really know much officially until we get the patch notes. As far as mapping goes… there really were not a ton of significant changes to the way the endgame would work. A few nice changes are that you get six portals if you are running a raw map with no mods on it, and waystones will no longer drop for lower levels than the map tier you are currently running. However in the Blizzard style of not being able to have nice things… the six portals turn into one portal once you actually roll your map with a full compliment of affixes on it.
The new “league mechanic” is the Azmerian Wisps which is effectively an escort quest. We all know how much players LOVE escort quests. Essentially the optimal gameplay here is to grab a wisp and then guide it around the map through all of the Rare mobs, which it will keep empowering and as such improving the loot drops. If you get too far from the wisp the event fails and the wisp disappears, so this is going to be a deeply anti-zoom mechanic. This does not bode well, because it sort of sets the pace for the sort of game-play that they are wanting from this game. Slow methodical game-play… and maps taking thirty minutes to complete instead of the sub five minutes that players tend to prefer. The thing is it isn’t just this mechanic that is doubling down on “maps take forever”.
There is another map type called the Ezomyte Megaliths that is being introduced that will involve going around the map and turning on pylons. Then you return to the center of the map and once all of the stones are powered you can summon ten waves of boss encounters, each one improving your rewards. Again this is a deeply anti-zoomer map mechanic, and feels like a re-scoped version of Ultimatum… which is one of the few mechanics that I purposefully block on my atlas in Path of Exile 1. In addition to this they have added a reworked version of the Lake of Kalandra, and a map where you empower an Essence monster in the center of the map to be super rippy. Like these are sort of cool but at the same time… really seem to be driving home the point that they want mapping to be a slow process and not something that you blast through.
They are also introducing Rogue Exiles into the game, which normally would be a big win. However it appears that they have turned them into this super tanky speedbump, which again will massively slow down the game-play. No one wants to find random pinnacle bosses in their maps. This is the problem that folks had with Metamorphs and the Arch-Nemesis system in Path of Exile 1. I feel like they are setting themselves up to re-learn the lessons that they SHOULD have learned during Kalandra. I said this patch was going to be a battle for the soul of the game, and really… I think I am learning that it is just turning away from the sort of game that I actually want to be playing. The biggest take away so far… is that I really hope that they extend the Legacy of Phrecia event until the launch of 3.26… because playing it has been infinitely more enjoyable than my experience of playing Path of Exile II.
Another major complaint is the lack of crafting options and how all crafting in the game is effectively gambling. This really does not seem to have changed. They added new tiers of the socketable runes, which is a good change because they stopped being that good once you leveled out of the first few areas. They are also adding more Essences, but since I only saw two Greater essences in the entire 335 hours that I have played the game… I am not sure how much I care about that. Fracturing orbs are going into the game which will help somewhat, but items are not dropping pre-fractured which is going to limit the availability of this mechanic. Recombinators are going in… which I guess is something, but since you can’t really control your inputs… it will not be anywhere near as deterministic as it feels in Settlers of Kalguur currently. I still feel like the game is lacking crafting options, especially when compared to the infinitely better crafting system of Last Epoch.
We are getting a few new ascendancies for existing classes as well. The one that probably excites me the most is the Lich which is gained by the Witch class. Essentially this seems to be leaning into the chaos minion damage type gameplay that has been popular in the first game, and also comes with double curse support along with explode on curse. Right now if I end up rolling something new for this event, I will probably leaning into this class fantasy. Of what I played during the initial early access, I liked the Minion Witch gameplay far more than pretty much anything else. The addition of Spectres is also going to be interesting because they become permanently resummonable skill gems, which resolves the shitty UX problem that Spectres have in Path of Exile 1. I would love to see something like this backported to POE1, because the biggest problem with playing minions is how crappy it feels to summon Spectres and equip your Animate Guardian.
They added another Warrior ascendancy called the Smith of Kitava, and it is weird. On one hand it gives me the thing I love about Chieftain where you can effectively use Fire Resistance for capping Lightning and Cold Resistance so that you can go all in on a single resistance. Then there are a few bits that make less sense… like Temper Weapon which seems to be this really slow buff up ability that you use which gives your next attack a bunch of fire damage. Then there is Smith’s Masterwork that effectively allows you to sacrifice having any affixes on your body armor… but then sort of craft your own using the ability points. This is a cool idea but very few of the things you can get on said armor… are better than an endgame item with good rolls. You can get +5 max resist, 25% phys taken as fire, and some percentage scaling that seem nice… but I am not really sure it is worth giving up your body armor slot.
Maybe I am too critical… but watching this gave me “brother eww” meme vibes. I will give it a shot, because I always seem to give it a shot. However I am going into it not really expecting the game to improve in the ways I wanted it to improve. Maybe I will be surprised… but I doubt it. What worries me the most though is how rapidly the studio seems to have abandoned the Path of Exile 1 player. Maybe 3.26 will blow me out of the water… but the focus always seems to be on this game instead. Path of Exile II made them likely more money than they have made in years of running the first game. Thankfully Last Epoch appears to be going in the right direction, so if Path of Exile falls apart there will always be that game. There is part of me that is also frustrated that Last Epoch delayed their season for this? Really? It was not worth it.
There are a bunch of details that came out of the livestream yesterday and the following Q&A that I did not really talk about here. I suggest you check out Raxx’s video summary as he always does a great job of bullet pointing these sort of things. If you want a much more detailed review, then I would check out SirGog who often adds a lot of background to the changes. There is also a good video summary out from Pohx our Righteous Fire Lord and Savior, that I will always support just because I love his “swimmer” vibe. I am sure there will be others coming out today, so I will also be interested in hearing the takes from Zizaran, Ghazzy, and Darth Microtransaction… though lately I think DM has been way more of a cheerleader for this game than I am. At the end of the day I am telling you how I am feeling about it, not trying to hype something up.
What were your thoughts about the presentation? Do you think the game is going in the direction you wanted it to go? Drop me a line below.
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Good Morning Folks. Yesterday I made the swap over to the Dawnbreaker that I talked about picking up cheaply yesterday and I have to say… it is complete nonsense. Basically I have 100% of all physical damage taken as fire damage, and then that gets reduced by 90% fire resistance. On top of that damage that I take from hits… triggers Defiance of Destiny causing me to recoup 24% of my missing unreserved life before the hit damage is calculated. Then on top of that 20% of my Lightning and Cold damage is taken as Fire… meaning that damage is reduced by my 88% resistance to the base element, then 20% of it is reduced again by my 90% fire resistance. Essentially I feel as tanky as I have ever felt in this game and can pretty much just stand and soak most attacks. Example I took out an Ahuatotli, the Blind at around 180 depth and normally there are two attacks that I would dodge out of… the skeleton thing and the ball of blood and I was able to just stand in both without really taking any damage.
Given that I am gaining a ton of resistance from my permanent flasks… I did the degenerate thing and dropped as much Lightning and Cold resistance from my gear as I could. This means I had to find new rings that only have Fire and Chaos resistance on them. This means I am running around over 450% Fire Resistance which then is getting converted straight into regeneration due to my fire mastery, allowing me to gain back the regen that I lost by swapping shields and dropping my Immortal Flesh. One of the rings was missing a prefix so I attempted a Warlord slam on it, but wound up with nothing special. Basically I am overcapped on all of my resistances to be able to eat an Elemental Weakness and still be perfectly capped, so it is only really minus res and minus regen maps that I have to worry about.
In other more important news… I can stop my constant grind of t14 of better rare maps because as of this morning I hit the 200 map sub-achievement. Now all I need to do is finish my push to level 100 in order to knock out Gear Grinding Goals. As of this morning I think I am 59% of the way through 99 towards 100, and at this point it is all super slow going. I have a tank full of delve juice so I should be able to make a pretty solid dent in that tonight. Mapping is really when the experience gain slows down because I get so much less experience off your average t16 map… and t17s are too rippy to risk taking a death. While I am in delve I can consistently keep up the mob level and gain some decent experience in the process.
This is quite possibly the Righteous Fire variant that I have had the most fun with in awhile. Its initial problem was that it just was not quite as tanky as the Chieftain version. However now that I got 90% fire resistance and got my other elements to 88% all of that tankyness came back. Adding the Mageblood and Defiance of Destiny were honestly overkill, but what else am I going to spend currency on. I admit I am going to be super sad when this character poofs on April 23rd. I assume at that point this character turns into a normal Scion… and Ascendant is not going to have access to the fun toys that Scavenger did. I think more than anything that is what has been pushing me to play quite a bit, because I know that all of this fun is going away sooner rather than later. I wish GGG would simply extend the Legacy of Phrecia event all the way to the launch of 3.26… but they want people to give a shit about their shiny new toy, Path of Exile II.
In other news… Discord continues to be an application that is attempting to gobble up more and more of our attention. They rolled out some shiny new version of the game overlay… and as such force re-enabled it for everyone. This is not the first time they have done this, so fair warning that if you are like me… and disabled that shit ages ago… you are going to have to do it again. This time they want to know WHY you are disabling the overlay… and I gave them what they wanted my truthful reasoning. This might just be Old Man Bel, but I fucking hate when what used to be a simple application… keeps trying to grab more and more of your attention. I use Discord as a chat program. It is a ubiquitous method of communicating between my game playing friends, and also a decent enough way to organize around various topics. I do not want it to be the uber application that consumes all of my time… nor do I want it popping over the top of the games I am playing. I have my phone set to silent for a reason… I hate notifications. Legitimately… kindly fuck off.
Anyways Grumpy Bel over…. I hope you are all having a great day in spite of that admonishment. I am curious to see what GGG announces for Path of Exile II tomorrow, given that it seems like their presentation is going to run two hours.
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