Missing Delve

Good Morning Folks! I am still on the Path of Exile NecroSettlers Event nonsense and honestly… I am finding myself missing Delve considerably worse than I thought I would. It is not necessarily that I am missing the activity… I am missing access to common stuff that I am simply not finding in maps. Up until this point I had largely been avoiding Delve since the changes to this event are largely mapping-specific. However there are some ramifications of this decision… namely, I do not have a ready supply of many of the currencies that I would be swimming in at this point. I also do not have an easy supply of high-level flask bases. Essentially I believe I need item level 80 flasks to get the 3 charges when hit trait and more than that… I just do not see that many flasks dropping in maps. By this point I would normally have the right flasks with the right traits and have them automated… but I have none of that.
Essentially as of this morning, I started trying to get set up in Delve, but since I ignored this while leveling I don’t have any progress. “Breaking Delve” is somewhat tedious because there is a requisite amount of Azurite farming that is required before things begin to feel comfortable. Since NecroSettlers is mapping-focused, this also means that selling Resonators is EXTREMELY lucrative on the currency exchange market since no one is doing it. So while I have yet to see any of the chaos bonanza maps that folks have talked about… I can at least start to make a steady income so I might be able to afford some upgrades at some point.
I’ve not really made any significant gear changes from yesterday. I am attempting to get my Eater/Exarch implicit but failing miserably on those. I currently am sitting a 90% all elemental resistances and 75% chaos resistance since I managed to finish my fourth labyrinth. At some point I am going to want to get my hands on a Shaper shield and attempt to roll it for “life recoup on block”, and then shift up my tree significantly to go down the max block path. Essentially everything is super freaking expensive and as such that is probably going to give me an artificial cap on just how high I can fly in this event. Even the most scuffed Elder helms are going for multiple divines, and since those are roughly 400 chaos each… I am so far from being able to afford anything. Similarly, I am going to have to use Brine King for most of this event because it is very unlikely I will be able to pick up Annihilation’s Approach.
The other thing that I have noticed is just how much slower my map progression has been going. Delve Cities produce a silly amount of miscellaneous maps, and they do not respect your atlas tree when it comes to dropping. This means you end up getting a lot of much higher-level maps in bulk so that you can fill out your atlas more quickly. This means I need to rely on the Vendor Recipe and Horizon Orbs far more than I am used to. I am hoping now that I am starting to break Delve I will catch up on map drops a bit more quickly.
I just unlocked my second tree, which I will likely start to build out for delving purposes. However, the first tree I decided to go down a path I did to much success last league. Essentially both Einhar and Ritual are on the same side of the tree and both League mechanics have a pathway to get an item that will Six-Link something for you. Until I build up a war-chest of currency, there is no way I am getting a Six-Link Cloak of Flames any other way. I am also going into beyond which just adds a lot more mobs to your maps, and I went down the path that disables summoning of bosses so that you get to keep the beyond effect the entire map. Essentially I am in a hole now, and several days behind the curve, and simply need to put my head down and grind my way out of it. The post Missing Delve appeared first on Tales of the Aggronaut.

Necro Settlers Event Fun

Hey Folks! I gotta admit I am still reeling from last week but luckily I am off today… so it means I get an extra day to decompress. Since the world still feels like shit, I needed to retreat into some very familiar comfort gaming, and the Necro Settlers Event league in Path of Exile has fit the bill. This is a bit weird for an event league because there is no fixed end time, so it has effectively turned into a reboot of the Settlers League which I assume will end when that league ends. The league started on the 7th and at this point I am into mapping with a character that can probably get me all the way through t16s. I went RF Chieftain again because it is comfy and familiar and I know how to get it up and running without much deep thought. I am fully expecting to play a fairly scuffed character because event league economies can be a bit weird and limited.
Event leagues always have some gimmick associated with them, and this time around it is all of the normal Settlers of Kalguur mechanics with the addition of the Lantern of Arimor from the Necropolis league. They removed all of the negative modifiers from the pool and additionally since Allflames are no longer dropping… they are just being applied to your maps automatically. What has been interesting is that all maps of a specific tier for a specific timeframe will share the same pool of lantern modifiers. This means that joining a shared global chat is a good idea as folks tend to share when a certain zone is really hot. This creates massive fluctuations in the price of specific maps when they are running a desirable combo, and also creates a situation where Horizon Orbs are more useful than they have ever been in Path of Exile history.
All of this made getting through the campaign rather interesting. I was going much slower than normal, but also having random league mobs showing up in your maps made it a bit more challenging. An example of something that I saw is during Darresso’s Arena in Act 4 is that nothing but Suphite Golems was spawning other than the Dogs that come out of the various gates. The entire place from start to finish was just yellow golems throwing chunks of sulphite at me, which would be great if I were actually messing with Delve right now, but also kind of wild when you get shotgunned by multiple packs at the same time. I think it was Mudflats where I first encountered the Unique Gemling mobs that drop random gems, and there were a few times early on that I just ran from Meatsacks because they took too long to chew through.
The other really weird thing about this league has been its economy. There are certain lantern combinations that print massive amounts of chaos. I’m hearing that some folks with appropriate juicing are seeing upwards of 200 chaos in a single map. There are no real equivalent mods that drop Divine Orbs, which means that the currency conversion between the two is outrageous. For those who do not know normally you trade in the range of 200 Chaos to a Single Divine Orb, but over the weekend at one point it was trading 500 to 1. This has all sorts of trickle-down effects on the economy as a whole meaning that things that would normally be a 5 Chaos item are selling for 60 Chaos or higher. There are a lot of folks who have not caught onto this yet, because there are items priced at 1 Divine that are in no way worth effectively 400-500 Chaos.
Luckily though I have found plenty of raw chaos and items that I can sell easily for chaos, and it has allowed me to outfit myself in the basics of a RF Chieftain build. I’ve not gone life-on-block based yet, so am still rocking the Rise of the Phoenix shield to cap out my Fire Resistances. I’ve not done the last lab so right now I am sitting at 90% Fire Res and 80% Lightning and Cold Res. I am currently using a four-link Cloak of Flame but am outfitting my atlas to do the Einhar/Ritual strategy in hopes of dropping either an Omen of Connections or a Black Morrigan so that I can six-link it. I spent 70 Chaos on the chest specifically because I was looking for one that would be good enough to bother six-linking eventually. Luckily the Cloak is relatively easy to get RF colors on of BBBRRG. You can see the rest of my scuffed gear in this POB link.
Since I am off today, I plan on slowly chipping away at my Atlas and doing everything I can to unlock more points. I got a wildly lucky drop earlier where I opened a Unique map lockbox and got two that I needed. Sadly the third was the damned pvp map which is always a waste of time. I wish you could use Horizon Orbs on Hall of the Grandmasters in an attempt to get other unique maps. I will however happily take a Twilight Temple map since that is often one of the ones that goes for quite a bit later in the league. Path of Exile and honestly any ARPG is comfort gaming for me, and I needed this more than I realized. I was having plenty of fun with Veilguard but was essentially in the “chores” section of the game where I needed to do a bajillion sidequests so that I could comfortably move the main story forward. Essentially I was in the “hinterlands” again, and needed a bit of a break. Are you playing Necro Settlers Event league? What are your thoughts so far? Would you want to see the Lantern of Arimor go standard? Drop me a note below. The post Necro Settlers Event Fun appeared first on Tales of the Aggronaut.

Wayfinder 1.0 Launched

Wayfinder is an interesting game. Back in March of 2023, I got into beta testing, which was under a strict NDA, so as a result I never talked about it publicly. I played the game quite a bit at the time and even managed to get into some multiplayer testing with my friend Ace and I think maybe even Ashgar. It was a perfectly cromulent experience, but also a deeply flawed and buggy one. I thought given enough time this might turn into a really great game. However, when August rolled around it was suddenly launching with a premium “Founders” pack price tag associated with it… I noped the hell out. I had just done beta testing prior to this launch announcement and the game was still in what felt like a relatively sorry state. Early Access is launching your game, regardless of what you think about that process or how much you claim it is still “in testing”. Launching a broken game is launching a broken game.
Wayfinder was an interesting combination of being developed by Airship Syndicate (Battle Chasers, Darksiders Genesis, Ruined King) and being published and hosted by Digital Extremes (Warframe). However in November Digital Extremes cut their publishing wing, and with it Airship Syndicate was suddenly floating in the wind. What was not necessarily expected was that the game was pulled from Steam, and effectively retooled to change it from being a lobby-based MMORPG, to a peer to peer based Co-Optional and largely single-player experience. It returned to Steam early access earlier this year and started the uphill process of attempting to earn back players. On Monday the game launched its 1.0 version and I started playing it some over the weekend on Sunday, just ahead of this rework.
There is a lot to like about the game, just like I felt when I beta-tested it… but this time it is extremely polished and ready for players. Essentially the best comparisons I can give it are what if you took Monster Hunter but made it a Dropped-Loot-Based Dungeon Crawler, or what if you took a Hero-Shooter… but made it an Action-Combat-RPG. It also very much lives in a space adjacent to something like Genshin Impact but instead of being cash shop-based Gacha nonsense, everything unlocks over time while playing through the campaign. You start the game by choosing one of three heroes and then pretty quickly after that point you unlock the ability to play as the other two. Then over the course of the main story quest the remaining five “Wayfinders” are then unlocked when you reach specific milestones.
Honestly switching from Lobby based to Peer to Peer has been a pretty seamless swap. The only time you encountered players organically in the previous incarnation was in town, so having to manually party up before going on adventures does not really feel that different. I’ve not done much testing but it appears that you can invite people through an invite code system, through posting a public party listing in an in-game party finder, through your Steam/PlayStation friends, or through a discord integration. The 1.0 version also adds cross-play so that console and PC players can both group up together. Right now the only console that the game is available on is the PlayStation 5, but there is apparently an Xbox Series X/S version and an Epic Game Store version in the works.
There is no cash shop and currently, the game is the low low price of $23 on Steam, or $25 on the PlayStation store. They have a single DLC pack available for the game right now which is a collaboration with Critical Role which gives you some themed skins for various Wayfinder characters. I am fully on board with selling additional skins as a way of expanding the purchase of the game and doing this through one-time purchase packs instead of an in-game microtransaction shop with a contorted third currency system. Founders apparently got a bunch of exclusive stuff when the business model changed, which I don’t love… but they had to do something to make it right for the folks who plunked down $100 to play their early access game.
I am only around seven hours into the gameplay, but am having quite a bit of fun. Essentially it is a blend of open-world exploration in the Genshin/BOTW style with respawning mobs and treasures to find, combined with dungeon instances that have semi-randomized objectives. So far I have ventured forth into the Gloom and fought void monsters and also explored these weird frozen-in-time “lost sectors” of how the world was before whatever calamity befell it. In both cases, there are a bunch of hidden objectives to find and loot to be gained, while fighting a bunch of baddy archetypes with differing attack patterns.
The character that I am mostly playing is Wargrave, which starts the game out as a Sword-and-Board style tank with an almost paladin kit. I heal myself by completing automatic swing combos and have a battery of abilities to deal damage and also shield the party. I can also seemingly swap what type of weapon I am using to change up this playstyle. I’ve gotten Shotguns, Rifles, and Daggers so far as drops but know there is also some big Two-Handed options from my limited-time beta testing. The only thing that annoys me a bit is that the loot seems totally randomized and can be for any of the Wayfinders you have unlocked. This means I am a bit starved for items that I can actually use for the tanky gameplay style that I have focused on. There is a gear vendor in town that appears to upgrade every time you ding a level, so I have mostly been having to buy a new sword/shield combo there to keep pushing up my power.
A lot of the expeditions that you go on center around taking out specific boss monsters. These often unlock crafting abilities, but I have not dabbled heavily into any of those systems. Mostly the main story quest will occasionally tell you to go kill X boss and then walk you through the process of crafting your next upgrade that is required to progress forward. I know in beta crafting played a much bigger role in the upgrade of gear, but so far this does not seem to be the case. Gear appears to mostly be acquired through loot drops, which is both good and bad. However, so long as I can keep buying reasonable upgrades from the NPC vendors I won’t complain much about it.
On top of ALL of this… there is a fairly robust housing system in the game. Exploring the world is constantly giving me items to put in my house. For example, I found this adorable little Hermit Crab pet that I now have roaming around my house. I can stop and pet it… which will cause it to pinch me… which I find both adorable and hilarious. There are a whole slew of items that I appear to be able to craft as well, but I do not think I have made it far enough into the game to fully unlock the crafting system. I have however picked up a bunch of random items in my journey, and the Housing system itself unlocked right before I went to the first big boss dungeon, so plenty early enough for you to keep unburdening yourself of items you found by dumping them in your rather large mansion.
All in all, it grew into the really cool game that I thought it could be when I first beta-tested it. The business model has shifted entirely to a buy-the-box, no cash-shop thing… which is honestly always welcome. However, that means folks need to buy in… and I really want this game to succeed. I was honestly shocked it was as cheap as it was, so if anything I have talked about this morning has interested you… maybe head over to Steam or the PlayStation store and pick it up. This is not a sponsored post in any way, I just genuinely want the games that I think are cool and a good value proposition to succeed. If you end up checking it out, drop me a line and tell me what your thoughts are. The post Wayfinder 1.0 Launched appeared first on Tales of the Aggronaut.

Fears for Next Season

Good Morning Folks! It has taken a while for Diablo IV to reach the point of feeling amazing, but it truly is there. I should take a step back… it feels amazing if you are playing the new class Spiritborn. My Barbarian that I power leveled through Whispers Caches feels like complete ass comparatively. It is slower and clunkier, and mobs just don’t die anywhere near as fast as they should. Diablo IV feels amazing because Blizzard has done the thing that they do time and time again… release a wildly overpowered class. They did this in World of Warcraft with both the Deathknight and Demon Hunter, where playing literally anything else during that patch cycle felt awful compared to the new hotness. I was a Warrior tank in Wrath of the Lich King and eventually switched over to Deathknight just because it felt so much better and honestly had more tools to play with. I did this again during Legion where I started out on tried and true Warrior but eventually swapped to Demon Hunter tanking because it just felt so much better.
Maxroll just updated their Endgame Tier list and had to create a new ranking called “S+” to isolate how much different the good Spiritborn builds are as compared to the other available builds in the game. There are Spiritborn builds right now capable of doing legitimate quadrillions of damage. Even when you drop down to “S” rank, there are two Necromancer builds and one Warrior build… and at least in the case of the Warrior build I know it is mostly exploiting a bugged mechanic to be able to place that high. Essentially if you are playing Diablo IV and not playing the shiny new hotness… you are playing a different game than I am playing. The game I am playing feels amazing… the clunky mess when I drop down to playing my Dual Swing Twisters Barbarian… does not feel amazing. I lack the unique required to swap over to the broken Mighty Throw build so I cannot judge how that feels.
It is reaching the point where some of the player base is demanding nerfs… and I get it honestly. Were I playing the wrong class during this patch I would probably feel the same. However, the gameplay that Spiritborn has should be the benchmark for how the rest of the game should feel. This is an ARPG… a game about blasting your way through thousands of demons while chasing loot. The game I am playing is what Diablo IV should have been from the very start. These games are entirely centered around the joy of building up a character to the point where they can crush everything in seconds. That is the end goal of every good build regardless of which ARPG you happen to be playing. Season Six feels amazing… and I fear that as a result, Season Seven is going to feel awful. It is going to be the hangover we are left with after the bender this season has been.
Blizzard is stuck in this position where they cannot really nerf the Spiritborn because it is this class that they have defended time and time again to the players. It is the new hotness and the entire reason for buying the expansion for many. What I fear for next season is that they are going to hammer down the nail that is sticking up, when instead they really should be buffing all of the other classes to where they feel as good as Spiritborn does currently. Even the gaming pundits that have called for more challenging content, seem to be having a blast on the Spiritborn and zipping through things at record speed. The truth is… ARPGs are a power fantasy and if you cannot get powerful… it is not fun. If I cannot clear the highest level content quickly… then I am playing a bad build.
There have been a lot of really fun and broken builds that have arisen during the course of Diablo IV’s short history and all of them have been beat back down into submission. I question when Blizzard is going to realize that this is the game that the player base actually wants. There would not be this constant chase for the most bugged and aggressively rewarding build if it were not so damned fun to play in that way. The Spiritborn family of builds is just the latest in a long line of “god builds” that have come along and captured the attention of the player base. What feels worse though is the fact that in order to have fun playing this game you have to play one of like three or four builds any given season. I would love to see them buffing the underperforming builds so that they are within the range of the highest-performing builds. As it stands currently, half of the classes in the game do not have a high-performing build.
Blizzard has created a scenario that is much like it is in other more hardcore ARPGs like Path of Exile, where if you are not following a guide strictly… you are playing the game incorrectly. Sure you can limp through the campaign on pretty much anything, in either game… but you will never be able to reach the heights of farming efficiency if you are not playing whatever broken mechanic is in vogue that season. I suffered through this for a bit when I switched over to my Quill Volley build that I am playing now, where a SINGLE talent point… made the difference between struggling to run T3 content to being able to dominate T4 content. What I really want is for the same feel of playing a current well-built Spiritborn build to trickle out into all of the content in the game and all of the classes and builds. I prefer playing Upheaval Barbarian because I like the mechanics of firing a bit of sweeping attack in front of me and nuking the entire screen… but that build has not been terribly viable ever. So instead playing what I wanted to play is needlessly tedious to get through when I could just play the “IWIN” build of the season.
I am still winding down from this season. I finished out the reputation in Nahantu, am about halfway through the last level of the seasonal reputation grind, and then have to do all of the remaining Tenets of Akarat. I feel pressure to get all of this done so that I don’t have to deal with it in a future season when I am playing a less fun character. I’ve been thinking a lot about how bad Season Seven is going to feel when Blizzard inevitably does what they always seem to do and nerf the fun out of the game. Diablo IV has had a few shining moments when it was really fun to play… this season, season two… but inevitably they keep trying to bring the game into line with some vision that they have for what the experience is supposed to be. I hope I am wrong. I hope we see a line of massive buffs to bring the other classes in line with the power levels of Spiritborn… but I don’t think that will happen. Anyways if you have ever played Diablo IV in the past, you might want to pop in and give Spiritborn a spin before it is nerfed into oblivion. It is one of those magic moments when everything is just right, and I am afraid will be a fond memory we talk about around the campfire in the future as the “good ole days”. The post Fears for Next Season appeared first on Tales of the Aggronaut.