It’s Getting Better

Good Morning Folks. Early yesterday evening, we had a 15 minute downtime for Path of Exile II which deployed patch 0.2.0e. The patch included a lot of pretty solid changes from shrinking some of the larger zones by cutting out dead ends, to slowing down specific mob types so that they could not just bum-rush you forever. There are still issues with the game, but most of those are design decisions not necessarily things that feel like they are bugs. I still feel like I am maybe not the intended target audience for this game, but given enough patches like that… it might actually get closer to that. I still feel like crafting is entirely missing from the experience and what we have instead is just praying for the RNG gods to smile upon you with a fortuitous drop. Generally speaking I can get pretty far into maps in Path of Exile 1 before I need to resort to trade… but I did not even make it through the campaign without buying a few items here.
Because of how miserable the campaign felt, I spent most of last night approaching it with fresh eyes to see how the recent round of changes impacted the experience of starting fresh. The only twink item that I threw on my character was Enfolding Dawn, which honestly causes more problems than it solves by taking away your mana gain from Intelligence for the benefit of having 100 Spirit. I mostly ended up yoloing my way through a build without following any guide, and essentially followed in the footsteps of my character from last league. All in all it was a MUCH better experience than when I had rolled this character last week and made it through the first zone. I was not necessarily exploding the entire world, but I managed to work my way through the entire first act without taking any deaths. Sure I had to dodge quite a few effects and work around when my minions died on me… but it was reasonable and I mostly found myself leaning on the combo of Raging Spirits and Arsonists like I did last time.
Mapping is also so much better now that Rares are highlighted on your map immediately. This gives you a clear direction that you should head up entering the map, and gives the entire experience a bit more purpose. The drops are still a bit on the low side, but I do have to say that their waystone changes are perfect. I’m never running into any issues where I am not getting waystone drops enough to sustain my mapping. In fact I am massively over-sustaining which is pretty nice. You get tier upgrades often enough that if you can JUST get through one map in the new tier… that you are probably going to have a bunch of waystones to run to keep progressing through that tier. I’ve yet to be in a position where I need to drop down a tier because I ran out of waystones to run.
Having fewer towers in the endgame mapping is a huge positive. I still do not love running these maps, and as such having to do fewer of them is a good thing. I feel like that does not necessarily make towers actually good though, because I don’t want to do them. I am also not super hyped on the progression system. Path of Exile 1 has this whole grid of maps where you mark them off one by one, which feels good with each new map giving you Atlas Passive points. Instead of running 10 Tier 1 maps, you now have to seek out a Nexus of Corruption and clear that… which in truth often means you are needing to run MORE than 10 maps to find the next one. I get what they are going for here… but it does not feel amazing. It still feels like I am running more maps and getting less benefit from them… which is especially bad when each individual map feels largely unrewarding.
There are however some payoff moments in the maps, and when you find one it feels good. I’ve you’ve been around the community at all you have probably seen screenshots of Ventor’s Contraption, which is a unique lockbox that takes gold to open. Each time you open it, the amount of gold goes up significantly. I only had enough on me to do three spins of the gacha box, and I feel like I got fairly decent outcomes. I know there are folks who have gotten 10 stacks of Divine Orbs from these things, or perfect jewelers orbs… so I did not get that lucky. The only problem is… not every map has anything even vaguely as exciting as the gacha box. A lot of maps are pretty boring still, and lack the chance of decent drops… so it kind of feels like you are just slogging through the objectives hoping it will improve at higher tiers. After a major patch though, things are in a better state overall. Next week on this blog is likely going to be focused on talking about the Last Epoch Season 2 launch and trying to sell you on why you should be playing it. If anything dramatic happens in Path of Exile II however I will probably at least talk about some of that as well. I hope you all have a wonderful weekend and get the loot drops you have been hoping for. The post It’s Getting Better appeared first on Tales of the Aggronaut.

It’s Getting Better

Good Morning Folks. Early yesterday evening, we had a 15 minute downtime for Path of Exile II which deployed patch 0.2.0e. The patch included a lot of pretty solid changes from shrinking some of the larger zones by cutting out dead ends, to slowing down specific mob types so that they could not just bum-rush you forever. There are still issues with the game, but most of those are design decisions not necessarily things that feel like they are bugs. I still feel like I am maybe not the intended target audience for this game, but given enough patches like that… it might actually get closer to that. I still feel like crafting is entirely missing from the experience and what we have instead is just praying for the RNG gods to smile upon you with a fortuitous drop. Generally speaking I can get pretty far into maps in Path of Exile 1 before I need to resort to trade… but I did not even make it through the campaign without buying a few items here.
Because of how miserable the campaign felt, I spent most of last night approaching it with fresh eyes to see how the recent round of changes impacted the experience of starting fresh. The only twink item that I threw on my character was Enfolding Dawn, which honestly causes more problems than it solves by taking away your mana gain from Intelligence for the benefit of having 100 Spirit. I mostly ended up yoloing my way through a build without following any guide, and essentially followed in the footsteps of my character from last league. All in all it was a MUCH better experience than when I had rolled this character last week and made it through the first zone. I was not necessarily exploding the entire world, but I managed to work my way through the entire first act without taking any deaths. Sure I had to dodge quite a few effects and work around when my minions died on me… but it was reasonable and I mostly found myself leaning on the combo of Raging Spirits and Arsonists like I did last time.
Mapping is also so much better now that Rares are highlighted on your map immediately. This gives you a clear direction that you should head up entering the map, and gives the entire experience a bit more purpose. The drops are still a bit on the low side, but I do have to say that their waystone changes are perfect. I’m never running into any issues where I am not getting waystone drops enough to sustain my mapping. In fact I am massively over-sustaining which is pretty nice. You get tier upgrades often enough that if you can JUST get through one map in the new tier… that you are probably going to have a bunch of waystones to run to keep progressing through that tier. I’ve yet to be in a position where I need to drop down a tier because I ran out of waystones to run.
Having fewer towers in the endgame mapping is a huge positive. I still do not love running these maps, and as such having to do fewer of them is a good thing. I feel like that does not necessarily make towers actually good though, because I don’t want to do them. I am also not super hyped on the progression system. Path of Exile 1 has this whole grid of maps where you mark them off one by one, which feels good with each new map giving you Atlas Passive points. Instead of running 10 Tier 1 maps, you now have to seek out a Nexus of Corruption and clear that… which in truth often means you are needing to run MORE than 10 maps to find the next one. I get what they are going for here… but it does not feel amazing. It still feels like I am running more maps and getting less benefit from them… which is especially bad when each individual map feels largely unrewarding.
There are however some payoff moments in the maps, and when you find one it feels good. I’ve you’ve been around the community at all you have probably seen screenshots of Ventor’s Contraption, which is a unique lockbox that takes gold to open. Each time you open it, the amount of gold goes up significantly. I only had enough on me to do three spins of the gacha box, and I feel like I got fairly decent outcomes. I know there are folks who have gotten 10 stacks of Divine Orbs from these things, or perfect jewelers orbs… so I did not get that lucky. The only problem is… not every map has anything even vaguely as exciting as the gacha box. A lot of maps are pretty boring still, and lack the chance of decent drops… so it kind of feels like you are just slogging through the objectives hoping it will improve at higher tiers. After a major patch though, things are in a better state overall. Next week on this blog is likely going to be focused on talking about the Last Epoch Season 2 launch and trying to sell you on why you should be playing it. If anything dramatic happens in Path of Exile II however I will probably at least talk about some of that as well. I hope you all have a wonderful weekend and get the loot drops you have been hoping for. The post It’s Getting Better appeared first on Tales of the Aggronaut.

Atomfall, Hero Siege, and SurfBrand

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. The post Atomfall, Hero Siege, and SurfBrand appeared first on Tales of the Aggronaut.

Path of Exile II – Dawn of the Hunt Reveal

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. The post Path of Exile II – Dawn of the Hunt Reveal appeared first on Tales of the Aggronaut.