Arkham Knight Complete

I had started it a few months ago, on sale naturally, and drifted away at the halfyway marker.  Batman fatigue perhaps.  After playing through Tomb Raider, the itch came back, since the controls are quite similar.

I will say that the game mechanics are better here than in any other game previous.  The combat flows better, the gadgets are smoother, enemies are more diverse.  FF13s “Press A” this is not.  There’s a very strange difficulty curve here in that the mid-point is absolutely more challenging than the tail, solely because of upgrades.

And that gets me to the Disruptor. See, Batman isn’t bullet proof, or stun proof, or knife proof.  All those things hurt, a lot.  The Disruptor prevents enemies from firing guns, restocking, reviving and a few other things.  It essentially turns them into target dummies.  So the game ends up having 2 phases, before the ugpraded Disruptor, and after.

Two of the side missions are to take down enemy fortifications.  These have sensors that shoot if they detect you, small and giant sentry guns, enemies packing more than Rambo, and usually only 1 way in.  They are the dragons of AK, that cannot be defeated until you get the holy sword.  I’m pretty sure this is the reason I stopped playing, now that I think of it.

I like challenges, more specifically I like puzzles.  It is very satisfying to play a stealth event, picking off enemies around corners, using gadgets to distract and disarm.  There’s a logical end.  Combat challenges are more like button mashing fighting games.  I played a lot of them when I was younger, and you needed tight controls and reflexes to make it work.  Batman controls are not agile, they are brunt and blunt.  So throw me in a ring with 10 enemies who can all shoot me, odds are I’m going to die.

So I move forward with the story, unlock more gizmos and then come back.  The combat challenge suddenly becomes a puzzle.  1-2 tries and it’s done.  Odd that.

Tanks But No Tanks

I like the concept of the Batmobile, I do not favor its execution.  Moving, transporting, puzzles – that works.  Me vs 50 other tanks, that doesn’t.  There is one side mission, and one of the main missions that puts you in this combat scenario.  Again, upgrades make a massive difference.  I much preferred the AI hack to take over the big tanks and get allies.  Without a fully upgraded car, some of these would not be possible.  Heck, two of the main boss fights are in tank-mode, and I needed to cheese line of sight to finish them off.

And yeah, let’s believe that Batman, shooting a cannon, is “not killing anyone”.  OK.

Joker’s End

Spoiler I guess?  Well, he’s dead in the last game, less dead here.  It’s a neat effect to have him part of you, adding color commentary throughout.  The final portion makes little sense in terms of gameplay (all of a sudden you’re playing an FPS), but thematically it’s a neat closure.

The game ends as I fully expected it to.  As all Batman series do.  It is so strange that Batman is the only superhero that cannot continue to be a hero and let the public know his identity.  You think that if people figured out Supes was Clark, that all of a sudden he’d leave the planet?  Miller did it first, and it made sense in that context.  Nolan did it, and it made no sense.  It’s done here and makes less sense.

Riddler Can Jump Off a Bridge

Who completes them all?  I mean that seriously.  Who in their right mind wants to explore every nook and cranny.  Who wants to fiddle with the wonky physics engine to make the ball fall just so.  I think the core Riddler work is ok.  It teaches you how to use Gadgets in a different way, and you get to banter with Catwoman.  Cool.

But finding the little trophies, hidden in sewer drains, or taking a picture of a random element at just the right angle.  I’m good.

Overall

Taken as a whole, there’s way more good here than bad.  Combat is excellent, the story is tight, Scarecrow (John Noble) does an excellent job.  The world building is superb.  Side missions make sense.  The high notes are some of the best in all games I’ve played this year.  Even the lows are better than the high notes of some other games.  Well worth the trek to play Batman one last time.

Tomb Raider

Rise of the Tomb Raider has been on my wishlist for a while, and last weekend it went on sale for 50% off.  I have a general breakpoint for AAA games, and that appears to be $30.  That doesn’t appear to apply to indie games, as I paid full price for PoE, Tyranny, Grim Dawn and quite a few others.  I think it has more to do with expectations, where a AAA game must be super polished, and in most cases, that doesn’t happen until a few months in.  Dishonored 2 is a good example…

Anyhow, back to Tomb Raider.

I had played the reboot a few years ago, and have re-run it a few times since.  It boiled the series back down to basics – exploration, combat, and story.  It played a lot like an action movie.  I much preferred the structure here than within the Uncharted series, which focuses almost entirely on combat and story.  Don’t get me wrong, the story is good, but I can only take so many waves of bad guys before I’m noped out.

So, RotTR takes what the reboot did very well, then expands on it.  There are more options for movement across the world.  Crafting combat aids is now present.  Self-healing, skills, customized weapons, outfits… it’s all there.  So where the previous game had 2-3 options for combat, this one has a solid half dozen or more.  My favorite right now is 3 silent arrow headshots, followed by an incendiary grenade (molotov), a grenade arrow, then some more fire.  You can wipe out entire streams with that.  And the beauty is that combat is usually limited to 5-6 enemies at once, so you strike, move on, and strike again.  Short and sweet.

There’s one fight in particular where you stalk enemies from the water, while surrounded by a haze of gas.  It’s a strike and flee scenario, and it works wonderfully.

Exploration also gets expanded upon, with the majority of content available when you encounter it.  There were only 3 tombs where I needed to backtrack once I had the appropriate skills/tools.  There are more hidden treasures, the lore is all over the place, little nooks to explore, caves to spelunk and animals to hunt.  Animals in particular are an interesting twist, with wolves, tigers and bears coming out of nowhere to lay a beatdown on you.  Killing them gets you some extra resources to further improve your character.

A few spots have actual quest givers, sans question mark, that rewards extra materials or the unique gold currency used to purchase items from the in-game shop.  You can get a silencer, grenade launcher, laser sight… even a tool to unlock the final upgrades on weapons, though that one is supremely expensive.

So combat and exploration have undergone a rather significant expansion.  Great.  What about story?

Tomb Raider has always been about a MacGuffin chase.  Heck, all of these games are based on this premise.  Here it’s a divine source that provides immortality.  You’re competing against Trinity, a secret cabal that’s lasted for centuries, bent on world domination.  Their avatars are an interesting pair, one a fervent believer, the other more practical.  There’s some grey here, and their story is fully exposed.  This provides them motivation that you can relate to – it’s their ethics that don’t line up.

There’s certainly a theme of immortality in many of these games, Tomb Raider in particular.  The last one was about an immortal spirit keeping people on an island, this one is about a tool that gives people eternal life.  It’s certainly a trope, but it works.

Overall, the game is a definite improvement on the previous game and that was the best one of the series in a long time.  RotTR is to me, the best game in the exploration/combat genre, and well worth the play through.

 

Tyranny – Companions Overview

Many RPGs allow you to form a party of motley characters.  Sometimes you make them yourself, sometimes they are preset.  Tyranny follows the latter model, where you make the main character but then get to select up to 3 companions, of 6 total, to accompany you in your travels.

Companions fill 2 roles.  First is the story aspect, where they add color, comments, and context to the events as they unfold.  Maybe one is a hardline militant and another is a hippy. Each brings a unique flavor to the game – or at least they should.  Iron Bull in DA3 is a good example.  Companions in Tyranny do this job fairly well.  I do wish they would interject more often, but each is rather firm in their beliefs.  Verse loves chaos, while Sirin is distrustful of everyone.  It does make it so that you want to interact with the party, and see where the story takes you.  One tweak that I’ve yet to find is a way to expand on a character’s abilities aside from what you see at level 1.  Barik, the game’s sole true-tank, doesn’t allow for armor upgrades.  You’d think that would change over time, especially if he’s always in the party.  Maybe I’m missing something.

The second role is the numbers role – stat machines.  Most events are resolved through either combat or some magical dice roll on other stats.  Given that you’re in a small (4 person) group, and most combat is against groups of enemies, you’re going to want a tank.  Since damage spikes are normal, and you’re going to find some big monsters, you’re going to want a healer too.  Now we get into the damage dealers, and this part gets complicated.  Similar to MMOs, AE damage is everywhere, and that’s a rather massive disadvantage to melee classes.  Stealth plays a very minor part of the game, as it only impacts the start of battle – there’s no way to get back into it.  Positioning also doesn’t appear to have any effect, so no backstabbing here.  Finally, casters are not bound by manage but by cooldowns.  4 spells or so is usually enough for a full rotation.  All told, that means that you’re likely going to want ranged attackers.

So let’s review the companions, in the order I encountered them.

Verse

DPS role, either dual wield in melee or from range with a bow.  She has a stance that improves her damage if she takes damage, but you should only ever have her in light armor.  The ranged skill selection is rather poor as compared to melee, but it’s next to impossible to keep her alive once she gets into the fray.  That said, there are some amazing bows in the game.  Might, Finesse and Quickness are your friends.  The solid part here is that you can set Verse on pure AI mode and not have to worry.

Of special note for Verse in Duelist mode.  Three Whispers stance, Killing Spree, dual wielding, high speed and Volcanic Weapons makes for some rather interesting combat mechanics.  Every hit will shoot out laser beams of elemental damage, and she will be hitting quite a few times per second.  She’s essentially a lawn mower.

Barik

Pure tank, made to take the big hits.  It takes a while for taunt to work on large groups properly, and he lacks defensive cooldowns, but he gets the job done.  Giving him a couple spells to self-manage is good too.  His combo attack with Verse is insane.  Putting stats into Vitality, Might and Finesse are a solid bet.  Unless you’re making your own tank, he is miles away the best option.

Lantry

The source of the healing sigil (talk to him for a bit), he’s a solid mage option to either nuke or support your team.  The only character with a res spell, and he can have the highest lore score of all characters (including the PC) – meaning the most devastating spells.  His combo with the PC is a massive AE heal from the group, which is extremely valuable.  Wits, Quickness and Finesse the stats you want to stack.  He’s the only true healer in the game, and with tweaking can cast the best spells.  Really hard to dismiss that value.

Eb

Casts water and gravelight spells, and is a serviceable mage overall.  She’s quite good at crowd control and knockbacks, as well as draining enemies.  I find that playing with her is more of a skill/talent affair as compared to customized spells – and in that regard, the AI is really the issue here.  I like enemies to stay put on the tank, and that’s hard to do with Eb.  She’s a mage, so Wits, Quickness and Finesse are the stats to take.  A pure DPS mage, you need to invest in her Lore skill early to get enough skill upgrades to work in the late game.

Sirin

The group chanter, which is a similar role found in Pillars of Eternity.  This is a set-it and forget-it character, as it takes a while to build up enough power to cast spells.  I dislike that you cannot build your own songs, and that the ability to sing 2 songs takes until Act 3 to really unlock.  The songs are ok at the start but quickly get eclipsed once you upgrade other characters.  She’s quite strong in AE fights, but when against a boss, she provides little value.  The best benefit from her is a rather deep investment in her talent trees, which is unfortunate.  Wits, Quickness and Finesse here as well.  I like the character story-wise, but always feel hampered when she’s in the team.

Kills-in-Shadows

A melee DPS/tank hybrid that is meant to deal big hits. Some of her best skills are from stealth, so you only get to use them once per battle (if pathing works).  She has next to no armor and takes a massive beating if she does end up tanking, without some talent investment.  She can’t wear armor, but can equip a 2handed weapon in 1 hand.  Might, Finesse and Quickness are the best stats here.  On paper, her best build is an unarmed melee attacker, as when she hits, it’s a massive amount of damage.  In reality, she rarely hits and takes all the hits, dropping like a fly.  There is so much potential here…She even has some late-game accessories that improve her damage further.  There’s a pile of potential here.

Player Character

I play mages in my games.  Tyranny lets you build spells, and the power of them is limited by your Lore ability (which improves as you level).  I can de/buff, heal, and damage – but not tank.  The mage talents are solid enough, especially the last one.  Leadership after that is pretty good too.  Remember to train Lore between level ups.  If you do this every time, then you’ll likely be around 150 Lore at the end game.  Of particular note, Frost deals the most consistent damage, Lightning for the stuns, and finally Fire due to resists.

That said, a tank is also a solid option, as you have tons of customization options available to you.  Barik does a more than serviceable job, but you can be essentially invincible by mid-game.  Even swapping out the shield for more damage is a good option.

Melee DPS, that’s a weak point in this game.  There’s too much AE and you’re made of paper.  Unarmed deals a pile of damage but is bugged.

Ranged (bow) DPS has some solid options, but still feel highly limited when you compare them to mages.

My Party

For now, my Party consists of Barik, Lantry and myself.  Verse is there as a passive DPS increase as she provides more value than Sirin, more area control than Eb, and none of the bugs of KiS.  Once the unarmed attack bug is fixed though, KiS is going to rock it.

BlizzCon Bingo

blizzcon-bingo

 

Feel free to play along.  Inspired by Wilhelm’s post.  I think there’s a fair mix of probable (WoW movie) and unlikely (Diablo Mobile).  Then there’s guaranteed (Sombra).

Not expecting anything mind-shattering.

Da Rogue and 7.1

7.1 is out.  I need to run some mythics to give Kara a shot, which is a different attunement process than what I thought was due.  Something around a class hall quest is what I thought.  Oh well.  Seems Kara is tuned as a 5 man raid as well, so perhaps I’m going guild shopping…

And the bugs.  Lordy the bugs in 7.1.  There is little Blizz polish on this patch.  Heck, sheathing your weapon crashed the game for most of the day.  And class balance was more or less a % increase/decrease to classes, with no real mechanical changes.  You know a spec is bonkers when all its skill get a 15% flat increase in damage.

Making Gold

7.1 brought in the blood vendor.  Everyone was sitting on piles of Sargeras Blood as it was BoP and used only for crafting.  The vendor lets you swap the blood for a set of crafting materials, which flooded the market.  Starlight Rose went from 150g to 35g.  So what do to?  I bought about 1000 of them, because the market will eventually bounce back up to a higher number.  Let’s say it reaches 100g per.  That’s 60k profit.  Not too bad.

Felwort, for some really weird reason, has spiked in price.   It was running between 300-400 per.  I sold 70 of them for 500g (Mobile Armory is an awesome app).  Put that into perspective – on the ride to work, I sold enough Felwort to pay for a month of WoW.

I am not putting in any extra effort here.  My Felwort comes completely from the WQs (you get 5+1 per quest, and maybe some seeds).  Starlight Rose are picked up in the various Suramar WQs.  And my DH and Monk have herbalism, so there’s some overlap.

Anyhoot, herbalism alone has made me about 300k this expansion.  No flipping.  No crafting.  Just plain ol’ farming when I can see the mats near my quest objective.

Rogues in Legion

I’ve played a rogue since day 1, and as a main for vanilla, BC and LK.  Subtlety was for PvP (still the most suitable), Assassination was for regular PvE (even when bosses were immune to poison) and Combat was the ugly step child.  Pick Pocket and Lockpicking meant something during those days.  Member-berries!

Anyways, Legion rejigged all 3 specs, though Assassination the least.

Subtlety is a 3 button spec, where the best talents are all passives.  I personally think that’s pretty dumb, given that it was the most complex rotation for the longest period of time.  Good PvP players are found with a high skill ceiling, and Sub was the spec.  Not so much today.

Assassination is the poison/mutilate spec.  It is incredibly slow to play, with little variance.  You keep Garrote and Rupture up, then Evenom at -1 combo points.  Very bad AE, and no real ranged attacks.  It’s great for running old content, as you get 20% movement while stealthed, and Fan of Knives is more than enough to clear packs.  It is the slow and steady spec.

Outlaw (renamed from Combat) is the slot machine of WoW specs.  It is based entirely on a single finishing move – Roll the Bones -which literally rolls some die to determine your buffs.

17wo3bu

The above diagram, while sarcastic, points to a core issue with the spec.  When you get that 6 buff roll, you are a living god.  The DPS spike is absolutely massive.  If however, you get a 60% roll and a cruddy buff, then you’re stuck fishing for a better buff.  And if you’re even more unlucky and don’t get any procs, you could be energy starved for a long time.  Doing little damage.

So yeah, the DPS works itself out to being even when you take all the % into account.  The spikes are mana from heaven, the lulls are nails on the chalkboard.  And it’s not like they can buff the % chance to get 3 or 6 roll, cause then everything shifts to OP.  And by buffing the base skills, it makes the 6 roll spike even more absurd.  Maybe they can baseline one of the buffs (TB, or SIW) into a finishing move, so that there’s less variance overall.  Right now, it feels like I’m in a casino when I’m playing Outlaw.

But I have a Grappling Hook, a pistol shot, and a parrot, which is nice.

Alt Time

I’ve been able to find a few last pieces to get my DH to ilvl 850, which is sort of the cap for casual play I think.  It’s not that he’s immortal but with a particular artifact trait that heals me when I deal fire damage… I can take on 5-6 elites in Suramar without dying.  This is not something my Brewmaster can do.  To top it off, he’s 1 run away from maxing out the Withered Army training – in terms of chests remaining.  And aside from the 400 or so rep provided, the only thing left there is the chance at the cat mount.  My Brewmater long ago finished up that chain, but one of the Monk hidden artifacts is found in that chest… so more runs needed there.

All that to say, that for both of those characters, progress is now stuck” at running dungeons.  I like dungeons, I do.  Finding time to do them is a bit of a gap now, though I do have quite a few quests locked in there.  Plus the whole Mythic not being part of LFG is a little annoying.  They are both still actively doing Artifact research.

So, that means alts come out of the woodworks.

At 100 I have a Shaman, Hunter, Druid and Rogue (this guy dates from launch in 2005).  2 of them are in the Legion pre-event gear, so around ilvl 700.  The rest are in WoD gear, so around ilvl 640 or so.

That’s a heck of a gap.  I completed all of their artifact quests and got the Shaman to 101.  Those quests all scale with ilvl, not actual level, so there wasn’t a huge challenge.  Scratch that, my Hunter died a half dozen times in that quest.  I went Marksman, which meant no pet…likely the cause of the pain.

Real world questing is something different.  My Shaman hit like a wet noodle.  My Rogue… wow.  I remember this guy just being walking death.  I died on the first quest in Stormheim – twice – not only because damage was so low, but the defense and health was as well.  I stuck with it for a few quests and got 5 gear upgrades along the way.  It’s starting to feel comfortable again.

It’s also a large shift from playing a tank, where the strategy is to round up 5-10 enemies and go to town.  DPS roles are meant to pick their targets, as AE isn’t exactly a strongsuit.  Plus, after years of playing a particular spec (Assassination), it’s rather clear that there’s a better alternative (Combat).  That means I need to hit 102 to unlock that artifact.  Not exactly a challenge, given that I’m likely sitting on 10 levels worth of rested xp.

It’s an interesting progress – going from focused goals and depth, to a more scattershot approach to the game.  I don’t have any particular goals other than just playing and having some fun with the various class quirks.  I figure by the time the rogue hits 110, I’ll just park him and do the various WQs for clear gear upgrades, then work on the next one in the line.

I do have a DK sitting at 94…

Two Sides to Suramar

Monk finally hit 8000 rep with the Nightfallen, which opened up the 2nd last bit of Suramar and the 2 final mythic dungeons.  A month after launch and just over 2 weeks after I hit 100.  I’m sure this could have been done faster if I had paid attention, or in effect, cared to reach this point.  The truth of the matter is that these 2 dungeons don’t really mean anything to me right now.

The quests though, that’s the shindigger.  Getting to this point unlocks a half dozen or so quests. Let’s cover that, without too many spoilers.

First, it throws you back into the city proper, the lower west side in the Waning Crescent.  Super enough, the majority of the city quests take place here anyhow, so I’m familiar with the area.  It splits into 2 parts, nothing too fancy.  Except one guy you need to bribe with 1200 Ancient Mana to start the next quest – and he gives you no help or reward for it.  It feels like I’m feeding a junkie.

While the quests aren’t fancy, they do send you to the east side of Suramar.  There’s a reason people don’t go to the east side.  First is that every 2nd enemy can see through your disguise, and the ground design is full of small walls that make it feel like a maze to get out of.  Second, every enemy seems to be an elite.  Compared to the west side, where my Brewmaster can tank 8-10 enemies, I can barely take 2 on the east side.

I died more often on this tiny questline (4 times for one particular quest, as the target was below me) than I did my entire leveling experience.  And it was frustrating because it felt like the cards were just simply against me.  That NPC that was pathing would suddenly stop.  That tiny wall that I could walk over elsewhere, suddenly I couldn’t even jump over.  AE everywhere.  Large chains of enemies.  Dead end hallways.  And all of this to a) find an NPC, b) talk to 3 more, c) click on one on a boat, and d) kill one that is completely isolated from the rest of the map.  The quest activity was easy.  Getting to the quest marker was the challenge.

Note to self – avoid the east side.

Artifact Progress

I hit rank 5, which gives 200% yesterday.  That unlocked a new quest line from Xe’ra.  One that showed how Illidan changed from night elf to illidari (which actually makes less sense after seeing it).  The other was essentially you playing as Illidan on the final Black Temple raid battle.

Now that was cool.  Even though I knew the end result, the joy of taking out an entire raid, healer by healer, was pretty neat.  Seeing that 1 guy go AFK for the battle had me chuckle as well.  So far, that portion of Legion is working out well enough.  Sure, running around the world to view a cut-scene is dumb, but the lore from those scenes is actually pretty good.  And it smartly references Illidan without the whole “the Lich King will have coffee with you now” from previous expansions.

When the Shark Got Jumped

I really like Wildstar.  My guides generate consistent page views.  I played a fair chunk of the game but it dropped off my play list just as most games do.  I am not a raider, certainly not one that can raid at the level that Wildstar demands.  I much prefer the casual approach and after a couple months, you’ve just seen and done it all.  I like dungeons too, but the queues, last time I played, were hours long with no goals.

When Wildstar went F2P (a near year later than most people thought it would), it brought in the bane of all games – lockboxes.  I have a general hatred for lockboxes as I do with most gambling.  It preys on the mathematically challenged.  It’s worse when there are lockbox-only items.  Most games start off innocuous enough, with cosmetics in those boxes.  Eventually they creep up to low level gear, or mounts.

Wildstar recently announced that they are going to offer lockboxes for raid content.  I am struggling to think of a western MMO that does this (many eastern ones do).  So while you can’t buy them directly from the store (yet) they will drop from raid instances and be tradeable.  So you’ll be able to get the rewards from a raid without running a raid.

2016-09-22-lockboxes-and-you

And I find that rather sad but perhaps at the same time, to the point.  Why bother with actually playing the game when you can just bypass it all with a couple dollars?  I mean, who wants to actually play the game when you can just bypass all that crud, stand in the middle of the crowd and sit down cause there really isn’t anything left do do anymore.  And then the stop playing, which means more money lost.

And what’s the escalation point after this?  Lockboxes will now contain all the items from the game, regardless of where they come from.  What exactly will people be buying after this?  What could be better?  I don’t see any carrots left.

This brings back to mind the whole Allods fiasco, where the game was great, but with a horrible business model.

I really hoped that Wildstar would be able to find a footing. I still do.  I’m of the unfortunate opinion that they, like the dwarves before them, dug too deep with greed.

Demon Hunter Alt

My monk is over ilvl 330, so Mythic dungeons are what’s left.  I still do dailies when I can, slowly working on the Pathfinder achievement.  I have alt-itis though, and picking #2 is challenging when you have 5 characters waiting at level 100.

The purpose of an alt is to provide a different experience and playstyle.  My monk has done nearly all the quests available, and that experience will be the same next time.  What’s left is the Class Halls and the minute to minute gameplay.  I like dungeons, but the DPS queue is around 40 minutes, so that more or less rules out pure DPS for an alt (Hunter, Rogue are out).  My druid (boosted in WoD) is ok, but always feels like a dumbed down version of a real class – it just doesn’t stick with me.  Plus, there’s only so much bear-butt and cat-butt I can stand.  The Shaman is woefully underpowered as Elemental, but plays great.  That leaves the Demon Hunter.

Considering that this entire expansion is focused around demon hunters, I think the story portion will play somewhat differently.  And the playstyle, while closest to the monk, is certainly different than any other class.  You fly around all over the place, and that free glide ability… that will make my life a whole lot easier.

The class hall itself requires gliding to get to.  The story is interesting enough, and the 2 weapon quests are good.  It feels a bit weird to be playing as the bad guys from BC, but at the same time, the lore behind it all is quite entertaining.  I’m not a fan of the hall layout, but the NPCs within seem more alive than in the other halls (druids excepted).

And I’m alternating between both the tank (vengeance) and DPS (havoc) roles, to see which fits better.  Tank is really hard to kill but doesn’t have the dash skill which makes movement a breeze, and somewhat low damage.  The DPS moves like a kite in the wind, but is made of tissue paper.  More tweaking required…

I Liked Pandaria

First note, Stormrage queues are still in the 3000s, and waits nearing 2 hours.  Still no peep from Blizzard on the issue.  No other server has a queue above 10 minutes.  It’s fine from the outside, since I haven’t renewed a sub, but it certainly blows chunks for those that are trying to play.  Getting a DC and sitting in a 90 minute queue has got to hurt.

Expansions

I like ’em, plain and simple.  I like the fresh(er) take on a game.  It fits a good spot between horse armor DLC and sequels that are just re-skinned games.  MMOs have a very poor track record on sequels, and their concept of DLC is either patches or the item store for sparkle ponies.

But an expansion, woo, that scratches an itch.

I played through a half dozen with UO, similar with EQ.  I tend to go back to older MMOs when they launch one – RIFT being a good example.  Not only do you get the new content, you also get whatever patches were put in between when you stopped and now.  Aside from the people (which are really the basis of an MMO), playing the game every 6/12/18 months is a really good deal.  For $15, you get a ton.  For $50, you get the expansion and everything before it.  The downside is that you have to relearn all the acronyms.

WoW Expansions

I made Asmiroth, my Rogue, on launch day in 2005 on Stormrage.  The servers barely worked until January 2006.  While my Rogue was the main, I also ran a hunter to max level.  I tried PvP servers, RP servers, all the classes… but the time investment was crazy.  WoW vanilla was better than other MMOs of the time, but looking back it was really rough.

I played all the way until Burning Crusade came out, raided for the first bit there and then moved on to other pastures.  Enough to get my Netherwing drake mind you!  If I remember anything it was that BC was hard and flying was a massive accomplishment for survival.  There were no catchup mechanics, and gating was a nightmare.  That said, the world was solid and interconnected, dungeons were fun, and there was a reason to log in daily.

Lich King I raided a tiny bit at the start, managing a few 3DS attempts and then life took over again.  I came back for ICC.  Catchup mechanics and LFD showed up here, which were amazing for my casual playstyle.  There was too much Lich King for my tastes, and a simplification of many parts of the game.  DKs were way OP.  This is the expansion where you could clearly see the shift from “hardcore MMO” to “casual MMO”, for better or worse.

Cataclysm I played for about 2 weeks.  I am truly struggling to recall much good from that expansion, aside from making alts a joke to level up.  I did get to try Firelands mind you, and that daily zone was solid.  I truly believe that if Cata had followed BC, it would have been a success.  The problem here was that the pendulum swung so far from the ease of LK to the bash-your-head of Cata dungeons that people just gave up.  LFR showed up here because less than 1% of the population ever set foot in Firelands heroic.  This expansion was the death of “hardcore MMOs”, for every game on the market.

Pandaria I played  a lot, both at the start and at the end.  The island of open quests and gear pinatas was cool and fun.  I really appreciated the lore here, even though it had nothing to do with Warcraft.  The zones were great, monks I liked, dungeons were fun.  Unfortunately the devs didn’t understand what worked in LK and what did not in Cata.  We ended up with daily quests for everything, gating a lot of stuff.  Which is too bad, because there was a great opportunity for more content.  Scenarios were great.  Proving grounds were an amazing implementation. Re-roll tokens were good.  Raids were smart.  The farm was neat.  The big picture worked, but the reason to log in daily didn’t work until the Timeless Isle was introduced, way too late in the game.  Plus, it took nearly 2 years to get the next expansion.

Warlords I played for about 2 months.  Well, more specifically I played the actual content for about 2 weeks or so, the rest was sitting in my garrison playing farmville.  I completed 1 dungeon and a few raids in LFR.  If I recall, I was making about 2K in 15 minutes of work per day across all the alts.  This was another pendulum swing from Pandaria.  No more dailies, do what you want, when you want.  Open quest areas.  Dungeons were useless past the first 2 weeks.  1 patch (selfies are not a patch).  Even the lore (aside from sending Gul’dan to start Legion) is meaningless.

As for Legion, I’m about 5 days in.  Once the server stabilizes, maybe I’ll go back.

Take Away

BC, to me, was an extension of Vanilla.  It mostly addressed bugs and provided some new content, with some tweaks here and there (most notably adding flying and removing resistances).

Lich King on, we saw iterations on design and a generalization of MMOs, and each expansion made some rather significant changes to core systems.  Sometimes the changes were good (talent tree revamps, as only 2-3 builds are ever viable), sometimes not so much (the badge system is the answer to making content relevant).  Each expansion feels more like an interconnected sequel, where you can import a previous save, as there are few ties to what came before.

Not that it’s a bad thing, so much as understanding that the people who liked hot dog v3 and have eaten nothing but that for a year and a half, may not be all that pleased with hot dog v4 when they can no longer get v3 at all.  That puts a lot of trust between the players and developers.  Even more so since there’s a vendor down the street that’s selling something that look a heck of a lot like the v3 hot dog.

And I think it’s fair to say that WoW passed that point a while ago with the majority of it’s playerbase.  People return to the expansions with a hope of nostalgia.  They get a hint of it, then find a crunchy bit they don’t like and move on.  I know I’m in that bucket.  Time will tell how many other folks are there too.

MMO Rushers & Entitlement

I’ve been on the WoW forums for a bit now, trying to get a heads up on the Stormrage queues.  You know what keeps people from posting on forums?  A working game.  Cause once things are unplayable, or monotonous, then you get some very interesting posts.

Aside from the 3 hour queue times on Stormrage (which are apparently the players’ fault, since they rolled on a busy server over 10 years ago), there’s one particular theme that’s popping up a bit more.  And that’s entitlement from the rushers.

Apparently, 2 weeks after launch is an appropriate time to a) release raids, b) flying, c) maxed out artifacts, d) deep knowledge of every dungeon and skippable area, e) go-go runs on mythic, and f) have maxed out the Suramar rep.

Each of these items has been stated by the devs to take months, with various catch up mechanics along the way.  The people chomping at the bit are from a wide variety of places but they all have 1 thing in common – they rushed to end game and are more or less, maxed out.  They have the loremaster achievement (the one that will eventually unlock flying), which meant hours of grinding.  They are sitting at ilvl 850, which requires a fair chunk of dungeon grinding.  They’ve maxed Suramar rep and have a lot of points invested in a single artifact.  They immediately boot warlocks from any LFG group.  And they deserve better.

Why?

Entitlement is based on the concept of having something, and setting expectations to be the same in a separate environment.  Sort of like teens who never cooked/cleaned at home, end up in college and are totally lost and expect others to do the work.

In WoW (and the same thing happens in other MMOs when they launch, as compared to WoW), the content drought is so severe that people play for a year+ with the same set of rules.  MoP to WoD was disgustingly long, and people were loathed to give up flying after 10+ years of it.  Then WoD gave them flying, super powers, amazing gear, LFR pinatas and essentially made everyone a god.  Legion comes out and you hit like a wet noodle, lost all the perks you had before and are told you have to wait months to get them back, if at all.  Did I mention that Inscription was gutted since glyphs were almost completely removed from the game? And you’re paying a company to do this to you.

So yeah, I can understand why people feel entitled.  They paid their $60 for Legion, they paid their $210 (patch 6.2 was June 2015) to play from then on.  They were allowed to eat their fill from the trough for all that time, only to have it taken away.

Counterpoint, those people are not who the first 3 months of an expansion are for.  Blizzard isn’t so dumb to think that those hardcore players are going to leave, no matter the hardships.  They will post til their fingers bleed but they will still pay their monthly fees.  The expansion is for the group of people who were not playing in 2016.  It’s a spike in sales and Blizz wants that long tail to stretch as far as possible.

Because at the end of the day, the only thing that matters to Blizz is the amount of subscriptions.