What We’ve Wrought

Appropriate link to Hawaii coming through with tabled legislation on Loot Boxes.

It’s a bit like Icarus flying too close to the sun, and of course it’s EA that triggers the change. They are part of the 1-2 punch of game developers after all.  There are 2 main points to this, restricting loot boxes as if they were gambling (21+), and displaying loot odds.

Now, if I recall China did the same a few years ago.  Blizzard complied by giving the loot boxes for free when you bought currency.  If you’re not buying the box, then there’s no need to disclose the odds.  This has worked fairly well since Blizz pulled in $4 billion from all in-game transactions in 2017.

I’ve stated previously that I don’t think loot boxes fit our current definition of gambling.  Gambling today assumes that you get nothing, with a chance to get something.  Loot boxes always give you something, with a chance to get more things. Imagine if playing the lottery always had a payout, even 10c.  That would require a massive investment to distribute payouts to everyone… but software companies already have that link.  That’s not to say that the definition of gambling doesn’t need to change.  Plenty of other laws have changed.

Age restrictions – that one I can get behind.  There are no 16 year old whales.  A 16 year old with that much disposable income is much to smart to spend their money on virtual items.  Loot boxes are addictive, and they do a great job of nickel-and-diming you forward.  That’s their intended design.  21 is the same age as most other controlled substances in Hawaii, so the number makes sense to them, and easier to align with other legislation.

Displaying loot chances… does that discourage the people who are buying loot boxes?  Whales are keeping the games afloat, it certainly won’t impact their behavior.  Well, unless they are min-maxers finding the best route to an item.  It won’t impact addicts either.  Maybe it will impact the regular Joe, or stop someone from even starting down that path in the first place.  People knew for years that smoking killed, didn’t make a dent.  Change all the packaging to put cancer-ridden pictures (along with lots of restrictions on where to smoke, and services to assist in quitting) and the rate of smokers plummets.

Change for changes’ sake rarely works out.  Consumers are called “the money” for a reason.  Values and ethics have not caught up to the change in technology.  We can’t go 5 years without some sort of disruption.  It’s a heck of a time to be watching society playing catch-up.

 

Random Bugger

Monster Hunter feels like a game of plateaus, sprinkled with randomness.  There’s something to be said about hunting a dragon for 45 minutes, then taking it down with a fraction of life remaining.

The randomness first.  Enemy behavior is based on code.  They have specific move patterns, and those patterns can change based on a few factors, mostly environmental.  If there’s another large prey around, expect a battle between them.  If they are under 25% hp, expect them to enrage and use a different skill set.  Some movement patterns are restricted due to the space on the map – space between you or space to the wall.  The randomness is which of these skills are used, against which target.

Diablos has 2 killer moves – a quick rush and a burrow attack. Both pick a target, beeline to them, and can shift a few feet left/right.  They can also trigger this move without a whole lot of warning.  Or you can stumble on a rock, or a bush.  Or just run out of stamina and get stunned.  Or, you can take a minor hit that knocks you down, and then he’ll charge you for a quick trip back to base.  That’s a bugger.

Randomness at low percentages plays against you the longer the fight draws on.  Say it’s a 5% chance of a tweak to a move that can kill you.  If he uses that move every 30 seconds, then your odds of seeing that tweak are a lot higher after 30 minutes than after 2.

WeaponTiers

Weapons have a clear tier structure, and each increases some portion of power.  For the quarter of the game, it’s just numbers.  More damage = quicker fights.  After that point, elemental damage plays a much larger role.  For the 4 basic elements (ice, thunder, fire, water) it’s pretty obvious that the damage is welcome.  Dragon is a bit different – enemies that deal that damage are usually weak to it.  This is weapon #6.

Why have a normal damage weapon?  For quests that require you to take down more than 1 enemy, who have competing resistances, and for times when you need to explore a map and don’t know what you’re going to find.

There’s a fair chunk of grinding to get the pieces needed for each item.  Thankfully there are wishlists that let you know once you have all the parts.  Still.. having to take on a 20 minute hunt for 2 items, and only 1 drops at a time, that’s a bugger.

Armor

Oh what a fun thing you are.  They say “defense wins championships” and that is certainly the case with MHW.  There are some fights where you will simply die in a single strike.  Diablos is one.  Pink Rathian is another.  It is not possible to avoid all damage due to the randomness listed above.  You can certainly avoid the big hits for a long time, but eventually you’re going to get hit.

There are 3 ways to reduce the impact of the damage – armor, resistances, and buffs.

Armor is pretty straightforward.  You have 5 slots, each with a number.   If you are in starting gear (for the skills on the gear), then you likely have ~30 armor total.  You need more like 150 to take a hit from Diablos.  I am at 171 now and I’m sure I could use a boost to something better.  But then I’d be giving up a lot of skills, which is a tough trade off.

Resistances are a pretty straightforward % decrease to specific attacks.  You want more fire resist to be able to take a fireball hit.  This is tough enough since a piece with a decent armor score and a decent skill may have a negative resistance score.  I find that the most important two are Fire (burning) and Thunder (stun).

Finally buffs – either from armor (defense boost), food (defense (L)), or nutrients.  These are extremely useful.  The downside to food and nutrients is that they are temporary, and food buffs cannot be reapplied for 10 minutes.  In the 2nd half of the game, there’s a chance that the mission will not start at a camp base, meaning that you really should be eating before leaving.  It’s a bugger when you die before that timer is done.

Breaking a Wall

There are two parts here.  Damage is what you need to kill a monster before the timer expires, and to reduce the chances of having a bad random event.  You need to have the best weapon possible, based on the available list, with the appropriate damage type – at the very least the “neutral” damage weapon should be always at max.

Armor is what you need to survive those bad events.  It allows you to experiment with new tactics and figure out how to optimize future runs.  If you are dying in 1-2 hits, then this is where you need to invest.

 

 

 

The Slide of Content

The more I think about this, the more I think about training wheels.

Great games have a large amount of complex, intertwined systems that allow for player agency.  You can pull a string here, and then something way down the road changes – EvE is a good example.  Amazing games have the ability to simplify this complexity, allowing for a “easy to play, difficult to master” gameplay model.  It’s a tough balance though, as often times the simplicity takes precedence and the complex under-systems get cut (looking at you WoW).

Further, many games have a tutorial (either in name or in practice) that gate the complex content until further along the process.  I don’t mean power gating, where your attack power or defense gets improved.  More like moving from ground combat to air attackers, or putting in active dodging.  The content available is typically linear, so as not to drown the player in complexity.  Smaller drips and tests, then move on.  A few games have systems that are so complex that they just put it all out there to start (most survival games).

Monster Hunter takes an interesting approach, in that the intertwining complex systems are generally available at the start.  You have 14 weapons.  You have armor.  There are tons of enemies in the first area.  Nearly all the quest types are available.  From there to the Anjanath, it’s a fairly gradual skill progress.  There are minor systems, but nothing terribly obvious or complex.

Then you open up the other half of the game after a couple missions. The maps turn vertical. Charms show up.  Environmental damage.  Modified armor and skills that stack. A very large weapon tree. I recall the start of the game going about 4 hours before understanding even the basic items, then it sort of worked out.  I feel that this is quite similar to a system dump of options, bordering on overload.  It gives that feeling that you have to do everything rather than focus on what’s important.

Compounding this is the concept of optimization.  Often, you move from one mundane task into more complex ones.  Finding a way to stop doing the mundane.  For example, in UO I spent a lot of time mining to supply my blacksmith with materials.  After a while, I had enough money to just buy the ore and produce at a much larger volume for the same time investment.  Other games have power curves, where enemies simply die faster since you are stronger – orders of magnitude stronger.

That is much less evident in Monster Hunter.  The first time you take on any big game it’s usually a 20 minute battle.  Your power goes up sure, but you’re still not talking about taking down a TRex in 5 hits.  The monster will still run away, evade attacks, you’ll get knocked down.  You can still die in a few hits if you’re not paying attention.

I guess that’s part of the complexity.  Your skill is as much a factor as the power and tools at your disposal.  And the factors you need to take into account just continually grow over time. I certainly feel like I’ve improved dramatically since the start.  I can read tells, avoid specific areas, spot beneficial items at a distance, know when it’s a smart move to sharpen the blades…all tiny things that combined make a large difference.

I have to say, I’m continually impressed after every session.

 

 

When Things Click

The gate has been breached.

The concept of “the zone” isn’t a new one. It’s been used in professional sports for some time.  For most people, the closest we get is when we roll 2 Yathzees in the same game.  Something in the air just lines up perfect and boom, things are going your way.  I’ve had sequences in D&D where the rolls were just non-stop crits (off-setting the times where I couldn’t hit a barn).

The seems to be more common in games with an element of chance.  For multiplayer games, this chance is the other people playing with/against you.  Maybe they all line up for a group headshot.  Maybe your team sequences their special attacks to put up a wall of invincibility & death.  A pre-made group has better odds of this, as you’re reducing the number of chances for negative outcomes and more of the positive.  I get the adrenaline rush of this, and counter, I understand why the toxic side comes out when random is random.

But single player games… woo.  The game number crunching is where you need to fit.  In some places it’s about learning the timing (Ninja Gaiden), in others it’s about the stars aligning with the pebbles on the beach (most open world games).  We’ve all seen some of the Zelda/Switch videos… where the open world allows for tremendous experimentation and super fast runs.  Awesome Games Done Quick is an event that celebrates speed runs, and is predicated on every second being in the zone.

But for mortal folk, we pray to the gaming gods for that one event, that one single run where everything goes perfect and you are more of a passenger than a participant.

T-Rex Attack

I upgraded a few bits and went back in with some bombs. I took it a bit slower once I found him, hoping to surprise him.  Which did work out.

There’s a particular move set that only occurs when you are above your prey.  You jump on their back/head and go saiyan. I managed to do that.  I was riding a T-Rex like a bucking horse.   It was glorious.

After he finally threw me off, he decided to run away.  I tried coaxing him back for the same type of attack but that wasn’t in the cards.  I did end up hitting him a few more times in the legs, enough for him to run off.

Right into a Rathalos.  A giant flying, fire breathing, poison striking beast of an enemy.  He picked up the T-Rex like he was a doll, then threw him on the ground (cue music).  Great.

He ran away, I jumped on his head once more and then he was limping off.  I had not realized where he kept his lair in the past.  Always too dead to make way there.  Anyhow, he ends up in the large tree area, where there are multiple floors, each acting like a trampoline.

For some reason he decides to take a nap.  Great time to lay out some bomb barrels.  A few explosions and he’s in the death throws.  Now, a few-ton T-Rex moving on a trampoline means that I am not moving.  It took another 5 minutes before I could find solid footing.  And once I did, a single hit to the back of the leg was what took him down.

Now, I’m not saying every dice roll was a natural 20.  But I am saying that I didn’t roll a single 0, and that once I did roll those 20s, it was glorious.

Now onto collecting some bugs.

T-Rex Gate

The quest – loot – upgrade cycle is underway.  I cleared out the main quests until Anjanath, the giant T-Rex with wings.  I upgraded my weapons as far as they could go.  I took out the baddies.  I looted and crafted and stabbed my way through a fair chunk of events.  I was taking out the mud-fish Jyuratodus with good efficiency.  Even the lightning-flying squirrel (Tobi Kadachi) wasn’t too bad.  T-Rex time!

I died in 2 hits.  1 hit that bit me, the other was a charge that took out 70% of my hit points.

Back to the drawing board.  Anjanath is big, and fire based.  So fire resistant armor and water weapons seems logical… let’s see.

Capturing Monsters

Capt Mud-fish is water based and I needed some loot from him.  Figuring out the loot dropped from him the first place was more guessing than anything.  I checked the investigation board for a quest and all I could find was the capture line.

Captures require you to drop them to ~80%, drop a trap, then stand in front of their heads and throw smoke bombs at them.  Then pray it works and they don’t eat you.  Oh, and you need to craft the traps and smoke bombs from environmental loots.  Well, not exactly true – you need a trap tool that’s bought in town, and can only carry 2 of them on you (more in your stash).  Anyways, long story short and my first capture was a complete failure until I understood those points.  Second attempt worked just fine.

Back to Leg Attacks

I really like the speed of dual blades.  The damage potential is amazing, if you can get everything to hit.  The full demon-mode super swing is like 20 attacks in a row.

The downside is that everything is always moving and hitboxes on legs are quite small.  It’s that age-old DPS simulation issue.  If everyone was Patchwerk (nothing but a meat wall), then dual blades would dominate everything.  If I can knock down something, then it’s insane the amount of damage that can be pumped out.  But that doesn’t really happen.

I tried another 3 times (max per quest) and wasn’t able to get much farther.  I’m going to have to do some more studying of this bugger and likely further upgrade my armor with speheres to take more hits.  It really isn’t that he hard to read, it’s that you can’t really make a mistake.  And mistakes are bound to happen due to the trees/cliffs/junk strewn about.  Even a wandering monster is enough to muck it up.

So that plan — shore up defenses, find a better spot to fight, try a better in/out attack pattern, and maybe, just maybe, load up on fire barrels.

Kitchen Sink

I still don’t really know what I’m doing in Monster Hunter World. It’s fun to play and experiment with the mechanics, but I am quite lost.

I can see that I can upgrade my weapon to something better, but I can’t tell what pieces I am missing to make that upgrade, or where they drop.  I just end up going with the flow of the game.

I can see that I can craft a whole bunch of items.. traps included.  Not why why I need them just yet though, or how to better manage my inventory of all the things I’ve collected.  Do I need spiderwebs?

There are quite a few quest types.  The main mission ones (assigned), optional ones (I think I can repeat them), investigations, deliveries, bounties and then open world exploration.  They are offered by different folk, with different criteria, for different rewards (that I don’t quite understand yet either).  Quite honestly, this game could be in a completely different language and I don’t think that would matter.

I will say that the act of Monster Hunting is a lot of fun.  I’ll see if I can get a video of it up.  I use Dual Blades, which are a very close ranged weapon, with set animations.  These animations cannot be cancelled, so you may end up pressing a combo that locks you for a second or two… and then the big monster hits you.  Timing becomes extremely important, as well as understanding hit boxes.  I’ve become partial to a slice and dash combo that does decent work.  And when I see the monster setting up something large, I go for the 6 second demon slash combo that just looks like ginsu knives.

I will say that this is the first time I have ever been in the middle of a fight with a giant monster and been distracted by collecting footprints.  That is very weird.  One second I’m slicing away, avoid jaws of death, and then “ooooh, a doodle” and off I go.

Anyhow, in terms of main quest the Pukei Pukei is down. A giant flying T-Rex appeared in the middle of that fight.  I did what anyone would do, and ran away.  Which was cool, because more footprints/mucous/doodles!

If all of this seems like the ramblings of a mad man, yes.  That is true.  I feel like a madman.  I barely understand how all the pieces fit together and that’s just fine be me.  It’s a level of fun I haven’t had in some time.  And that’s the main reason I play any game.

Squishing Monsters

I am a Monster Hunter neophyte.  It was on my radar as a potential game, though the PC date of “fall 2018” doesn’t really inspire much confidence.  I never pre-order, and after some rather positive vibes and initial reviews, I figured what the heck and picked up a copy at my local game store.  (Side note, the reservations were low, but reviews were high, so their stock was near empty.  Brick and mortar stores in igloo-town have the same price point as online stores, just faster delivery.)

Syp would be happy with the character creation tool.  Everyone is human, mind you, but the options are pretty neat.  And you can customize your cat butler.  After spending a bit too long in this section (wonder if you can change it later…) I started up the main game.

It’s rare to start a game without training wheels these days.  Following the intro mission, which is just an interactive cut-scene, the game opens up pretty much every single system at once.  Every weapon type, crafting, eating, mission types, scanning… everything.  There’s a breadcrumb system to lead you through it, but it is a lot to absorb at once.

How are you supposed to select a weapon style from 14 options?  I barely caught that there was a training scenario were I could test them out, and even then, it’s about pacing swings more than understanding the nuances of each.  I opted for dual blades – short range, slash damage, has a super saiyan mode.

I finished the first quest, which boiled down to “kill 7 bears”.  There are items all over the place to pick up.  Either as slingshot ammo, gear crafting, potion crafting, food crafting… I don’t rightfully understand it.  The end of the mission gives you some time to collect the big bad guy.  I did learn that spamming the collect button makes it go a lot faster.  I also learned that the default action after ending a run is “sell all”.  Which is not what I would have expected, since all that loot is needed to make stuff.

Return to town and I opted to craft some stuff.  The weapon crafting is just… I thought that Path of Exile was obtuse in skill points… this thing is something else.  It’s a giant tree of options, none of which you know what they are until you craft them.  There are plenty of paths, and you can undo the choices (great!)  Impressive.  The armor crafting is a bit simpler, in that there are distinct items with benefits.  You can mix and match pieces, and each one has a linear power upgrade.  That seems simple enough.

I don’t quite get food/potion crafting yet.  I’m sure that will come.

I don’t quite understand monster research either.  I did some investigation on footprints and mucus and so one, but I don’t quite get the relation to the active mission, rather than eventually unlocking more info outside.  It appears I break a leg… but I did nothing but attack legs and nothing broke.  I’m sure it will make itself clear.

I’m up to the Pukei-Pukei mission.  Very early on, but still a couple hours in.  It’s going to take a while for me to figure out exactly how all the pieces fit together.  It seems somewhat obvious that each system works with the others, I just don’t see all the links yet.

I will say that I greatly enjoy the art, music, and setting this game presents.  The world feels lived in, which is quite an achievement.  Items and services seem to be placed with purpose, and the various wildlife interacts with each other.  The time I spent was simply lost to looking around.  It’s a great feeling when 2 hours go by and it feels like 15 minutes.

There’s more digging and swinging to do.  I’m not convinced for the need to go online yet, but maybe once I get a better hang of things.  Should be a fun ride.

Updates Aplenty

Long form aside, here’s a quick list of weekend achievements, first in WoW

  • Monk (main) completed the steps to unlock flying in Legion.  He did so by completing a pet battle.
  • Monk completed the steps required for the class mount
  • Monk is halfway (?) done the Argus quest line – enough to unlock all the world quests, and armor upgrades to 925 for class hall heroes
  • Demon Hunter realized that to get the class mount, he needs to complete a the same chain of quests as the Monk.  He’s already sacrificed everything.
  • Rogue and Paladin, while 110, have not finished their class hall quest.  They are benched.
  • Death Knight is at the class hall step that requires a dungeon run.  Ehhhh.
  • Death Knight hit 110.

There are really 2 parts to this.  The Monk and the DK.

Most of the Monk’s time has been on the Broken Shores and the main quest line.  There’s a dozen or so steps required, and they cover pretty much everything the zone has to offer.  I think it’s a really solid way to make people try everything out once, and see what clicks.

Flying is unlocked through reputation – and the main source is the main quest line.  Some of those steps are a bit more painful (waiting on a class hall quest), a bit more grindy (Sentinax marks), or even a bit luck based (killing 3 rares when none are up).  The last step was finishing 6 world quests.  I only saw 5, then remembered I hid pet quests.  Did that and the screen lit up.  Flying ahoy!

The better news was that I was 2 small quests away from the class mount.  Monks get Ban-Lu.  Here’s a neat art piece on the cat.  Oddly this is pretty much how my tanky Monk looks.

veli-nystrom-wow-monk-mount-final-preview-veli

Every other class needs to do 2 things.  Finish their class hall quest (which is a week’s worth of effort due to the timed missions) and do the Broken Shores quest line (a couple days’ worth).  DH may do it since the mount is neat looking.  Rogue and Paladin… nope.  Devs – note for you.  Paladins and Warlocks have had enough horses that are golden/green.

Death Knight

Heirloom gear is supposed to give more experience.  As per above, I have already leveled 4 characters to 110.  I think only the Rogue did so on rested experience.  All of them hit 110 by the 4th zone, though at different points.

The DK hit 110 on the 4th zone – though only 10 or so quests in.  Just before completing the southern part of the map.  I did not see the experience gains from heirlooms here.  The stat boosts are nice though and makes the gear/stat cliff at 110 more bearable.  Now it’s about picking the right world quests to get him up to 850-875.

What did save time was flying.  I decided to focus on that with the Monk before doing any questing after hitting 100.  While each level too the same amount of quests/experience, each of those levels was extremely fast.  The longest was 30 minutes and that was mostly due to 2 bonus quests that gave pithily advancement but large exp boosts.  The main speed boost was flying.  It cuts leveling time by 75%.

Now I’m stuck on a dungeon quest for the DK, a run through Nethalrion’s Lair.  And since I hit 110, I collected 3 pieces of artifact knowledge that were around 3 billion each.  So all the traits are unlocked on all 3 specs.  I don’t have any decent relics, but it’s something.  Time for some world quests.

Alts

Similar vein of thought here… WoW had a long history of being alt-friendly.  Leveling was a joke after the first few runs – heirlooms did all the work.  Getting to level cap was easy enough, then a few days of dungeon runs put you in a decent spot.  At least up until MoP.  WoD, garrisons and the rep grind did it in for me for alts.  Legion pulls back a bit on that, with the dramatic exception of the artifact weapon – in particular the power and time gates.  That’s been reverted now (AK is shared on an account, time gates on 3rd relics are gone, empowerment is gone).

Given that the focus for BfA seems to be a reversion of the “bring the player” mentality, with a renewed focus on class distinction, that probably means people are going to have more alts.  The leveling portion is one thing, but it’s the cap-level activities that will need to be balanced.

I’ll go back to my old recommendation with MoP – make proving grounds mandatory for each class.  Continue to have unlocks/achievements, but base those on the account – not the character.  To figure out if that alt can take on extra content, just put them in the proving grounds.  It’s not time locked, takes about 20 minutes to reach gold rank, and is a great way to figure out how class mechanics work.

Vanilla Servers

Nostalgia is a fun thing.  It’s based almost entirely on emotional memories, either positive or negative.  I’d hazard the majority of people have a large amount of positive, since we tend to scrub out the bad.

Video games are like that.  I clearly recall playing Mario/Duck Hunt in my basement as a kid.  The light gun stuck to the tiny TV.  Siblings taking turns.  I played it again 20 years later… not so memorable.

There’s a subculture in gaming that really likes the nostalgic aspects.  There are plenty of Ultima Online emulator shards that stick to a specific time period.  EQ has had progression servers for years now (though none are actually timelocked to my knowledge).  RIFT will go that route shortly with their PRIME servers.

WoW doesn’t have this.  It’s had a few public spats with emulation services, though I’ve only ever heard of those emulating the vanilla experience.  After many years of demands from a vocal minority, looks like people are going to get exactly that.

I’d expect the first few days to be just like when vanilla launched – broken servers.  Nostalgia is strong and I’m sure plenty of people will give it a kick.  And then after 2-3 days not having left the starting zone, they will move on.

And that’s the challenge from a provider perspective – people only remember bits of the past, not the whole one.

  • Talent trees with significantly poor choices
  • Quests ending at level 30, and filled with significant grind
  • No flying, LFG or summoning to dungeons
  • The Shaman / Paladin faction restriction
  • Priests that can do nothing but heal
  • Useless druids
  • Warriors that cannot heal
  • Healer rotations in raids (5s mana rule anyone?)
  • Hunters having no pets until the teens
  • Gnomeragan and Dire Maul (seriously, run these now at level and see what I mean)
  • Resistance farming
  • Farming for Tranq Shot
  • Actually managing 39 other internet people to complete a raid
  • Tuber farming
  • Faction farms (Argent Dawn)
  • No bag space, transmog, void storage
  • No cross-server groups

And vanilla was an improvement over other MMOs.

Don’t get me wrong, these challenges did accomplish something spectacular – they created a community of support.  You knew nearly every raider on your server, and most of the “consistent” players.  You needed them as much as they needed you.  The easing of the gameplay got rid of that sense… and it’s certainly debatable if that was a good or bad thing.

I won’t deny the appeal, and it’s clear some people want to re-live that experience.  I just prefer to look forward instead of back.

Update on the Death Knight

Apparently Legion opens up at level 98.  WoD ended before I was even halfway done with Shadowmoon Valley.  Yay!

Tank Swap

I swapped to Blood for the last bit of WoD.  It went better in that I finally had the ability to restore my health during combat, but the overall damage went down.  There’s clearly something wrong with the scaling numbers, as every piece I had was within 5 item levels of my heirloom gear.

Let’s just say I won’t be running a cloth-wearing alt through this anytime soon (sorry ‘lock!).

Legion Boost

I guess I should have guess since all the expansions seem to open up 2 levels before the original entryway.  I figured I’d run the Broken Short campaign and test out both real tanking combat with proper numbers, and get a piece of gear from it (~100 item levels upgrade).

Like tearing through wet tissues.  Or rather, exactly like every other tank I’ve leveled.  Clearly, there’s a number issue pre-Legion, since the balance is as expected here.  Tweaks a plenty in the next few months I’m sure.

I had forgotten that DK’s already had a class hall, what with Acherus there since WotLK.  I was disappointed that it wasn’t upgraded a little bit.   Monk’s kept theirs, but it looks neat.  Acherus feels like a teenager’s basement.  Good news is death gate, making travel to/from quite easy.  (Side note – of the halls I can access, my preference from best to worst – Rogue, Monk, Druid, Shaman, Paladin, DH, DK). The tanking weapon – Maw of the Damned – was quite easy to acquire.  It’s neat to see the Lich King again (or the new old one… confusing).

My fingers are crossed that this story line actually plays out.  The DK storyline really closed a long time ago, but since it was the Burning Legion that actually created the entire line…it seems ripe for opportunity.  So far though, underwhelming.

Heirloom Scaling

First, my armory link.

You can see that a) the armory hasn’t been updated since 7.0, since it doesn’t list tier 3 Heirlooms, and b) that the actual items scale at a lower rate than gear drops.  At level 100, they are ilvl 605, compared to some ilvl 700 items I have equipped.  That apparently changes at 101, where the ilvl jumps to 695 and caps at 800 at level 110.  Not really an issue, since I’m doing just fine combat-wise.  Better than fine.

I did spend the 25,000g to upgrade all the items, giving me 45% more experience gains for Legion.  I have no issues with the actual content in Legion, but I’ve leveled enough through the core and have the achievements set that it isn’t needed.  The downside to the ugprade is that one I’m done the DK, the only other plate wearer is my Warrior – whom I will not be leveling any time soon.  Odd enough given that I could use that exp boost on the cloth wearing classes.  Ah well, making that money back won’t be too hard.  I get a gold mission every day that nets a bit more than 2k.

For now though, I can get through the levels without having to worry about rested xp.  And if the timing works out, I should have Legion flying up and ready within a week.