• Category Archives Video Game Related
  • FINAL FANTASY XIV – Eureka Update

    With the release of Endwalker imminent (~20 hours away for those with early access) I’ve been spending the last 3 weeks or so re-acquainting myself with the game.

    Originally this meant completing Eureka with my first character, which I had skipped, but that only ended up taking a week. Turns out you can level quite fast by just showing up at any monster spawn, not dissimilar to the Bozja experience. Wasn’t able to do any Arsenal runs though since that character happened to be located on the Crystal data center, whose BA instances are completely controlled by a Discord group. Everyone else refuses to enter the place.

    So I’ll have to wait for a server visitation option to get added to the game before I can clear that.

    The next week was spent loitering in Eureka to make a few million gil selling expensive (and very rare) monster drops and loot boxes. The Tracker site ended up a true godsend for that goal. Partway through though I started thinking about how Shadowbringers has a bit of quest development locked behind completing all 4 role questlines; none of my existing characters met the requirements to accomplish that since they all had their own job-exclusive themes.

    Basically there were two options: Either level some of the ignored jobs on one or more of the existing characters, or create a 4th character. I originally went with the latter both because I like the whole ‘progression’ experience and I wanted a character on a non-North American server (all three NA data centers had recently gone down twice). But on this last day I also decided to go with the first option as well.

    Which meant raising Gladiator and Archer on my Soul of Magic (who will also pick up the new Sage and Reaper classes). Why Reaper? Because the preliminary EW patch notes mention that it’ll have five sets of role-specific questlines. So I’ll need a melee physical DPS class to see its bonus story bits.

    Future plans then include raising Arcanist and Machinist on my Tank-specialist, and Gunbreaker, Red Mage, and Sage on my ranged DPS specialist. Finally, the most recently created character will raise Astrologian, Dark Knight, and Reaper (no ranged physical DPS though because none of them even remotely fit their theme).

    Doing all that should take a great deal of time. Theoretical far-future plans include ~maybe~ raising Fisher on the SoM to see all the crafting-related role quests and creating a 5th character on the upcoming Oceanic data center (if the connection strength ends up too weak I’ll go with the European Light data center instead).


  • Pathfinder: WRATH of the RIGHTEOUS – Conclusion

    The game‘s fifth chapter is essentially just an extension of the third (with roughly the same amount of content as the previous chapter), while the sixth consists solely of the final dungeon.

    Nothing much to say about that 5th chapter really besides that it’s notably easier than the 4th and doesn’t have the same lack of direction as the 3rd. Also, at this time, nearly all of the items that should be dropped by the various demon armies… aren’t dropping. The final dungeon meanwhile is significantly better than Kingmaker’s in the respect that it’s both short and straight-forward, but equivalent in that you’ll run into some incredibly annoying enemies.

    This first complete playthrough went Lich and aimed for (and got) the Ascension ending. The Lich’s final chapter events are weird and somewhat disconnected/unfinished, but the path’s ability progression and army management aspects are solid. The special ending by contrast wraps up quite a number of dangling plot threads, but could do with being a little less impossible to achieve naturally (simply having the Stargazer decree completion text actually mention the date range would probably be enough). Also not thrilled how there’s an automatic 5-minute timeskip between the normal final boss and the Ascension bosses with no opportunity given to prepare for the second fight.

    With that out of the way any future playthroughs will no longer have to worry about time constraints. I did however miss out on getting the ‘Sadistic Game Design‘ achievement due to an unfortunately necessary companion respec back in the 4th chapter. Meaning I’m not quite done with avoiding resting like the plague and clearing sidequest areas with an exhausted party.

    Next up are simultaneous Angel/Demon playthroughs to flesh out the exploration/area listing I’m writing up that will be similar to the one I did for Kingmaker. Then hopefully on to finishing the Aeon playthrough that’s been languishing at the start of Chapter 3 before tackling the remaining mythic paths (probably doubling up on Trickster for Swarm, Azata for Gold Dragon, Aeon for Devil, and either Angel or Lich for Legend).


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter IV

    WotR‘s fourth chapter is the equivalent of Baldur’s Gate II‘s visit to the Underdark. You leave the kingdom management behind for a more standard RPG experience in a tiered cityscape.

    Size-wise it’s about the same as the Prologue combined with Chapter I, and stands out mostly for some prominent difficulty spikes. You’ll have streetside encounters with spell-happy or insanely overleveled demons and quest-related encounters with overbuffed enemy after overbuffed enemy. It’s pretty unpleasant all things considered.

    The other main feature of this chapter is the actual area itself. Instead of having a static map the buildings will change position based on which way your camera is rotated. Personally I thought this was pretty cool, but there are more than a few who seem to find it infuriating. More unambiguously annoying is that the game expects you at this point to have someone who can repeatedly cast Dimension Door to reach all the otherwise inaccessible rooftops. Usually you’ll find loot (often pretty damn good loot), though in one case there’s a battle with random enemies and in another there’s a superboss.

    Honestly I found the entire experience draining and can’t wait to get back the world map so I can start moving my armies around again.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter III

    The third chapter is where the second half of crusade management is introduced and about 70% or so of the world map opens up.

    Basically it’s a much simplified version of Kingmaker‘s kingdom management. You get advisory councils made up of various party members which let you make decisions to raise different sorts of stats and/or recruit different units. Aside from overall army morale, you don’t have to ever worry about a stat decreasing here or encountering a negative event that will destroy your city if ignored.

    As for buildings, they all pretty much now either boost your army or resource gathering potential. So (after a Teleporter) you’ll want to build anything that increases resources or reduces costs first, followed by anything that increases recruitment for your preferred troops, and lastly anything that boosts those troops’ effectiveness.

    Exploration-wise it’s pretty much identical though, meaning that visiting areas in the ‘wrong’ order is quite possible and can have you running into challenges you’re not yet prepared for. You’ll want to focus on your mythic quests first (which may or may not be immediately available depending on path), followed by the Greengates and Molten Scar-related questlines (along with any companion quests that trigger). After those you can take on the dragon, Wintersun, and the Ivory Sanctum. Blackwater should be saved for last because the enemies there are quite a bit more powerful than anything else in the chapter.

    If you want to visit every area efficiently (which is far from necessary since most sidequests only show up after a certain amount of time has passed), then this order will clear the map in 2-3 weeks depending on resting habits:

    Ruins of Ashbury Hamlet, Temple of the Good Hunt, Ashen Grotto
    Shrine of Sacrilege, Greengates, Molten Scar, Pitfall (Reagents)
    Scrubland by a Bend in the River, Broken Cart (Reagents), Grimwood
    Sacred Lands, Bloody Trail, Artisan’s Tower, Wintersun
    Ravaged Longhouse, Terendelev’s Lair, Heart of Mystery
    Burned-Down Shack (Reagents), Befouled Barrows (Storybook)
    Knapsack on a Tree (Reagents), Core of the Riddle
    Remains of a Disgusting Feast (Reagents), Crimson Dust, Ivory Sanctum
    Makeshift Lab (Reagents), Legacy of the Ancients
    Petrified Traveler (Reagents), Blackwater, Bones in a Pool of Mud (Reagents)


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter II

    The game‘s second chapter introduces the first half of the crusade management system.

    Basically, you get to control additional party markers on the world map independently of your own, each representing an ‘army’. You use these armies to destroy demon units and forts via tactical combat pretty much identical to the King’s Bounty games’. Each army has its own independent movement range (which doesn’t cause time to pass), and it gets refreshed each new day.

    So you pretty much want to go exploring/killing demons with your armies first, then follow-up behind them with your main party visiting all the locations they uncovered. The main exception is Leper’s Smile, which is located across the river to the north and can only be uncovered when right on top of it. It’s a nasty area full of swarm enemies that cause the confusion effect which you have to visit in order to progress the storyline. Then after that nasty area the Lost Chapel will eventually pop-up as a second nasty plot-required area where you may not have access to your whole party. For that location you’ll want scrolls of Death Ward and probably Haste if you can’t cast it normally.

    After those two locations the actual assault on Drezen is comparatively simple. You’ll want more Death Ward scrolls here, along with some Communal Resist/Protection From Element scrolls (2-3 fire and at least 1 acid) and Bless scrolls (for the Vrock spores). Also be aware that you won’t get the opportunity to loot the outside areas after you defeat the boss in the Command Room, so make sure to bring everything you want to keep/sell into that area.

    Overall this chapter is much more freeform than the previous one and the army combat offers an amusing diversion from the hectic mass bloodshed of normal encounters.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter I

    Well, I made it through the first chapter and even went back and did it again with a different character to see how things changed if you don’t skip the attack on the tavern. Turns out my problem was indeed related to turn-based mode.

    There’s apparently no longer any way to slow down the real time combat as there was in Kingmaker. Meaning you have to either pause a ton or switch to turn-based mode if you want to actually think about your characters’ actions. Both paths are viable once you acclimate to the superfast default speed, but it’s worth noting that some battles will become notably harder in turn-based mode (you can’t effectively kite there and confrontations with swarms of enemies will take ages).

    The difference between defending the tavern and assaulting the garrison early turned out to be fairly minor (the Nabasu that drops an Amulet of Devouring only appears in the Market Square post-tavern attack, assuming you’ve already killed the necromancer there), so you can freely choose between the hassles of ‘defending the tavern’ or ‘clearing the map in 3 rests or less’:

    —Day 1—
    Clear Thieflings’ Hideout & Wonders Shop
    Clear most of Market Square (skip northeast and southwest corners)
    Clear Wine Cellar and Blackwing Library
    Rest at Tavern for 9 hours

    —Day 2—
    Clear Silken Thread Atlier, Tower, & Party House
    Clear Gwerm’s Mansion & Topaz Solutions

    —Day 3—
    Clear Tirabade Residence
    Rest at Market Square for 9 hours
    Clear rest of Market Square
    Return to Tavern and Assault Garrison

    Current build plans to use on each Mythic Path:

    <Aeon>
    Judge 16
    Sohei 2
    Slayer 2

    <Lich>
    Hexcrafter 15
    Scaled Fist 2
    Mutation Warrior 3

    <Angel>
    Kinetic Knight 16
    Zen Archer 1
    Mutation Warrior 3

    <Demon>
    Scaled Fist 1
    Crossblooded Sorcerer (Abyssal, Dragon) 15
    Dragon Disciple 4

    <Gold Dragon>
    Sword Saint 5
    Scaled Fist 2
    Instinctual Warrior 5
    Mutation Warrior 8

    <Devil>
    Overwhelming Mage (Red Dragon) 13
    Dragon Disciple 7

    <Trickster>
    Eldritch Archer 6
    Rowdy 4
    Arcane Trickster 10

    <Swarm-That-Walks>
    Grenadier 20

    <Azata>
    Court Poet 16
    Dirge Bard 2
    Sylvan Trickster 2

    <Legend>
    Sword Saint 20
    Incense Synthesizer 8
    Mixed-Blood Rager (Celestial/Fey) 2
    Eldritch Knight 10


  • Pathfinder: WRATH of the RIGHTEOUS – First Impressions

    Originally I was going to wait until completing the game‘s first chapter before commenting, but after getting utterly destroyed by what should be trash mobs for like the 10th time I’m honestly not sure I want to play it much more.

    The first thing that stands out is the absolutely massive amount of character creation options available to you; I spent literally hours just looking through the various class/subclass progressions to try and figure out what character I wanted to try (ending up with a Hexcrafter).

    When you actually start playing though the first thing that stands out is how small everything is. The camera is very zoomed in, you can’t unzoom it very much, and the maps are pretty cramped… particularly considering that there’s a fairly ridiculous number of enemies lurking about on them. Numbers alone wouldn’t be much of problem if it weren’t for the fact that enemies are commonly 2 or more levels above you (and give practically no XP).

    House at the End of Time aside, Kingmaker was pretty well balanced as long as you knew what you were fighting. Here? Knowing what you’re fighting (demons, lots of demons) doesn’t matter much because you’re heavily outleveled and often outnumbered on top of it. Even knowing that the difficulty reverses itself later when the Mythic Path unlocks and you get to take advantage of broken synergies doesn’t much help in this early game when you have to re-load each encounter 5+ times to avoid having a single enemy critical hit 1-shot your party members.

    That this part of the game has a hard time limit, meaning your resting is restricted, just adds insult to injury. I’m not thrilled about the plot development either as it’s pretty rail-roady so far and it makes no sense at all for people to treat you like some great hero when you’re just a level 2 character who got 1-shot by a demon.

    I think I’m going to take a break and then try out the turn-based mode. That might make it easier since the party AI being pretty bad certainly isn’t helping.


  • THE LEGEND OF HEROES: Trails of Cold Steel IV

    Picking up shortly after where the prequel left off, this conclusion to the Cold Steel series of games is structured similarly to ToCS II.

    Once again you have to wander the (mostly previously visited) countryside to gather up all your scattered allies with the specter of war hanging in the background. While the repetition is less than welcome, particularly when certain quests have you revisiting an area you just revisited, the game manages to avoid the more annoying (both plot-related and mechanical) pitfalls that so plagued that second game: Instead of having boss fights you ‘lose’ despite winning, it has boss fights where your goal is to reduce the enemies’ HP (which is thankfully not bloated here) by a certain amount.

    Marketing-wise it’s a bit misleading however, as you don’t actually get to play as the Trails in the Sky or Crossbell characters much (and the former in particular are pretty bare-bones on Crafts). For most of the game you ‘only’ have access to the Class VII characters, both old and new, alongside a couple semi-guest characters that won’t be available for the final dungeon… though that’s still quite a selection to choose from even if Millium is unavailable for obvious reasons.

    As far as storyline development goes, I’d guess this stands out more for wrapping up some long-running Trails in the Sky character arcs than concluding Rean’s storyline. If anything, Rean’s situation is kind of open-ended. A particularly weird thing considering how prominent the series’ relationship aspects are… although I suppose they didn’t really have a choice considering that there’s apparently at least one more Legend of Heroes story arc on the way and they couldn’t very well reference every possible romantic coupling in future games.

    To be honest I’m kind of burned out on the series at this point and will probably end up skipping the Reverie epilogue much like I had to end up skipping Trails in the Sky 3.


  • Grim Dawn: RoT Mod Revisited

    So despite my earlier comments I decided to take another character through the Reign of Terror Mod. An Assassin/Nightblade this time, as Assassin was one of my favorite D2 classes.

    My opinion regarding the lack of balance didn’t change in the early game; if anything it hardened due to how much more powerful Dragon Talon was compared to the other starting attack abilities. But then a funny thing happened after unlocking Claws of Thunder… all my memories of blazing through D2 insta-gibbing hoards of enemies with janky abilities came rushing back the moment it triggered.

    Like, the unbalanced builds and items are the entire point of the game. Strange how I forgot that.

    Just to properly compare, I also ran my Deceiver and Druid builds through Elite (after slightly revising them, different gun/boots for the former and components/devotions for the latter) to avoid looking at unmodded GD through nostalgia glasses. And ultimately I still like base GD a whole lot more: The enemy variety, class/build variety, (semi-) reactive quests, destructive environments, and the extreme amount of work that went into balancing all the various items and abilities against one another.

    Not sure now whether I want to drag my remaining six post-Normal builds through Elite, try out the RoT’s Barbarian class (one thing I loved about D2‘s Barbarian was that it could dual-wield 2H weapons), or try something ‘new’.

    Basically, I’ve reached the point where I can’t really theorycraft new builds without stepping on the toes of my existing ones. So I thought I might try out a sort of roguelike approach to the game. Essentially start a new Hardcore character, then pick the first class based on whatever abilities the first epic drop has and second class based on the abilities of the first legendary.

    Could be interesting… or could be aggravating. I think the most annoying part would be having to wait for level 50 (the point legendaries start dropping) to pick up the 2nd class, but then again it might give me a reason to use abilities and ability combos I normally wouldn’t. I guess we’ll see.


  • Grim Dawn: Reign of Terror Mod

    Some time back, either earlier this year or last year, I had the urge to replay Diablo II. So I did… only to find that compared to Grim Dawn there was just too much missing in the quality of life department. Flash-forward to this week where I discovered the Reign of Terror Mod, which aims to re-create the first two Diablo games.

    A goal it succeeds at remarkably well. Perhaps a bit too well.

    While there is indeed no need to deal with equipment repair, lack of consumable stacking, slow health/mana regen, nor lack of stash space or respec options while playing this Mod, some of D2‘s less pleasant aspects are still faithfully imported. Namely the issues of massively oversized maps full of trash mobs (particularly damning in Acts IV-VI) and Hero monsters being inexplicably surrounded by 6+ ‘Minions’ with 5-10 times the health of other enemies. There’s a damn good reason Maphack was a required utility when playing back in the day and it wouldn’t have hurt anything to scale down the map size by about a quarter.

    Annoyances aside I ended up hacking & slashing my way through Normal difficulty (unlike base Grim Dawn the Veteran option here is an actual hard mode option which should be avoided by new players) with a 50/50 Amazon-Arcanist combo. Ended up at level 55 with 33 Devotion points; Wraith, Candle, Quill, Chariot, Widow, and Vulture. Main skills being Lightning Strike, Elemental Exchange, Overload, Mental Alacrity, and Inner Focus, with Inner Sight and Valkyrie at half-max (including item bonuses). Elemental Balance, Sphere of Protection, Conversion, Arcane Will, Star Pact, Critical Strike, Retreat, Elemental Strike, and the Dodge line all at 1 point (pre-item bonuses).

    My biggest complaint, aside from the map size issue, ultimately ends up being a notable lack of balance. Once you get the Horadric Cube and can make your first level 20ish runeword weapon, basically every non-set drop becomes worthless; I used the Serenity Spear (a level 22 craftable item) straight through Baal, Diablo, and hoards of level 50+ monsters no problem. Attack/Defense ratings also seem to be out of wack. You basically need 1k in chapter II, 1500 in chapter IV and over 2k by the end of VI. Those are insane numbers for normal difficulty. Particularly considering you don’t have access to equipment augments here.

    To have any chance of hitting anything, you’ll have to rush your class’ base Attack-boosting or Defense-reducing skills (for me that was Overload and Inner Sight). That in turn puts a damper on your damage output and defense, making much of the early game a stop-go affair of blazing through most trash mobs only to suddenly get nearly 1HKO’d by a particular monster type or Hero pack (meanwhile main bosses are just massive damage sponges). Which brings me to a couple other legacy issues: Mana Burn and damage-immune enemies.

    Diablo II didn’t have an extensive resistance reduction system and featured enemies that were completely immune to particular types of damage. Grim Dawn in comparison does have a complex RR system which let’s you exclusively focus on one damage type above all others along with a ton of conversion abilities to support it. You could even say the entire game’s built around that concept. This Mod disregards that and includes the damage-immunes, which can result in even more momentum-killing tedium.

    And then there’s Mana Burn. Why would you faithfully re-create such a massively unbalanced aspect of the game? There’s no rhyme or reason behind which enemies have the ability, the player themselves can’t use it or defend against it, and quite a number of enemies inexplicably being immune to mana leech only compounds the issue. It’s thankfully not present in Act VI (the D1 re-creation), but that only makes the hassle of the previous chapters all the more galling.

    At this point I don’t think I’m going to replay it until the apparently intended (based on the ‘to-do’ list) item balance overhaul occurs. Possibly not even then since while it’s certainly better than the base Diablo II experience, it’s notably inferior to the base Grim Dawn experience. Honestly I’d probably like a Mod that balanced the D2 classes and items to match GD‘s content a whole lot more.