StarCraft II: A Prestigious Endeavour

I’m currently in a bit of a gaming limbo where I’m killing time until the release of New World’s next patch and Banishers: Ghosts of New Eden. Lacking any clear direction, I decided to bust out Ol’ Reliable: StarCraft II co-op missions.

Alarak's base in StarCraft II co-op missions.I’ve played a lot of co-op over the years, so I’m at the point where I’m struggling to find ways to keep it fresh. I decided to turn to the prestige system, wherein one resets a commander to level one in exchange for a talent you can equip that changes their playstyle in some way. I knew I hadn’t done much with prestige, but I was surprised to realize Raynor was the only commander I’d prestiged to date, having unlocked all three of his talents and regularly using two of them (first and third).

While I appreciate the prestige system is meant to be a time sink, I always felt it was an error to make you unlock prestige talents in a specific order. To me the chief appeal of prestige talents is to improve characters you didn’t otherwise enjoy, or at least weren’t your favourites. I have no interest in prestiging Nova; she’s perfect the way she is. But I also don’t want to relevel a character I don’t much like two or three times just to get a prestige that might appeal to me.

That said, I looked over the options and found a few commanders who fell into the sweet spot of being commanders I enjoyed playing enough that I didn’t hate releveling them, and which I still felt had room to be improved by prestige talents. These were Alarak, Karax, Han and Horner, and Zagara.

Karax took some willpower. My goal was to get his second talent, Templar Apparent, which removes his ability to produce turrets but makes his combat units cost less than they normally would instead of more. Karax has many of my favourite Protoss units, but their massively inflated cost made it difficult to use them viably.

An army built with Karax's Templar Apparent prestige talent in ScarCraft II co-op missions.The trouble is low level Karax suuuuucks. He’s probably the most dependent on leveling upgrades of any commander, and even at max level he’s a candidate for the weakest commander, assuming you’re not on a defensive map or using prestige talents. There’s little risk of losing co-op matches these days, but being totally dependent on your ally carrying you isn’t a great feeling.

It was worth it, though. Templar Apparent makes him a much stronger and, more importantly, more fun commander. It’s a very Protossy feeling army: tanky and hard-hitting.

Alarak’s first talent, Artificer of Souls, buffs his mechanical units, which was already my preferred playstyle for him, so it’s pretty much just a direct buff for me. Only reason it took me this long to unlock is because I had fallen out of the habit of playing Alarak, and he’s one of the hardest commanders to play, so it was intimidating to pick him up again.

Long term, I would like to unlock his third prestige as well. It lets him build an army normally, instead of it only being a temporary calldown. I’m not as horny for the Deathfleet as most fans seem to be, but it would be nice to have the option to go that way. It would also be good to have an army for him that isn’t quite so dependent on essential upgrades — I love my Wrathwalkers, but having to upgrade them so they can hit air is a pain. Don’t see myself getting around to unlocking prestige three any time soon, though.

Alarak's army with the Artificer of Souls prestige talent in StarCraft II.So far my biggest disappointment has been Zagara. Her first prestige talent removes her as a hero unit but allows you to more quickly produce even bigger swarms of lings and scourge. A beefy hero unit always felt like a bit of an odd fit for a commander focused on swarms of disposable trash units, and certainly prestige one seems to be the only version of Zagara I seem to group with these days.

But now that I’ve tried it, I don’t think I like it. Without Zagara’s hero unit to micro, there isn’t really anything to do but build a couple macro hatches and hold down the Z key for twenty minutes. It’s boring.

I may at some point give her second prestige a try. It buffs her aberrations and corruptors, which I always thought were underrated units anyway.

I was also hoping for more from Han and Horner’s second prestige talent, which was my goal for them. It reduces the vespene cost and charge cooldown for summoning Horner’s air units in exchange for reducing the number of galleons you can produce.

I was always a bit disappointed that H&H play more like a Mira Han commander with occasional cameos by Horner’s troops, so doubling down on Matt’s air fleet appeals to me, but I don’t think the talent goes far enough. Even with the cost reduction, his units are still crazy expensive. I think it should have been 30% reduced vespene cost rather than 20. One time my partner DCed and I got four bases worth of gas income, and I still felt starved for it until mid-late game.

Han and Horner's air-fleet, enabled by a prestige talent, in StarCraft II co-op.Also, as much as it makes sense to reduce your galleons as a way of shifting away from Mira’s units, the fact remains galleons are H&H’s best combat unit, even without taking into account their unit production capabilities, so losing them stings.

I’m going to keep using the talent, as it still brings me closer to the playstyle I want from H&H, but I was hoping for more.

I’d be lying if I said I was still having as much fun with co-op now as I did when it was new, but the fact it still holds my attention at all after the truly ungodly amount of time I’ve put into it is high praise in and of itself. Especially when you consider it’s actually a relatively small amount of content.

One thing about playing anything this long is that even the smallest flaws start to really wear on your nerves. I wish more gamers understood this — that there’s a difference between “this game has severe problems” and “this game has minor problems, but I’ve played it for 2,000 hours so they seem big to me.” The latter is where I’m at with SC2 co-op.

For me the biggest issue is the power creep. This is a comfort game for me, and I don’t need it to be super hard, but most matches are just absolute facerolls these days, even on brutal. Mutations aren’t a great solution since most are annoying or only beatable by certain commanders, on top of being super hard generally.

One XP short of level cap for Han and Horner. Thanks, doofus who skipped the bonus objective.

Pain.

You can really see the design philosophy shifted a few times over co-op’s life. Early on they clearly wanted each commander to have weaknesses as well as strengths and rely on each other for success. See Karax’s inflated unit costs, or Alarak’s struggles against air units.

But then around Nova, they stopped giving commanders clear weaknesses. Nova’s my favourite commander, but she wasn’t healthy for the game. She should have had an Achilles heel of some kind, even if she remained strong in most areas. From that point on, commander design became about making them generalists without any flaws.

And then starting with Tychus, they just abandoned all semblance of balance or sanity. They started making commanders not just crazy strong, but strong in a way that leaves their partners often unable contribute meaningfully. It’s like they forgot it’s a co-operative game mode and designed each commander to be able to solo the map. Stetmann is a minor exception, being very strong but not game-breaking the way the other later commanders are.

Tychus and Mengsk are the worst offenders for me. Not just broken in terms of power level, but potentially in very uninteractive ways.

With Mengsk it depends on the build. Most are fun to play alongside, but a lot of people play him by massing earthsplitter ordinance and just wiping the entire map with artillery barrages, without even leaving their base. When you’re paired with one of these players, there’s little to do but sit and watch.

Nova and Tychus take on the Miner Evacuation co-op mission in StarCraft II.Tychus is even worse. His crew of hero units are so strong, and so easy to use, that every Tychus player can effortlessly solo any co-op map. Most Tychus players even seem to go out of their way to prevent you from contributing in any meaningful way. They’ll make sure to fight in front of your mines if you’re H&H or Abathur. They’ll teleport in front of every attack wave, wiping it before you get a chance to fight.

It’s gotten so bad I’ve started doing something I once would have considered unthinkable: I’m immediately leaving games if I get pared with a Tychus or a Mengsk with the earthsplitter talent. It feels like a bit of a dick move, but I’ve got better things to do than sit on my hands while my partner solos the map, and based on the way they play, I think most of these players would also prefer not to have a partner.

It’s funny how Tychus managed to be the worst part of both the story and co-op mode.

These problems aside, though, there’s a reason I’ve put so much time into co-op, and even if it’s lost some of its lustre these days, I’m glad it’s always there for me when I need to kill some time.

Gaming Round-Up: Massively Leftovers

One of my struggles with this blog since I started working at Massively Overpowered, and one of the reasons I don’t post nearly as much as I used to, is the decision of what to put here versus what to put on Massively. My recent Not So Massively column on Redfall, for instance, is something of a sequel to a blog post I made about it a few months ago, and I originally intended it to go on Superior Realities, but ultimately I get paid if I put it on MOP, so that’s what I did.

A gleamite shower in New World's Winter Convergence event.New World is another good example. It’s been my main game for the last two years, but I’ve barely mentioned it on my blog, because nearly everything I have to say about it goes into the Vitae Aeternum column.

That said, I now find myself with some thoughts to share on multiplayer games that are too short and rambly to form a MOP column, so it’s time for another gaming round-up blog.

New World

I’ve settled into a loose pattern of playing New World heavily for a few weeks, then putting it on the back burner for a few weeks (but rarely quitting entirely), rinse and repeat. It’s a good fit for both my own fickle attention span and the game’s seasonal content model.

During December I went through a phase where I took the unusual (for me) step of actually playing it the way you’re “supposed to” play MMOs: doing lots of endgame group content, chasing rare drops, trying to improve my gear.

My main posing with the Abyss artifact (transmogged) in New World.This mainly took the form of elite chest runs, a form of open world zerg that will feel very familiar to anyone who’s ever done a hero point train in Guild Wars 2. In fact, the more I play of it the more I feel the endgame structure of New World is closer to that of GW2 than anything else. Despite its increasingly inaccurate reputation as a hardcore PvP game, New World truly has become a casual PvE paradise.

A particular goal was earning some more artifacts. I grabbed the Boltcaster bow for my Convenant alt (who is now more of a co-main, as usually happens with me) without much difficulty. What took more grinding was the Abyss, a great axe that deals void damage and can scale off intellect, but after a few dozen Corrupted portals, I finally got it on my main.

I like the idea of artifacts, but so far most of their designs have been a little unambitious, not really delivering on the “build-defining” role Amazon intends for them. However, the Abyss is an exception. Being able to use a great axe in a mage build is a fun novelty, and I completely retooled my fire staff skills to support the close combat. I wasn’t sure I’d actually use Abyss much, but I’m actually having a blast with this newfound battle-mage playstyle.

I also took a run through the new dungeon, the Glacial Tarn, to finish upgrading Boltcaster. This was only my third dungeon run in my New World career, and we didn’t have a proper tank, so things got a bit hairy at points, but the story mode introduced with the expansion is indeed pretty easy, so we were able to press through.

The Glacial Tarn expedition in New World.I wouldn’t say the mechanics of the dungeon were anything too exotic in the MMO space, but the environment art was great, the music was amazing, and overall it was a pretty good time, despite my dodgy group. It has me excited to see more of the game’s dungeons once the dungeon finder finally launches.

I also did quite a bit of grinding on the Winter Convergence event. Various circumstances led to me being unable to fully participate in it for the first two years, so I essentially did three years of grinding at once, but I managed to get pretty much all the cosmetics I want on both characters.

Finally, I did some redecorating on my Reekwater home, and I think it’s cozier than ever. All in all, a pretty productive couple of weeks.

Heroes of the Storm

When I wrote about my brief return to Heroes of the Storm on Massively OP a few months ago, I said I’d already uninstalled, and I did… but I reinstalled again not too long after. I’ve been playing off and on since.

The Big Shot Sgt. Hammer skin in Heroes of the Storm.As I always have, I maintain mixed feelings on the game. When you get a good match, it can be an incredibly exciting experience, but you won’t always have good matches, and it is kind of an empty and mindless experience even at the best of times. I can never quite escape the feeling that I’m wasting my life even more than one usually does when playing video games.

It also remains true that nearly every major change to the game since launch has made it worse, at least in my opinion. I hardly play my old favourite heroes, because almost all of them have been altered or nerfed too much. Jaina and Johanna are the only major exceptions.

The loss of Tassadar as a support character stings especially. I’ve been playing nearly every remaining healer trying to find a replacement, but none of them quite click so well. Whitemane is very fun, but also very difficult and thus too stressful to play all the time. Anduin is very easy, but a little bland. Tyrande’s not bad, but she still doesn’t feel as good as Tassadar did when he was a support.

I’m painting a very bleak picture of the game, but the core gameplay does remain very fun, and in terms of balance, the game is in a pretty good place. There’s a few overtuned heroes, but this feels like one of the most well-balanced periods of the game’s life.

Getting a win as Anduin Wrynn in Heroes of the Storm.And as always, the chief appeal is simply in nostalgia. Even with all we’ve learned in the last few years, I can’t help but get the warm fuzzies from all those classic Blizzard characters all together.

As is the case for all MOBAs, the sheer variety of heroes also does a lot to keep things fresh. Of the new heroes added since I lasted played, Fenix is probably the biggest hit for me. He’s very simple to play, but that can be a nice change of pace. I’m quite perplexed that I rarely see anyone else playing him; he feels incredibly strong to me, and I’ve had many dominant performances with him.

I’ve had a lot of fun with Imperius, too. Brusier was never my favourite role, but charging into the thick of it to impale people with your spear just never gets old.

Also, while I do tend to complain about the revamps over-complicating heroes, in the case of Raynor adding some depth to him was actually welcome. He’s still pretty simple, but no longer to the point of being boring. This pleases me a lot because he’s always been a favourite character of mine lore-wise, and I was disappointed he wasn’t more fun to play in Heroes.

Earning an MVP award as D.va in Heroes of the Storm.Finally, I’ve been playing a lot of D.va lately, to the point where she feels like potential “new main” material. I barely played her before my long hiatus, so I can’t say if she changed or I did, but she feels far stronger and more fun than I remember. The fact you can almost completely avoid death with her given good play and a little luck is just so nice. Plus she combines my long-time affinity for short, mildly insane women and my natural masculine desire to pilot a big stompy robot.

I don’t know if I’m going to stick with Heroes much longer or not. I do want to at least try every hero, which is proving frustrating since Qhira and Hogger almost never get picked for the free rotation and Mei was never added to it at all for some incomprehensible reason. I’m grinding the gold to buy her just for completionism’s sake, which for now keeps me doing my dailies and trying to find a healer who feels just right.