Gaming Round-Up: Heroes, D3, TSW, and Skyforge

I had a bunch of gaming topics I wanted to discuss that wouldn’t quite fill up a post on their own, so I decided I’d just jam them all together.

My team loading into a match in Heroes of the StormLet’s get to it!

Heroes of the Storm: The two queens

This week saw a big patch for Heroes of the Storm, bringing with it the long-awaited release of Sylvanas Windrunner.

Since the patch also included increased leveling rewards — awarded retroactively to those of us already max level — I had an abundance of gold, and I bought Sylvanas at her starting price of 15K gold, also treating myself to her ranger-general skin.

Initially, I found myself somewhat disappointed with Sylvanas’ incarnation in Heroes. She felt very weak, and I struggled badly.

The problem is that she is incredibly squishy, and while her mobility seems good on paper, it’s often impractical. Her teleport relies on a projectile with a travel time that is hardly any faster than normal hero movement speed, and while Withering Fire can be shot on the move, it needs talents to really be a practical choice for harassment or chasing enemies.

I capture some mercenary camps as Sylvanas Windrunner in Heroes of the StormHowever, I refused to give up, and after getting some practice in and experimenting with different talent builds, I managed to achieve a decent level of success. She’s still significantly weaker than other specialists in a lot of ways — she can’t solo grave golems, for instance — but she does have her advantages. If left uncontested, her push power is incredible, and she’s excellent at countering enemy mercenaries and minion waves

Also, her team fight potential is pretty good by specialist standards, though not really much better than Nazeebo’s and Zagara’s, and she is a bit like Illidan in that she excels at finishing off wounded enemies.

Actually, she reminds me of Illidan a lot of ways. They both require extremely high APM compared to other characters, they’re both obscenely squishy but highly mobile, and they’re both heroes who can be either devastatingly powerful or borderline useless depending on the situation and the person controlling them.

I still think she could maybe use a buff to her survivability, either in the form of more health, more reliable self-healing, or a more practical escape tool. Seriously, Banshee Wave is the least practical teleport ever. You can pull off some incredible stunts with it… but you probably won’t. It’s not a good sign when a hero with a built-in teleport still needs to take Bolt of the Storm at level twenty.

The other big ticket item for this patch is the new map, Tomb of the Spider Queen. It’s not quite as bad as I worried it would be, and it’s definitely not as tedious as Dragonshire, but it is a fairly uninspiring map.

The load screen for the Tomb of the Spider Queen map in Heroes of the StormThe game isn’t even out of beta yet, so I doubt Blizzard has already run out of ideas for interesting map mechanics, but that’s the impression one gets from Tomb of the Spider Queen. The map objective basically boils down to, “push lanes so that you can periodically push lanes a little harder”. It feels far more like a traditional MOBA than other Heroes maps, and it’s definitely not as exciting as rushing for a tribute on Cursed Hollow or battling over temples on Sky Temple.

There’s also less team fighting, and mercenaries play a much smaller role since any time you’re not in lane is time you’re not gathering crystals from the enemy creeps.

The map could really use some alternative sources for crystals, like merc camps or occasional crystal dumps similar to the treasure chests on Blackheart’s Bay.

I was also a bit disappointed this patch didn’t include the previewed option to permanently mute team chat — not sure if that’s still coming or not. The unending nastiness of people in this game is really starting to drive me up the wall.

Diablo III: Greed is good

I haven’t been playing Diablo III on any kind of a regular basis for quite some time, but I still pop into it once in a while. It’s a great game to just jump into whenever you have some spare time, and it’s good for stress relief.

The Vault zone in Diablo III

WHAT RICHES

So I found myself running through the lands of Sanctuary again, and I came across some interesting new additions since the last time I’d played.

Since D3 launched, there have been hints of a mythical realm filled with riches hoarded by the treasure goblins, and of the demon who rules over it: Greed.

Ever since, players have longed to explore this place, and now that’s finally possible. Treasure goblins will now rarely leave behind a portal to Greed’s Vault on death, and I was lucky enough to find one.

It is everything I dreamed of. In twenty minutes, I acquired thirty-one million gold, several hundred blood shards, three legendary items, and a rough estimate of an assload of high level gems.

Granted, this was while the community buff with double gold find was active, but still. Talk about a goody room.

The loot after defeating Greed in the Vault in Diablo IIIThis also feels like a good time to mention that my wizard has a legendary item which grants her experience equal to any gold she picks up.

It culminates with a boss fight against Greed herself, who has the absolute best death animation of any boss ever. I must have spent a good ten minutes just opening and closing the chest on her head purely for the juicy sound effect.

Shortly thereafter, I encountered another new addition: a rainbow treasure goblin whose death opened a portal to a version of the infamous pony level. Although I’ve never visited the original Whimsyshire, I have encountered Nephalem Rift levels based on it before, so the joy of butchering rainbow ponies was not entirely new to me, but I still couldn’t resist pausing my bounty farming to explore the full map. Was a nice break from the usual grind.

I’m really impressed that Blizzard continues adding meaningful new content to D3 post launch. Sure, these aren’t huge additions, but this is a game that has absolutely no monetization beyond box sales. Blizzard doesn’t get much, if anything, from adding these new Easter eggs. It’s just a gift to the players.

Whatever issues D3 may have had at launch, it has earned a lot of respect from me.

My wizard exploring the Whimsydale zone in Diablo IIITSW shoves its bag in our face:

This week has also seen a return of the golden golem event in The Secret World. Between a certain degree of burnout and still being a little unhappy with recent events, I haven’t participated all that much, but I did log in long off to buy the latest loot party bag.

Yes, yet another.

It’s starting to feel like Funcom has gone a little mad with power with these things. They started as a special holiday thing, but now they’re taking any excuse to churn them out.

A lot of people are getting fed-up, and there’s a big backlash from certain members of the community. For my part, I am a bit fatigued on the bags myself, but mostly just because they don’t feel exciting or special anymore.

I’m certainly not as bothered as some others. As far as ways to monetize the game goes, this one is relatively harmless. All the rewards are cosmetic, most can be traded, and it can create fun social events. I’m in the habit of running to Kingsmouth and dumping the loot on newbies — seems like they’d enjoy it the most, and I figure if I can give them a positive experience early on, it might encourage them to keep going with the game.

My Dragon demonstrates the new /dance_rockabilly emote in The Secret WorldAnd I do really love the /dance_rockabilly emote from this most recent one.

“Gatecrasher, know that you stand before one charged by Amaterasu and blessed by Gaia!”

…It’s funny how Firefox’s spell check is lacking all kinds of everyday words, but it has “Amaterasu.”

Anyway, on the whole, I don’t think the loot bags are a problem for TSW, but I can sympathize with feeling a bit fatigued by them.

Skyforge’s class reveal:

I’m still not sure what to make of Skyforge, but a recent reveal of their full list of launch classes nudged me back towards the “excitement” category.

Firstly, there are a lot of them. Thirteen to be precise, which is a pretty huge number, especially for a new MMO. World of Warcraft only has eleven, and it’s ten years old.

A preview image of the berserker and kinetic classes from SkyforgeThere’s also a very interesting mix of standard archetypes — paladin, cryomancer, archer — along with more unusual concepts. There’s an alchemist class, which is a very rare archetype that intrigues me. They’re also launching with a monk class, which is an archetype I feel deserves much more attention than it gets.

But by far the most interesting one to me is the kinetic, which uses special gloves to manipulate gravity, hurl boulders, and generally wreak havoc.

That sounds awesome.

I’m still wary of getting excited about Skyforge, though. Word of mouth from the beta is decidedly mixed, and supposedly the developer’s parent companies has ties to the Kremlin, which is rather unnerving given recent world events. I’m not sure I want to support something like that… though I’m sure it wouldn’t be the first product with a shady pedigree I’ve supported. Nobody’s hands are totally clean in this day and age.

Sigh… I’m so conflicted.

Worst of the MMO Industry

Recently, I did a post running down my opinions on the very best examples of major MMO features from across the industry. But I am not all smiles and sunshine. I’ve also encountered plenty of bad design, obvious mistakes, mediocrity, and bitter disappointment.

My rogue taking on an early dungeon in RiftToday, I’ll be looking at the worst failures of the MMO industry.

As before, this is a subjective list and should not be viewed as totally definitive. I know some of these choices are bound to be controversial.

Questing: It’s a tie!

I don’t think traditional MMO questing is as tedious or unpleasant as some do, but certainly there’s a lot of mediocrity out there. However, there are two games I’ve played where questing is even more dull than the rest.

The first is Dragon’s Prophet. Its questing isn’t really all that much worse than the average, but it is overly repetitive — often sending you to the same place to kill the same enemies multiple times — and the poorly translated quest text makes it impossible to become invested in the story.

The other is WildStar. WildStar’s questing suffers from all the sins of traditional MMO questing — repetitive tasks, long travel times, and so forth — and couples them with a shortage of mobs and items, long respawn times, and an insipid commitment to make all quest text Twitter-length, which destroys any chance for interesting story or immersion and generally makes me weep for the future of humanity.

A screenshot of a Mechari form WildStarA special mention also needs to be given to the game’s challenges, which pop up in the middle of quests without warning and require you to complete a task under a time limit. With how much wandering and searching WildStar’s questing takes in the first place, it’s very hard to beat the time limit, and even if you do, the rewards are purely random and may not be at all useful. They’re an exercise in frustration and nothing more.

Group PvE: The Secret World

It pains me to say anything negative about TSW, because it is a truly brilliant game that deserves far more recognition than it’s gotten. However, it’s not perfect, and when it comes to traditional group content, it is a failure.

It’s not even that the content itself is bad. The dungeons are excellent: light on trash with stunning visuals, good stories, and interesting mechanics. I can only assume the raids are of a similar quality, though I’ve never done them and likely never will.

But the systems around the group content are terrible. Firstly, there’s no group finder worthy of the name, so the only way to find a group is to sit in Agartha — the game’s most boring and lifeless area — and spam general chat, potentially for hours on end.

Secondly, while the dungeons technically have three difficulties, really there’s only one: nightmare. Elite mode has no real incentive for repetition, so it’s just something to run once to unlock nightmares, and normal mode is largely useless and tends to be ignored by the players. This means that if you want to run dungeons in TSW but don’t want to sweat blood in the brutally unforgiving nightmare dungeons, you pretty much can’t, unless you don’t mind getting absolutely nothing useful for your character out of it.

My Templar tanking the Varangian in the Polaris dungeon in The Secret WorldAnd of course because elites are so useless, that makes it even harder to find groups for them.

Scenarios are a bit better, not requiring the trinity and having a wide range of difficulty settings that are all at least somewhat rewarding, but their rewards are fairly specialized, and not everyone likes scenarios. They have no story, which is the main strength of TSW normally.

PvP: The Secret World

If you ask me, nearly all MMOs have very bad PvP. But TSW’s is just a little more awful than the rest, so it gets the crown.

I’ve only briefly experimented with PvP in TSW, but it was a miserable experience. Queue times are long, the population is small, and my lifespan tended to be numbered in single digits’ worth of seconds, during which I was usually stun-locked.

Now, no doubt my build and gear were not optimal for PvP. But there’s nothing in the game to give you any idea what does work for PvP, and while not being optimized for PvP is a bad idea in any game, it’s far more crippling in TSW. A PvE player shouldn’t be completely useless in PvP.

My Templar battling in El Dorado in The Secret WorldThe one good thing I can say is that the community is actually halfway decent, which is very rare in online gaming and doubly rare in a PvP environment. But I would still advise you to stay far, far away from TSW’s PvP.

Story: Guild Wars 2

I don’t think the MMO genre is a wasteland of good story as some do, but I will acknowledge there are plenty of candidates for worst story. WildStar has very interesting backstory, but it ruins all that by constantly ramming its forced and immature humour down your throat. Rift is the very definition of bland and derivative. WoW has had some major story blunders. I don’t think Neverwinter is even trying.

But Guild Wars 2 is as bad as it gets. It’s like they tried for a sort of goofy comic book feel like WoW, but fell way short. Instead of delightfully cheesy, it’s just cheesy.

And the voice acting is atrocious, and the dialogue is cringe-worthy, and the plot is rambling and incoherent, and there’s no real continuity… I could just go on and on. GW2’s storytelling is abysmal. You can find better on any random fan fiction forum.

Exploration: Star Wars: The Old Republic

Offering interesting potential for exploration is something a lot of MMOs struggle with, but SW:TOR is just a little worse than most. The maps are narrow, linear, and sterile, and there’s little or no reason to go off the beaten path, even on the rare occasions you can.

My Imperial agent in Star Wars: The Old RepublicI’m told there’s some sort of jumping puzzle stuff surrounding datacrons, and I think there’s a collection system of some sort that rewards exploration, but I never encountered any of this when I played, so either these things are only for high levels or they’re very poorly advertised. Either way, exploration isn’t a significant part of SW:TOR.

Crafting: Aion

As I stated in the “best of” post, I’m not fond of MMO crafting as a rule. Aion edges out the competition for the worst title by having all the problems of standard MMO crafting plus a huge reliance on RNG, with everything having a chance to fail. Even picking a flower can fail, forcing you to start over. And man, does it take a long time for a Daeva to pick a flower, for some reason.

Player housing: Rift

This is bound to be a controversial choice. A lot of people love Rift’s housing for its insane customization potential, and that is cool.

But once you’ve made your virtual dream home, then what? There didn’t seem to be any practical use for housing in Rift, no reason to take time out of questing to visit your home. Maybe one appears later, but the game failed to sell me on why I should care about its housing.

My rogue on a gulanite hellbug mount in RiftAt least in Aion I had a garden where I could grow reagents.

Business model: Star Wars: The Old Republic

Much has already been written by myself and others on the topic of SW:TOR’s “free to play” model, and I don’t want to repeat it too much. It’s just awful. In every way. It’s the hard sell of all hard sells.

The truth is the free mode is only intended as a trial, and you’re supposed to subscribe, but it doesn’t even work as a trial because the gameplay is so miserable you can’t get a good feel for the game. And even if you do subscribe, you’ll still be constantly nickel and dimed by the cash shop.

SW:TOR is actually a decent game, but so long as its business model remains as is, I can’t recommend it to anyone.

Character customization: WildStar

I very nearly gave this to World of Warcarft due to its extremely limited options to customize individual avatars. However, WoW’s plethora of different races does give one a lot of potential looks to choose from, and it is a very old game, so it doesn’t seem entirely fair to judge it based on the limitations of its era.

MY spellslinger in WildStarSo WildStar gets the nod here. It’s very much like WoW in that your only real choices are race and gender, and there’s no significant customization beyond that. Oh, sure, there are a lot of options for different faces and body types, but in the end, they all look pretty much the same. If you want to play a human female who isn’t a googly-eyed Barbie doll, you’re out of luck.

There’s no excuse for that in this day and age.

Combat: World of Warcraft (but really it’s a tie)

Combat is another area where there’s not a lot of games that are actually bad, but plenty that are mediocre. I don’t think I’ve ever played an MMO where the combat was actively hurting my enjoyment — except maybe Star Trek Online, but it’s been so long since I tried it that my memory is hazy.

I’m gonna give this to WoW because it set the standard, though I could just as easily have picked Rift, SW:TOR, LotRO, or any number of other mainstream MMOs.

It’s not that the WoW system of combat is bad — it’s functional and has some occasional thrills — but it’s incredibly thin and often dull. It’s usually very immobile, it’s visually bland, it requires no real thought, every fight plays out more or less the same, and there’s no challenge at all. Enemies fall dead after just one or two hits. Even on the rare occasions an enemy does present a challenge, it’s more a matter of numerical supremacy than true challenge, and you can faceroll them once you get more levels or better gear.

My hunter in the Arathi HighlandsIn my more cynical moments, I think people only criticize TSW’s combat because they’re not used to a game where enemies don’t evaporate from a dirty look.

Events: World of Warcraft

WoW epitomizes all that’s wrong with holiday events in MMOs. They’re carbon copies of real world holidays, which feel horribly out of place in a fantasy world. They never change from year to year. They require excessive grinding for incredibly mediocre rewards. What few rewards are worthwhile are usually locked behind exceedingly low drop rates and mountains of RNG.

No real effort is put into WoW’s events, so they don’t feel like events at all.