Showing posts with label barovia. Show all posts
Showing posts with label barovia. Show all posts

03/10/2018

Don't Hate Mondays

I have a habit of staying up late on Sundays when I shouldn't, probably because subconsciously I don't want the weekend to end. As a result I tend to feel very tired by Monday evening and usually don't game as much as I would on another day.

I'm starting to think though that I might be missing out by not playing on Mondays more often. The first time I noticed this was when I happened to spend a Monday in Borovia, where the map was being positively depopulated by all the hardcore players running around and slaughtering everything in sight to quickly get their weekly done, and when the big heroic on Yester Hill popped, I never saw Thornspur die so quickly before.

This week I observed the same phenomenon when I quickly jumped into Omu one more time, the Tyrant came up, and people killed everything so quickly that I actually got the achievement for keeping all the beast cages intact. Plus at the end, where the Tyrant is supposed to run away when his health gets low - well, it did still happen because the script commanded it, but strictly speaking his health had already hit zero a long time ago. Just finding a good group to tag along with makes this kind of content so much easier.

14/09/2018

Weekly Woes


Just once I'd like to tell Szoldar that I'll search for werewolves on Yester Hill and that he should check for tracks in the Howling Hills. I mean, it's not like there's a pattern here or anything...

31/08/2018

Ghosted

I wrote about Barovian hunts before. The funniest of these I've had so far was with my pet tank and two of our guildies, and with me having picked what turned out to be a very unfortunate combination of tarot (debuff) cards: The Executioner (if you die during the hunt, you can't revive and become a ghost), one of the blue cards that increase the aggro range of mobs (can't recall the number), and the third one was either The Beast or one of the damage-increasing ones, I can't remember.

Either way, what happened was that our two guildies, who were providing the dps, got absolutely swarmed by adds and died not even halfway through the hunt. Neither of us knew beforehand what "becoming a ghost" actually meant in this context, so we were quite amused to see them return and run circles around us in semi-transparent form.

As it turns out, ghosts do have some abilities, such as roots and knockbacks, but they are useless against the actual hunt target and do no damage, so what ended up happening was that me and my pet tank very slowly finished off the actual boss while our two guildies amused themselves running in circles and "playing ball" with adds.

18/08/2018

Barovian Hunts

I wasn't too fond of the hunts in Chult, so I was less than thrilled when it was announced that the system would be included in the Ravenloft module as well.

In practice though, the hunts in Barovia are so different from those in Chult that they might as well have given them a new name. No more grinding mobs for a chance at a chance at a chance of a drop (seriously, we've spent weeks in Omu by now and apart from the Razortyrannus Spines we haven't seen a single trophy drop from the rares we killed).

All you need to go hunting in Barovia is a wanted poster - admittedly those are still random drops, but fairly common ones at that - and off you go on a fun little romp in an instance that takes 10-20 minutes. Getting higher rated wanted posters requires you to complete the basic ones first and you're not guaranteed to get an upgrade so there's still some RNG there, but it feels more natural and more like a logical progression system than Chult's randomness.

The hunt target itself again isn't guaranteed to drop much in terms of a reward either, but this is where the zone's tarot card feature comes in, as you can use them to give yourself up to three handicaps per hunt (such as decreased damage output or extra mob spawns), with each one adding a guaranteed reward at the end. Even though Ravenloft has only been live on PC for less than two months, I've already done more hunts in Barovia than I ever participated in in Chult because they are just that much more fun.

11/07/2018

River District Retrospective

While Storm King's Thunder was the last of the "old" campaigns where I still had boons to finish, I had some leftover business in the River District for the last couple of weeks as well. I couldn't help but think about how my opinion of that campaign area has changed.

My initial impressions of it were really positive - and I still think that the map is very nice for example, and that its weekly quests are inventive. However, what I initially considered a nice variety of daily activities unfortunately ended up feeling pretty dull over time. With no particular reason to do one thing over another, it eventually just became a matter of doing whatever's easiest/fastest until you've reached your daily goal. From my recent experience the most popular choice for this seems to be running the small heroic encounters - there are often "trains" going for them that just run in circles doing one after the other, and even a small group is enough to make them go down quite fast.

That's not exactly a bad thing, but after a while I really started to miss the direction provided by quests. Without them your daily goal just feels too much like random mob grinding. Chult had this problem too to some extent, and I'm glad to see that Cryptic seems to have back-pedalled on this, with Barovia once again offering a nice amount of quests to provide structure for your daily adventures.

06/07/2018

Buggy Barovia

I'm really enjoying the new content in Ravenloft, but it also seems to be one of the buggier modules.

Some people have been reporting constant crashes, to the point where it made the game unplayable for them, which is fortunately something that hasn't affected me personally. However, I've seen plenty of bugs around the world.

While doing the rounds in Barovia I ran into two quests (out of five or six) that were so bugged that I had to drop them (though oddly, another time I managed to complete them successfully, so these particular bugs might not be entirely straightforward). Many of the new heroic encounters also seem to suffer from issues with spawn timers, so that you get situations such as being asked to "rescue hostages" but there are only a couple of mobs to kill and nobody to rescue... until ten minutes later, when the hostages suddenly spawn in.

It affects older zones as well: While doing the rounds in Omu with my pet tank last weekend, one of the patrol missions bugged out so badly that we were unable to complete it, as several of the mobs we were supposed to kill kept glitching into walls and refused to come out. (This one's supposed to be fixed by now according to the patch notes.)

However, the issue I currently find the most annoying is that when you're in Barovia, most of the time you can't see any of the other map instances except for one or two (while numbers indicate that actually there are more than thirty instances up). This makes it hard to casually hop around different maps to join groups for the big heroic encounter whenever it's up. Even going old school and asking for a group invite might not help, as I've gotten a nonsensical error message every time I tried to use the "transfer to their instance" prompt while grouped. Even leaving the map and coming back in only sometimes works to unite you with your group mates. It speaks for the quality of the module that people are playing enthusiastically despite of all these issues.

26/06/2018

Ravenloft Launch Impressions

- First time I launched the game, it crashed before I even made it to the character selection screen. Happy patch day!


- New character selection screen! This time it's not just a new background, there are also new features such as the option to sort your characters differently.

- It looks like this module brought with it some sort of graphics update. I already noticed it on the character selection screen, but certain spell effects in game also looked a lot crisper than before. I don't like that the shade of green used for green quality items is much darker now than it used to be though.

- I thought I'd read somewhere that astral diamonds would now be account wide, but I could find no evidence of this. Maybe there's an option to put them all in the bank or something, I'll have to look again.

- The intro mission to Ravenloft felt quite lovingly crafted. Neverwinter's storytelling animations have always been on the poor side, but there was one cut scene where someone even moved their mouth while talking (gasp) and I liked what they did with the little silhouettes for when you're being told Strahd's story.


- Holy catch-up, Batman! Just completing the intro quest rewards you with a full set of 460 gear including rank 8 enchantments for every slot. Note to self: bring any and all alts to Barovia soon.

- At first glance the new map seems quite fun and like it iterates nicely on Chult. I was happy to see small heroic encounters make a comeback in particular as I sorely missed them in the jungle.

- I already attracted the night terror twice. Fortunately people were quite happy to pile on it whenever it appeared, but sadly it doesn't appear to drop anything, though my two guildies each got a title for killing it (not surprised the cleric gets left out as usual...)

- In a move that feels like over-conveniencing players, Cryptic made it so that you no longer have to actively roll on loot when you're in a party; the game just assumes that you want everything, rolls for everyone and then distributes the items accordingly. I actually feel kind of robbed. I liked seeing half a dozen items pop up on my screen and actively rolling on each one!

- The new, instanced hunts could grow on me, as the introductory one seemed quite fun. Less focus on randomised material gathering and more active hunting fun I hope?