Showing posts with label heroic encounters. Show all posts
Showing posts with label heroic encounters. Show all posts

25/02/2021

New Sharandar Impressions

Not a huge fan of the new campaign progression UI looking like the Redeemed Citadel one.

While the graphical fidelity in New Sharandar seems to be improved, it actually looks somewhat duller to me visually, as the increased "realism" has resulted in more muted colours for example. I liked how the older, brighter palette gave the forest a more magical feel.

More randomised quests of which you can only pick up and do two at a time = slightly meh for group play as you rarely end up with the same ones.

I guess it's intentional that this content is a bit easier again after Avernus, but at least the heroic encounters feel slightly ridiculous at the moment. The small ones finish so quickly that it's almost impossible to participate if you aren't already on top of one when it spawns, and even the zone's BHE gets obliterated in less than five minutes.

12/09/2020

BHE Etiquette

Having spent a lot of time questing in older campaign zones in the last few weeks, I've had plenty of opportunity to refine my BHE calling etiquette.

  • When you see a big heroic encounter spawn in your instance, check your instance number on the map and call it out in zone chat, even if you yourself aren't interested in doing the encounter.
  • If people whisper you, invite them to the group for an easy map transfer. Often they will leave as soon as they've moved without any further prompting. Everyone understands the purpose of these grouping requests and no further niceties are required.
  • Don't bother calling repeatedly if the map already shows as full (greyed out in the selection).
  • Don't bother calling if the encounter's already in progress and less than a minute from finishing - it sucks to put your map transfer on cooldown for nothing because it's over before you've even loaded in.

03/09/2020

Wrath of Acererak

Any quest that asks you to do heroics in Omu is a bit annoying because there is only one, The Tyrant, and it only pops about once an hour. Doing the other quests in the area only takes so much time and if you're unlucky, you can be in for quite a wait.

There is another option though - if you empower all nine shrines on the map, another large heroic encounter called "Wrath of Acererak" is triggered. For a long time, I never saw this even once, as shrines only stay empowered for about five minutes, which means that you need at least three people to work in tandem to trigger the event. While Omu was current content, I did this with my guildies out of sheer curiosity once, but that was it.

However, in the past week I did this heroic about five times and often did my part to empower the shrines too: It was Chult bonus week, and people get bored waiting for the Tyrant to pop. It was actually quite satisfying to see that strangers can work together to launch the event as well - all it takes is a little bit of co-ordination in zone chat. Plus I love the evil cackling sound that plays whenever you succeed in launching it.

22/08/2020

Ascension Redux

Remember when I was complaining that nobody wanted to do the big heroic encounter in Avernus? In a prime example of how quickly the tides of content popularity can turn depending on its rewards, it has suddenly become the content du jour to farm Zariel's favour for the new event.

Now zone chat is an endless stream of people asking to be invited to groups for the heroic, so the moment it pops in your map instance, you just throw some invites to the first few names that scroll past and you'll immediately be surrounded by a bunch of uber-geared people that basically kill everything for you. I just find this highly amusing.

13/08/2020

Dragon Run

Every hour at fifteen minutes to the hour, five giant dragons appear in the Well of Dragons. I somehow managed to be completely oblivious to this for a long time, though I did eventually catch on when people were constantly talking about "dragon runs" in chat. Groups assemble at or just before the start of the event and then try to kill all the dragons before they have time to leave again, either starting at green and going clockwise or starting at black and going counter-clockwise. I've sometimes seen arguments about which way is the right way, though most people seem to lean towards starting at green these days.

I often like to join for a dragon run if I arrive at the right time, as they are easy enough to zerg down (except for the blue dragon - I hate the blue dragon) and it basically counts as completing five epic heroic encounters with decent rewards. Completing at least one epic heroic encounter in Well of Dragons is also one of the objectives of one of the legacy campaign quests, and the dragons are the only encounters that qualify.

One thing that has confused me lately is that I sometimes see people going straight for the white dragon at the start of the event, which is kind of in the middle and just splits people up. I have yet to figure out what the logic behind that is (but there is pretty much always some kind of logic behind whatever people do in this game).

11/07/2020

Ascension

I've mentioned previously that a map's big heroic encounters play an important part in defining a zone's flavour. The Avernus Wastes have only one such BHE, and unfortunately it's not in a good place right now, as it's both hard and doesn't seem to reward anything particularly worthwhile (that you can't also get from easier content).


Our little three-man group really wanted to get it done this week simply because completing it once is a requirement for one of the weekly quests, but it was a real struggle and took us three attempts. Lack of dps seems to be the main issue, as the event has a ten minute timer and the mobs just take ages to kill. We failed twice on the last stage because we ran out of time, and even when we finally succeeded we had less than a minute left on the timer. It's apparently very important to get a large group of people to join in as soon as you start, as losing too much time without maximum dps seems to be something you simply can't afford right now.

16/05/2020

Siege

Devil Siege or Siege for short is one of the large heroic encounters in Avernus, and it's an odd one. The objective is to damage a massive siege engine until a boss appears, then kill the boss.


To achieve this, people first have to operate some catapults. How to do this is not terribly intuitive - for example they cannot be interacted with while any combat is going on too close to them, meaning that someone other than the catapult operator needs to make sure to drag any mobs away first.

What's really flummoxing though is that none of the actual objectives are displayed on the encounter tracker. It just tells you to kill devils - no mention of the siege engine at all - even though this appears to only be a bonus objective, and one I've never seen come even close to completion due to the insane number of kills it requires. I'm sure everyone new to the zone spends at least their first few runs of this heroic just killing devils in the middle, confused about what's going on and having to rely on one or two veterans who know what to do to actually progress the encounter.

More recently, the siege engine's health bar that can be seen in the above screenshot disappeared too, so now you don't even have an indicator of how well the fight is progressing. It's just confusing to me how anyone at Cryptic could have thought that this was a good idea.

03/05/2020

Legacy Campaigns

When the level cap was raised to 80 with Undermountain, most old campaigns were awarded "legacy" status and not updated. I'm not sure what the selection criteria were, considering that the old Elemental Evil is still considered "current" while the much more recent Ravenloft has been designated a legacy campaign, but I'm guessing it might have simply come down to avoiding the hassle of re-scaling content where it would have been required.

With those old campaigns stuck at level 70, quests there can be completed with much more ease than previously now. To what end though? Cryptic were clearly asking themselves the same question and decided to add new weekly "legacy campaign quests" that ask you to either do quests, kill mobs or run heroic encounters on those old maps and that reward a special currency that can be used to purchase certain desirable items which were previously very hard to come by, such as companion upgrade tokens and high level enchanting stones.

This is one new feature I really love, as I'm both a fan of giving old content a new purpose and I really benefit from this new, more casual avenue to accessing those rare items.

All legacy campaign quests also reward currency for the campaign they are related to, plus bonus currency for a campaign of your choice (e.g. you could complete a quest to do Icewind Dale heroics and get both Icewind Dale currency as well as Chult tokens). This is useful to help get alts through campaigns you don't like as much and to get extra tokens that are required for stronghold upgrades.

I think this is really great design as it has also worked to greatly reinvigorate some of the old maps and especially the larger heroic encounters on them, which many people had previously lost interest in due to lack of rewards.

13/10/2018

River District Heroic Nerf

I didn't find completing the Cloaked Ascendancy for a second time too bad - what with using a Signet of Patronage and being able to complete the area's daily quest in about ten minutes by chaining five of the small heroic encounters.

A couple of months ago Cryptic already nerfed the seal rewards from those heroics, but I didn't really care much about that at the time because I wasn't running them for the seals anyway; I was running them to progress the campaign.

Fast forward to this week, when I decided to start my third character on the River District... just to find that at some point in the recent past, Cryptic also nerfed the heroics' contribution to the daily quest. While you could previously complete it from five encounters, now you need twice as many, presumably in an attempt to push more people towards doing the mini lairs instead, which I don't like very much. (Unless those have been nerfed too. I didn't try.)

I'm feeling really dejected by this - why make an old campaign that already suffers from being somewhat boring and grindy even more so? I get that this game is very much about grinding, but at least when it came to older content, Cryptic used to be a bit more generous and tended to lower requirements over time instead of raising them.

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.

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?

28/05/2018

A Touch Of Madness

Another long-neglected goal achieved: Underdark campaign completion.

The reason I had stayed away from this one for so long was that I perceived it as extremely grindy, and looking at the raw numbers, having to acquire 7000 Faerzress at 18-50 units a pop certainly does add up to quite a slog. Thankfully I got a lot of mileage out of a recent double Underdark currency event.

I did realise though that all things considered, the grind wasn't really that much worse than for most campaigns; what made the difference for me were the heroic encounters. I liked them well enough as something sprinkled in among the regular quests like in Icewind Dale, but a whole campaign of nothing but grinding heroic encounters (or skirmishes I guess) was just super boring to me. I like the classic questing model. I don't think I would have much fun in Guild Wars 2.

16/12/2017

Chultan Heroics

In what is quite a departure from previous modules, the Chultan jungle only contains two heroic encounters, and they are both of the big kind that requires a decent amount of players. Considering that Chult is a pretty hostile environment to begin with and heroics tend to crank up the hostility levels to eleven, that means that hardly anyone ever does them. Which sucks when you're still relatively new to the zone and just got a weekly quest to complete a heroic encounter.

Not that I can blame anyone. With these types of big bads you can't just make a start and hope that more people will join in as the fight progresses, and nobody wants to be the first person to run in and get annihilated. (Only someone well-geared and somewhat tanky really stands a chance anyway.) The encounter at Camp Vengeance also features the additional hurdle of having a step where you need to carry a certain amount of supplies from A to B but you can only carry one at a time, necessitating a certain minimum number of players to make sufficient progress before the timer runs out. Though I don't know if the encounter fails entirely if you fail that one step.

My pet tank and I did get Camp Vengeance done once by grabbing a guildie who plays dps and simply making a start on the not-too-deadly first step. Once we reached the supply carrying phase and others could see that there were multiple people working on it and actually getting somewhere, they slowly started joining in as well, and by the end we had sufficient numbers to complete the encounter successfully. Nothing attracts additional players like success, but it's hard to get things off the ground.

Selfie with giant dino in the back.

With King of Spines we got lucky as we noticed a player who was in the same instance shouting about wanting more players to take on the heroic. We figured that since we were already in the same instance, we might as well join in, and the group eventually grew large enough to successfully start and also complete the fight.

I'd love to know Crytic's thoughts behind this change though.

10/03/2017

Inv Ship Pls

The heroic encounters in the River District are a funny thing. There are four large ones in total - three that share a spawn timer and appear in one of three corners of the map (I don't know if their order is fixed or randomised), and one that can be triggered by player hand-ins and is located almost right next to the zone's base.

As a result, everyone runs the latter all the time and general chat is flooded with invite requests so that people can chain-run the encounter by quickly hopping from one instance to the next. Meanwhile, the other three events largely go ignored. (The fact that the teleporting mobs that are part of Gyrion's forces are super annoying doesn't help.)

MMO min-maxing at its finest.

05/11/2016

Demonic Encounters

Even though I enjoyed module eight's story arc, I didn't actually do the associated campaign on any of my characters, not even my main. Why? Because it was tied to farming heroic encounters which I thought were absolutely horrible.

The problem was that Underdark introduced demonic encounters to existing maps which came in three different flavours, two of which required actual tactics to be completed successfully instead of just blindly zerging the mobs. In one scenario you had to prevent demons that spawned around the edge of the area from running towards the shiny circle in the middle... but people would frequently confuse the fact that the demons disappeared when they hit the circle for a sign of success and actively pull or knock them into it, causing the encounter to fail. The other problematic scenario required you to protect an NPC while they channelled a protective spell, and if they were hit more than once or twice, you were pretty much guaranteed to fail... but you'd try to finish it anyway, just to run out of time with a smidgeon of the progress bar not completed. After repeatedly wasting half an hour or more rotating among events that just kept failing like this I got fed up with it and refused to let my pet tank drag me along to any more of them, boons be damned.

It was only last week that I finally decided to give them another go, and things seem to have improved in so far as more people know what to do now and the NPCs that need protecting appear to have received a significant buff, as I've seen that particular encounter complete with ease even after the Harper got smacked out of his or her trance every other spawn. The circle scenario still fails quite a bit, probably because it's the most sensitive to movement and precision, but people just don't bother with it anymore or even start and fail it intentionally just to get another one to spawn more quickly.

09/10/2016

Siege of Neverwinter

This is another event that I've repeatedly managed to miss - until last time, when I was at least aware that it was happening but decided to ignore it at the time, just to kick myself later for missing out on a cool mount.

I thought that it was set to recur a week or two before the Protector's Jubilee (Neverwinter's birthday), as the original Neverwinter intro cinematic also starts with the city under siege. However, for some reason the event is live again now, so clearly I was wrong about that.


Either way I've been appreciative of another opportunity to try and get that armoured horse. The event neither asks nor offers much, consisting of a small combat area with a couple of cycling heroic encounters. Since it's all scaled to level 60, the mobs pretty much explode in the presence of level 70 characters - I often can't even figure out where an event end boss has spawned before he's already fallen over dead. You can do as much or as little as you like, as the daily only requires you to complete two encounters. It's easy XP for levellers and a great farming ground for stronghold vouchers though.

03/07/2016

For the Alliance!

A recent patch introduced a feature called guild alliances. The system remains opaque to me, even though our guild has joined one such alliance. One thing I've learned is that not all guilds in an alliance are created equal; instead one gets to be the "boss", who has several subordinates, each of whom has another bunch of subordinates of their own. We hold the lowest rank of these while being beholden to a "boss" guild called "GOD", which has led to all kinds of opportunities for punny humour (comments about "seeing god", "being with god" etc.).

One clear benefit is that all the alliance strongholds get linked up for easy visitation rights, and members of all participating guilds can team up to tackle the heroic dragon encounters on the stronghold map, which seem to require 20+ people if you want to kill more than one of the four dragons.

Annoyingly, part of the rewards from these encounters are contained in special kinds of lockboxes for which you need a new kind of key from the cash shop, and I'm almost ashamed to admit that I did shell out some zen to be able to unlock the few I got. And to think the rewards weren't even that great...

It's been fun to be part of the loosely directed zerg to kill the dragons a few times now (they need to die close to simultaneously, so there's a lot of "everyone except two people switch from red to black" kind of shouting going on), but I could see those fights getting boring quickly as there isn't much else to pay attention to. The fun is additionally reduced by the fact that one or two of the dragons have glitchy/hard or impossible to see mechanics that one-shot people, so depending on which dragon you are on, you can end up in an ongoing cycle of dying, resurrecting at the nearest campfire, using an injury kit, running back, landing a couple of attacks and immediately dying again.

05/09/2015

Stronghold Life

Even though my mini-guild's stronghold still only has one building, we've grown strangely attached to it. It may be decrepit and low level, but it's ours. The heroic encounters are easy compared to the stuff in Icewind Dale and even many of the larger ones can actually be completed by a group consisting of as few as two or three people. They are fun and sometimes even quite rewarding.

It's also given us a new goal to work towards, erecting that second building (the farm). On weekends we group up and run dailies en masse to fill the guild coffer. Surprisingly it has turned out that it's not the unique stronghold currency that's holding us back (though it does take time to accumulate enough of it) but rather the amount of different campaign currencies that you have to pay in. We just don't run that many dailies, and more importantly, on some characters we actually still need the currency to advance the campaign itself and can't really donate it to the guild instead.