Tag Archives: Blaugust

On Tam’s 11 Questions

Blaugust Post #14

I realize this isn’t how this is supposed to work, but I found his pretty thought-provoking.

1. What is the best spell to cast?
If I were to be practical, a healing spell, but that’s boring. My actual answer is Shapechange. I feel like there are a lot of problems that have easy solutions if you can turn into a dragon, you just need to watch out for hero-types that get the wrong ideas.

2. What food item(s) from a game do you want to eat above any others?
Dirge’s Kickin’ Chimaerok Chops seem like something that has to be tried. It took me a lot of work to get the recipe for those, and chimaeroks went nearly extinct with the Cataclysm, making this an incredibly rare delicacy. The only part that bothers me is that it requires Goblin Rocket Fuel.

3. You’ve got an infinite supply of one consumable, and can never carry any others. Which consumable do you choose?
Teleport Scrolls seem like they would be handy, especially if it’s one of the types that lets you go to any familiar place, not just somewhere you mark as “home”.

Town-Portal

4. You have to choose a race and class that you’re never played seriously before. What do you pick?
I pretty much only play humans in games where there are no other options at all, and I tend not to play straightforward mage-types, but I really don’t see either of these changing anytime soon. I haven’t really ever played Orcs, so I might give something like an Orc Bard a shot.

5. What game did you think you would hate but actually loved?
It took a lot of convincing to get me to play the first Borderlands, as it released when I was in a state of thinking I hated First-Person Shooters. (Call of Duty: Modern Warfare 2 came out the same year, and I wasn’t a fan of that series.) Borderlands was amusing, and fun to play, and the wide variety of weapons made it awesome for me (even if Vladov is the best manufacturer). Co-op also helped in a big way.

6. What game did you think you would love but actually hated?
Darkest Dungeon. This seemed like it should be the kind of game that I liked, being a party-based roguelike with a unique art style, but I couldn’t stand actually playing it. In addition to my other problems with it, it bothers me on a few levels that characters develop mental afflictions from stress.

7. Pick a zone from any game to live in. Why?
I’d probably get annoyed by the elves eventually, but Gridania seems like it would be a pretty nice place to be. It’s nice and foresty without being quite as potentially lethal as the non-city shroud zones.

Gridania

8. You can excise one class from every future game. Which? Why?
I believe Thalen and Tam are correct in identifying that Warriors are an issue, but I think the class that needs to go is Barbarian/Berserker because classes like that limit what warriors can do. Making a class that is “like warrior, but gets mad” doesn’t do anyone any favors, just give warriors actual options, one of which might include “gets mad”.

9. What’s your favorite story?
The Odyssey. This is one of the few pieces of classic literature that High School English didn’t make me hate.

10. What hobby does no one (yet) know you have?
A few people do know this, but I don’t think I’ve mentioned it to a wider audience. I’m a bit of a musician and played trombone throughout most of high school and all of college. I’m currently in a location where practicing that is something that just isn’t going to happen, and I’m (slowly) learning to play bass.

11. What’s your favorite secret shame?
I have a general fondness for musicals. I have the soundtracks to several (including Rent, Wicked, and Starlight Express) in my music library. This has resulted in some really odd reactions from roommates and family members.

12. Why can’t Ashgar count to 11?
I’m a programmer, and off-by-one errors are one of the 2 hard things in computer science.

fencepost

On Levels

Blaugust Post #11

Not too long ago, Tam wrote a post (and a follow-up) about why we should get rid of levels. SAO contains hints of this, mentioning how a level-based system isn’t really fair in PVP contexts, with a subtler hint at the same idea explaining why the second arc doesn’t have levels. In general, I don’t disagree with the arguments presented, but I still think levels are worth keeping.

Progression

It’s possible to have progression without using levels, but I feel that having a level as a symbol of how far you’ve come is more important than any actual increases you get from it. Diablo 3 is a good example of this, as each paragon level doesn’t get you much, but it still feels good to get the level up animation and sound. Skyrim likewise gives you a small power boost as you level, but a large part of your power is based on your skill levels, which might be somewhat far removed from your actual level. (A system was introduced after Dragonborn came out that even lets you reset your skill levels and level indefinitely.) I haven’t played a lot of SAO: Hollow Fragment yet, but it seems to work similarly. (It also has the somewhat ridiculous level cap of 250, and Kirito starts at level 100. These numbers are kind of just there.) Tam kind of dismisses this point, but I feel like it’s relatively important. Even at max level in games with vertical gear progression, you tend to make a different number go up (since both WoW and FF14 tell you your average item level). Admittedly, there’s no “ding” noise for hitting ilevel 170.

Ding 70
Yes, I hit 70 on my first character from desecrating a fire.

Baby + Bathwater

I think more than that, my problem is that most level-less systems that I’ve seen so far either aren’t (TSW) or are 100 times worse (Destiny), with a few exceptions. EVE seems to have figured this out, but it has the problem of being EVE. TSW claims not to have levels, but that’s a big fat lie, as your power is 90% based on your talisman levels. If the big skill wheel was all there was, that game could still be compelling, but they felt the need to add a power gating mechanism on top of it. Contrast this with Guild Wars (the first one), which had actual levels, but intended you to hit the level cap (20) about a third of the way through the campaign. The bulk of your time is spent acquiring additional options, especially Elite Skills, which had to be acquired from bosses out in the world. It’s not a level-less system, but it acts like one, and I find it one of the better examples of such.

There are... other problems with this wheel.
There are… other problems with this wheel.

Destiny tried to be like Guild Wars, but is structured more like WoW or FF14. The story is enough to take you to about level 20, and you have “light levels” after that. Most options for getting additional light relied on random drops, and your light level still restricted what you could do, so this ended up being worse in almost all cases than having normal levels. Bungie seems to agree, and is going to normal levels with their first real expansion. Most systems I’ve seen so far that attempt to gate power in a way that isn’t related to level don’t actually fix any of the problems Tam outlined. As a consumer of games and not a designer, levels are easy to understand and mostly work, so I think I’ll stick with them. Changes have to do better than “mostly work”, and so far I can’t think of any that have.

On Dancing

Blaugust Post #10

Last night, our Monday raid beat up Bismarck (Extreme). It helped a lot to have Belghast, who cleared it with the Wednesday group last week, but it was still the first kill for 5 of us. Bismarck is one long DPS check, but more than that it’s the kind of “controlled chaos” fight that the Monday group excels at with AOEs flying everywhere and weather changes that have to be reacted to appropriately. Clearing this fight opens up our way to Thok ast Thok (Extreme) and the hardest current encounter in the game outside of Alexander (Savage).

Ravana

1-2-3

As suits his music, Ravana asks you to dance. It’s the kind of intensely structured encounter where you need to know what’s coming, as reacting to it is generally not going to be fast enough; it’s kind of like Titan in this sense. In addition to his normal abilities, Ravana has a series of attacks called “Liberations” (Prelude to Liberation, Liberation, Swift Liberation, and Final Liberation). Each of these is a 15 second cast (he takes bonus damage while using these) that ends with a very choreographed attack pattern. These vary in difficulty from “You remember Ifrit EX, right?” to “What madman came up with this nonsense?”.

Fortunately, all is not lost, and Someone came up with these simple animations to show one way of dealing with what’s going on. I love it when players do awesome things like this, because trying to explain Final Liberation in just text requires a lot longer than the 54 seconds of this video. Understanding how and why it works that way isn’t really something you can get from the video, so there are some drawbacks there too.

On the Liebster Award

Blaugust Post #8

liebster-award
Grace called it a blogging disease, I think of it as more of a chain letter. Either way, thanks for the Liebster award!


Here are my 11 random facts:

  1. I am the youngest person on the regular cast of Aggrochat.
  2. I’m a decent ice skater, and used to play hockey.
  3. However, if you put me on roller skates, I just fall down a lot.
  4. I will admit to liking a single song by N’SYNC. Said song is produced by one of my favorite EDM artists.
  5. I was given my first computer (a laptop the size of a briefcase) when I was 4. I could barely carry it.
  6. I have beaten Mega Man 8 more times than I can count. While in school, I beat it every time I came home, which meant about twice a year.
  7. WoW was technically my first MMO (and like Grace I didn’t play before Burning Crusade), but before WoW I was in the beta for Wish.
  8. I have an irrational love for shapeshifter characters. This has manifested in me playing a Druid whenever it comes up, but it isn’t limited to just that.
  9. I buy rulebooks for Pen and Paper RPGs I’ll likely never play, just to see what’s interesting in them.
  10. As far as food goes, I believe that cinnamon makes almost everything better.
  11. Despite claims to the contrary, I’m not a robot.

And here are Grace’s Questions:

1.Why do you blog?
I blog to get my thoughts out to whoever might be interested in reading them. In some ways the podcast serves as this, but the blog helps for more long-form thoughts.

2. What was your favorite childhood cartoon show?
The answer to this question depends on how you’d like to define “childhood”. I remember really liking the Powerpuff Girls when I was younger (It premiered when I was 7). Later, I was part of the Toonami generation, and really liked Dragonball Z.

3. Fantasy or Sci-Fi?
Fantasy, full stop. Exceptions are made for Sci-fi that’s really just pretending to not be Fantasy, like Star Wars or Mass Effect.

4. What’s the most amazing place you’ve ever been? I was too young to gamble (or anything else, really) when I was there, but I really loved Las Vegas. It’s just an amazing spectacle, and I haven’t seen the like anywhere else.

5. Pizza: Chicago or New York?
In general, Chicago Pizza is better than New York Pizza. However, it’s nearly impossible to actually get good Chicago-style pizza outside of Chicago while a bunch of places do a decent imitation of New York-style pizza around the country, so in most locations the opposite is true.

6. If you could only pick one game genre to play for the rest of your life, what would it be?
I’m a big fan of Action-RPGs. If I can stretch that definition far enough to fit Diablo, Kingdom Hearts, and Elder Scrolls under the same umbrella, so much the better.

7. What inspired your character name?
This one’s easy. There’s some more story there, but that’s the name I took for my Druid in WoW when we started playing Horde-side, and it ended up sticking.

8. What is your greatest gaming moment or achievement?
I like soloing ridiculous content, and every so often I drag other people into it. I managed to solo the first boss of AQ40 at level 80 (it required a silly amount of Nature Resist gear), but I’m more proud of getting enough people in to clear the instance. I’d previously had groups that even at level 80, could not get past Twin Emperors, so doing it with a few guildies was a pretty awesome experience.

9. Do you share your love of games with your real-world friends and family, or keep it to the internet?
I keep a Pikachu Amiibo on my desk at work, so my love of games isn’t exactly a secret. I’ve gotten into discussions about games with family and co-workers, but a lot of my current co-workers play World of Tanks, which I don’t have a lot of interest in.

10. Have you ever had a really weird pet?
Nope. I had a dog once, and when I move somewhere that allows them, probably will again.

11. What is your favorite type of environment/biome in-game and IRL?
I’ve always been a big fan of forests. I grew up in a location where nature trails were readily available, so I spent a decent amount of time walking and riding through shaded areas in the summer. In games, forests (but not jungles) tend to be relatively quiet and mysterious, but they sometimes have the “twisty little maze of passages” thing going on. My tolerance for that trope depends on how much you’re expected to rely on trial-and-error.


And 11 more questions:

  1. Why do you blog? Yes, I know it’s a repeat. Deal with it.
  2. What’s the first game you remember playing?
  3. Dogs or Cats?
  4. Do you have a favorite villain?
  5. What are your thoughts on escort missions?
  6. Borrowing from the “stereotypical interview questions” list, What would you say is your biggest weakness? (I did actually get this question a lot last year.)
  7. What character archetype do you find yourself playing most often?
  8. Other than games and the means to play them, do you own any gaming-related items?
  9. Because I know who these questions are going to, I can ask this one: What’s your favorite system for Tabletop RPGs?
  10. What upcoming games (if any) are you looking forward to?

Because Thalen hasn’t beaten me to it, Tamrielo and Kodra, have fun with this one.

On Revenge

Blaugust Post #7

I still don’t take enough screenshots.

FF14 recently added an option where you can go into dungeons as an “undersized party” which is the only way to enter with fewer than the required number of people, and also skips the level sync portion. In all honesty I’m not sure what the intent is, but we’ve used it for two things: Entering level 50 raids at 60 and soloing old content.

Tam-Tara (Hard)

Into Darkness

Before I even properly leveled anything, one of the first things I did was go into Dzemael Darkhold on my warrior (at 50) and see if I could solo the thing. DD is a level 44 dungeon, and at the time I needed a relic drop from there and was quite tired of running it at the proper level.Turns out that except for the final boss, not only is it possible, it’s easy. The final boss is also possible, but considerably less easy. I always liked doing similar things in WoW, so I think this got me hooked on trying to solo things here.

goring blade

Further Endeavors

Fast Forward about a month, and I have a level 60 Paladin, ready to try my hand at some tougher content. Still needing Relic drops, I decided to start with Amdapor Keep, one of the “starting” level 50 dungeons. This took a bit more doing than Dzemael Darkhold, especially because the final boss has a healing debuff. I’ve been working my way down the list since then. I haven’t had any success with Copperbell (Can’t keep up DPS on the boss and do mechanics), or Lost City (The first boss just eats you, which is fatal with no party members). I did manage to solo Wanderer’s Palace and Halatali. I still have quite a few to go, so we’ll see where the brick wall is. I suspect that if I run into issues as a tank, I could always come back as one of the Arcanist classes once I get to 60.

On the Most Awkward Scene in Videogames

Blaugust Post #5

Blaugust is pretty good at getting me to finish my drafts. This is a post about That Scene in Final Fantasy 10. It’s fairly early (a few hours in), and the game’s 13 years old, so this is all the spoiler warning you’re going to get. There is a scene fairly early on where Yuna is attempting to show Tidus how to laugh. It’s incredibly, unbelievably awkward, and it’s frequently pointed out as an example of bad writing, or localization. If you don’t believe me about this, see for yourself:

The thing is, I think this scene does exactly what it sets out to do, which is to demonstrate how Tidus is strange, and doesn’t fit in, and isn’t really adjusting well. Spira is not a terribly happy setting in FFX, and attempts to make it brighter are doomed to failure. In case you’re wondering, it’s also not any less awkward in Japanese. What might be worth arguing is the value of this. Tidus is the player avatar (for better or worse), I think and making him look stupid turns some players off the game. This is really part of a deeper JRPG vs. WRPG thing, but I won’t go into that here.

On Lessons not Learned

Blaugust Post #1

It’s August 1, which means it’s the 2nd Annual Blaugust. I participated in this last year in order to get more practice writing in general. I did a pretty good job of it, and then I moved halfway across the country and didn’t keep up nearly as well. This Blaugust post is the first one in over a month, after all.

What Changed

I feel I have gotten a bit better at actually hitting publish on random thoughts I type up. I have fewer half-completed posts just sitting around since August of last year, compared to before I did Blaugust.In addition, writing a post isn’t really an ordeal. Some of my posts get a bit rambly, but I try not to evaluate the quality of a post purely based on its length. As long as a post contains something that might be considered interesting or informative to someone, I’m pretty happy.

Louisoix

What Needs Work

I’m still lacking in “make post time” since the move. I might have to borrow a note from Bel here and write a post in the morning. I get up early enough for this, but it would mean a bit of a change in schedule. I do get a bit self-conscious about what I’ve been playing, as it’s just been “Final Fantasy” for a while now, and I feel like it’s a bit boring saying the same thing over and over (although I haven’t been doing the same thing constantly, so it’s kind of a silly concern). We’ve got another month to work these things out. Maybe I’ll even play something that Isn’t Final Fantasy 5 or 14.

The Job Fiesta is still going on, though…

On The End of the Party

First things first: It’s the final day of the Job Fiesta. I challenged a bunch of people and only 3 have shown evidence of completion, so I guess I owe $30.

Personally, I turned in two completions of my own.

Without any contributions from people seeing how the results came out, the Fiesta earned $10,385.64 as of this writing. If it keeps growing like this every year, it will become one of the larger events for Child’s Play. I know a large amount of money comes in from Something Awful, so many thanks should be extended to them each year.

It’s also the end of Blaugust, and all of the festivities that entails. It’s been fun, etc., etc. I could say that I hated everything and everyone, but that would be untruthful and my actual thoughts can be found here.

With the ending of things, it’s time to start anew. A new D&D campaign is starting tomorrow, and my Dragonborn Paladin will show up, probably to ruin everything. With the end of the Job Fiesta I can use my PSP to go back to playing Breath of Fire 3 (although I want to beat Azure Striker Gunvolt first.) Destiny’s coming out in just over a week. A friend is starting a new job, and it’s a time of transition for a lot of people. Hopefully the end of things just means new things are getting started, and I’ll be here to chronicle wherever things take me.

Records of the month can be found here
. Thanks for the trip, Bel!

On A Blue Bomber

At some point I need to admit that Mega Man is dead. Other people already have:
double-xp

Thankfully, other companies are picking up the slack. Inticreates continues to put out action-platformers even though they aren’t tied to Capcom, and the latest project from them is Azure Striker Gunvolt for the 3DS. It’s a bit different from the games you might be used to. Gunvolt does have a dash and a wall jump, but the mechanics of the dash are a bit different than Mega Man X. Also, while GV has a gun, it does very little damage. The primary purpose is tagging things, which can then be zapped with electricity. The “Flashfield” damages things near you a small amount, and anything you’ve locked onto a large amount. To go with this, you have an energy meter that depletes when you use it, or if you get hit while not using it (getting hit while using it decreases your actual health). Depleting it completely will lock you out of things that use it for a few seconds, this includes it taking damage for you.

This causes the game to play somewhat differently in practice, as you can’t really kill things with primary fire. The fact that taking damage is a multi-step process also makes the game a bit easier than the Zero and ZX games that this takes after in looks. It makes up for this with a somewhat complicated score system in which you build a bonus and can “cash in” by either hitting a checkpoint or using a special attack. This bonus is lost if you’re hit, whether you take damage or not. Time is also a factor in the score, and the game grades you on how well you did. Outside of the levels, you can use materials and currency to get abilities in the form of equippable gear.

I’m only about halfway into the game (and much less than halfway done, since there are many challenges for levels I’ve beaten that I haven’t met). I really like what I’ve played, and if the second half maintains the quality of the first I’ll highly recommend this one.

Bonus content: The game comes with an 8-bit demake featuring GV along with Beck from Mighty No. 9. This is kind of like the “Model a” mode in ZX Advent, and I’m guessing it was thrown together after finishing Gunvolt before work starts in full on Mighty No. 9. It’s quite fun, and Beck controls a lot like traditional Mega Man, so it feels really familiar.

One more day of Blaugust, more posts can be found here.

On Fighter Options

I was asked about this, and what was a short email became a blog post. Fighters in D&D 5 have a number of choices to make quite early in their character development, so let’s examine them in a bit more detail.

Fighting Style

The first choice is what fighting style to take. For the sake of this particular discussion, I’m ignoring the fighting styles that don’t boost damage in some way, although they’re certainly worth considering (Protection in particular is rather powerful). We’re going to be examining these using Kodra’s assumption of 15 AC as a decent target, and a 16 in the primary attack stat.

  • Archery: This is a +2 to hit, or a flat 10% increase in your chance to hit (advantage/disadvantage can mess with that a bit). Longbow damage is therefore going to be .6(7.5)+.05(12) = 5.1 DPR at level 1. Fighters don’t get any thing that directly boosts this until their subclass choice, but that’s for later. No other style provides a boost to hit, so this one provides the most consistent damage.
  • Dueling: This would seem to be the default choice, but our DM has ruled that it doesn’t apply to sword and board. Anyway, at +2 to damage modeling this is also pretty straightforward: .5(9.5)+.05(14) = 5.45 DPR. Not bad, and it gives you a free hand to work with (which might be important depending on later choices).
  • Great Weapon Fighting: The important note here is that if you’re in this category, you’re probably planning to use the King of Weapons, the Greatsword, as it’s the objectively most damaging weapon in the book (although the Maul got moved up to match it). As such, this would come out ahead of the Dueling numbers without taking the style (5.85) but the style is another damage boost on top of this. The end result (assuming that you always reroll an initial roll of 1 or 2) is 6.65 DPR.
  • Two-Weapon Fighting: This should probably be evaluated differently because hitting with both hands requires your bonus action, but as a low-level fighter you don’t have any other uses for that anyway. This also requires light melee weapons (without a feat), which means you’re down to shortswords (or similar). Final damage is (.5(6.5) + .05(10))*2 = 7.5. This lead decreases when Extra Attack comes into play.

Martial Archetype

The choice between these really depends on what you want to do with your fighter. One thing to keep in mind is that fighters are still mostly supposed to use their weapons on things, and this remains true even if you’re a Battle Master or Eldritch Knight.

Champion

This one’s definitely the most straightforward. More criticals, another fighting style, and some bonuses to checks you’re probably not doing a lot (although it’s worth noting Remarkable Athlete does cover stealth checks if you don’t have proficiency). I don’t quite have Kodra’s patience for calculations, so I’ll trust him when he says that the critical bonus isn’t worth that much at low levels. The additional fighting style can be used either for defense or versatility. This archetype gives nothing that uses a bonus action, so TWF works fine with it.

Battle Master

All of the things people liked about the 4e Warlord ended up here, except constrained by a limited pool of superiority dice (which are recovered in a short or long rest). Many of the maneuvers you can pick from allow you to add the superiority die roll to the damage of an attack, making it better for damage than Improved Critical (as long as your dice last). Some of these require you to use a bonus action, making TWF a less attractive option for this archetype. There are other interesting things you can do in this one, like getting an off-turn sneak attack out of a rogue in the party if you have one (requires your bonus action and the target’s reaction). Once you run out of superiority dice, this archetype doesn’t have much to offer, but I know it’s Kodra’s favorite.

Eldritch Knight

This one’s a bit odd. The paragraph at the start of the archetype description hints at where this one is going, and what it gives you. While it does grant cantrips, they’re less likely to hit than weapon attacks unless your INT is abnormally high for a fighter (maybe you rolled for stats; consider Blade Ward if you’re more… typical) and will also do less damage in most cases (especially if you’re using a greatsword). The primary power here is access to one of the better Wizard defensive spells (Shield is very good) and some AOE that other fighters cannot duplicate (look for spells that still deal half-damage on a successful save like Burning Hands, or later, Fireball). At much later levels, you can start taking other wizard buffs, like Haste or Stoneskin. Spell slots are limited, so the primary thing you’ll be doing is still using your weapon. Because casting most spells requires a free hand, and later features do use your bonus action, TWF is a no-go for this archetype. Jury’s still out on if you can cast spells with a two-hander, so check with your DM. (I’d say yes, but it’s not entirely clear.) I personally think this might be the best archetype for “tank” type fighters.

Conclusion

That’s a lot of words to say “different choices work better in different situations”. Unlike Ranger, where I firmly believe one of the archetypes is weaker than the other, the fighter ones are all good in their own way. The Fighting style question is a little easier, as Great Weapon is great unless you have compelling reason not to use it (dex-based fighter, want protection style, etc.). Hope this helps anyone who’s intending to play a fighter in an upcoming game!

You know what this link is by now. Also, you have until the end of the weekend to finish the Four Job Fiesta. I apparently owe another $10 now.