Category Archives: Gaming

On Fine Particulate

Unlike most of the things I write about, which are either MMOs or fairly recent games, I’d like to take a moment to talk about one that is actually a few years old now. Dust: An Elysian Tail released on Xbox Live Arcade in 2012, and as these things tend to do, released for the PC the following year. It released on the PS4 last year, and was free as part of PS+ or Games With Gold at various points in the year depending on your choice of platform.

Dust is a Metroidvania with a bit of a surprising development history. The developer is Humble Hearts, but the vast majority of the work is credited to Dean Dodrill (Noogy), who is responsible for all of the design, art, programming, and most of the story. I did discover when looking things up for this post that he was also an artist on Jazz Jackrabbit 2, and one of the composers for Dust (Alexander Brandon) was also involved in the creation of that game.

Title Screen

Let’s just get this out of the way

Dust: An Elysian tail is a game where all of the characters are anthropomorphic animals, and the art style resembles 90s cartoons in a lot of ways. I’ve seen a number of people mention they won’t play the game because of the characters or animation. (This is usually accompanied by a statement making fun of furries, DeviantArt, or both.) As someone who actually enjoyed the era of 90s platformers, I actually like the art style quite a bit. The experience with Jazz Jackrabbit shows, and Dust himself has a lot of nice animations for both movement and attacks. Things that aren’t Dust tend to not animate quite as well, however. The big versions of characters used for cutscenes are not quite as refined as the spritework.

Fidget, panicked

A Winning Combination

You play primarily as Dust, an amnesiac (ok, maybe a bit cliché) cat who is accompanied by a talking sword (the Blade of Ahrah) and the sword’s flying nimbat guardian (named Fidget). There is a usual progression of abilities for a metroidvania, increasing your mobility to open up more areas, and the platforming is solid. Combat involves rather fanciful use of the sword, and Fidget can cast magic to support you (which by itself is very ineffective). One of the major elements of the game is that Dust can spin his sword to create a vacuum effect (called the Dust Storm), and this has uses in both combat and puzzles. The primary combat use is to amplify Fidget’s magic, which will become homing, or explosive, or possibly other things during this effect. Puzzles tend to make more use of the ability to pull things in. It’s also an attack by itself, capable of dealing lots of small hits at short-range, but it will damage you if you hold it for too long.

Using this combat system, the game rewards racking up large chains of hits, and even lets you get a few extra hits on enemies that have been killed before they fade in order to keep up a combo. This easily gets into the hundreds in the start of the game, and there are achievements for values up to a thousand. Getting hit drops the chain, but Dust has a very effective parry that can keep you (and your chain) alive when big hits are coming. There’s also an invincible dodge that can be performed in either direction, but your enemies can also do this in most cases, and will use it to flank you.

DUST STORM

Eternally Retold

The story is a bit short on reliable narrators, but mostly involves intersecting tales of revenge, with Dust caught in the middle. It’s hard to say more without spoilers. I enjoyed the main story, but that might be a personality thing. I always want to know more about things, and this game plays some of its more important background elements very close to the vest. I find this compelling, but I’m aware that others find it annoying. Your most reliable source most of the time is the sword, and it seems to have incomplete knowledge.

There are also a lot of side quests, which are not all created equal. Some are interesting, and some are boring, and the rewards tend to be not great either way. Some of the NPCs are still interesting, like the old couple you meet near the start of the game, and the shopkeeper who somehow manages to be in places that he shouldn’t. The incidental writing (journals, item descriptions) is sometimes more entertaining than expected. One of the immediate examples here is “Mysterious Wall Chicken”, which is a reference to how Castlevania games tend to inexplicably put food inside of breakable walls. It’s not quite to a Final Fantasy 14 or a Divinity 2 level, but it’s certainly something that wasn’t ignored. (As an aside, the game that clearly put the most effort into its item descriptions that I’ve played is Sequence. No word yet on if There Came an Echo continues this tradition.)

Shopkeeper

Ashes to Ashes

In the end, Dust: An Elysian Tail is a game I highly recommend. It’s a solid metroidvania with an enjoyable combat system, great music, and an interesting story. I also have a few spare Steam copies, which I’m willing to give out to three people who show me an amusing item description. I’ll take submissions via twitter or in the comments section until 12:00 EDT (16:00 GMT) on March 13, and I’ll choose the winners randomly from among these. I look forward to seeing what you come up with.

On Saving Time

At this point I’m not sure where I first heard it, but I find when it comes to dungeons in Final Fantasy 14, the following is quite true:

Nothing wastes more time than people trying to save time.

So to my tank in Aurum Vale this past week, this one’s dedicated to you. It’s a bit of a rant, so sorry ahead of time for that.

Slow Down

The nature of some of the high level content in FF14 means that you may end up doing some dungeons rather often, especially if you decide to continue the relic quest past the atma stage (I don’t recommend this if all you care about is having a good weapon). Sometimes this makes people a bit impatient. Recently I’ve noticed a trend in doing nonstandard things in an attempt to “save time” and finish the instance faster, particularly on the part of tanks. Strategies for this range from reasonable (pulling more things than intended), to ridiculous (ignore all mechanics and hope for the best), to mildly exploitative (skip pulls by sending someone, usually the tank, on a suicide run). The only reason I call that last one mildly exploitative is because Square Enix seems to have reduced or eliminated the ability to do this in some of the older instances, and designs most current instances to make it impossible.

The thing is, there are very few things that slow a run down more than a wipe, and some of these things lead to that very scenario. If your entire party isn’t on-board, a suicide run is a disaster waiting to happen (I’ve even seen this go bad in the first turn of Binding Coil). Speedpulling is well and fine, unless your healer isn’t aware of what it takes to keep up with such high damage on the tank (or worse, isn’t aware that they need to hold off on heals until things have some amount of aggro and get instantly murdered). As far as ignoring mechanics goes, almost all cases where this is viable require high DPS, and sometimes people try without being aware that it’s an issue. A wipe in the last phase of Howling Eye (Hard) takes a lot longer than simply killing the adds would have, and I encountered this when going for my Scholar relic recently. Other notable examples include the Bone Dragon and King Behemoth in Labyrinth of the Ancients.

Communication is Key

The most important thing is that your entire group is prepared and willing to go along with whatever you’re doing. If someone says that they’re not familiar with a particular instance, or doesn’t feel confident in their ability to do a speed run, don’t try it anyway. If your party’s DPS is a pair of dragoons, you’re not really saving time by pulling more things at a time. On the other hand, if you have a Bard and a Black Mage feel free to pull as many things as you can without giving your healer a heart attack. If you’re in an instance below level 50, it’s important to keep in mind that some classes are missing relatively important tools (Flare, Perfect Balance, and Medica II come to mind immediately) and if you’re in an instance low enough there are some classes that don’t have any AOE abilities at all (Monks get their only worthwhile one at 30, Summoners get vastly improved AOE ability at 30, Dragoons get their first at 42 and a better one at 46).

The one that really gets me is ignoring mechanics without warning the party, particularly when this requires healers to kite or tank something they were previously unaware of. I first encountered the “screw the healer” strategy in Cutter’s Cry, and I’ve since seen it in Copperbell Mines and a few other places. It also tends to be the go-to in the Crystal Tower instances, even though there are somewhere between 2-5 tanks who don’t really have anything better to do who could be picking up adds instead of fighting for aggro on a miniboss. (Mini-rant: If you’re a tank, and you’re in one of the 24-man instances without a real job, please don’t fight whoever’s tanking a boss for aggro. In fact, turn on Sword Oath/turn off Defiance, and you will help more by doing damage than you would by spinning the boss. The exception here is when there are adds that need to be handled, most notably on Glasya and Amon, but you can switch your tank stance on when you get there if you’re paying enough attention.) If your healer doesn’t know what they have to do, they’ll die, and you’ll wipe, and have to do the whole thing over again. There are many more examples of this, like not killing the pillars in the last boss of Qarn, or ignoring the Iron Giant in Labyrinth. More uptime on the boss doesn’t speed things along if it causes a wipe.

It’s the little things

THAT SAID, there are some genuine ways to save time in instances that don’t endanger the group. For DPS classes, the biggest one of these is knowing your own class. If you are a bard, and you don’t anticipate the need for TP or MP regen, Foe Requiem increases the damage of your dots and Flaming Arrow even if there are no magical DPS in the party. (It also pulls from a very long distance, so be careful with it.) For Monks, Perfect Balance can be used to get a lot of AOE damage out of spamming Rockbreaker. For Black Mages, Blizzard III and Fire III replace Transpose entirely (unless you mess up).

Another thing that can help as a healer is casting damage spells. In particular, Holy is one of the game’s best AOEs, and the associated stun helps to reduce incoming damage on the tank. For Scholars, Shadowflare is also very good and causes a slow on everything standing in it, again reducing incoming damage. Provided you keep an eye on MP (Holy is very expensive) and don’t neglect normal healing duties, a bit of healer DPS can go a long way.

If someone’s new, an explanation ahead of time is better than a wipe later. It’s ok to suggest other things, but make sure everyone’s prepared and willing to go along with whatever strategy you’re using. Otherwise you’re just wasting time.

On 1812

If you heard the podcast from February 1, you may have already heard a bit about Overture (I mentioned it again on February 8). Since the podcasts I’ve learned a bit more about it, and I’d like to share. It’s an interesting game, if a bit basic, and I’ve lost several hours to it already.

Background

Overture is in many ways a real-time roguelike in a more traditional sense than that normally implies. It has somewhat randomly generated levels (although they all appear to be overall rectangular, so that part isn’t that interesting), random enemies, and swift death when you’re still learning what you’re doing. Play somewhat resembles games like Diablo, except you move with WASD and attack with the mouse. You move somewhat faster when moving in the direction you’re facing and not attacking, which it turns out is an important mechanic. The game asks you to defeat enemies in 10 levels while challenging a boss at the end of each. Beating a boss allows you to upgrade either your health or your mana, and you are also given the opportunity to spend gold on random chests.

When you inevitably die, you retain the gold your character finished with, and you can use it to upgrade characters or unlock new ones; it’s somewhat similar to Rogue Legacy in this sense. Upgrading only seems to improve your damage output, not your resources, so you still need to remain evasive or you’ll die pretty quickly. Items in the dungeon can improve your attack, defense, and mana regeneration, generally speaking. Weapons frequently have another effect that triggers on-hit, essences frequently have a similar effect on-kill. These can range from bursts of damage, to more gold, to potion drops.

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Meet the Cast

The playable classes are divided into 4 groups of 5 classes: Warriors, Rogues, Mages, and Shamans, where that last one houses everything that didn’t fit neatly into the first 3 categories. Generally warriors have higher defense, rogues move faster, and mages have significantly faster mana regeneration. Most Shamans have one of these also (Paladins have the defense of warriors, Priests have the mana regen of mages, etc.), but a few are slightly different. There are both short-range and long-range classes in most categories, although mages tend toward long-range and warriors tend toward the opposite.

All classes have a “standard” attack on right-click, these vary in effectiveness and range by class. Some examples here are the Peltast (warrior) who throws spears that go through enemies, the Trickster (rogue) who can attack wherever the cursor is without a projectile, and the Invoker (mage), who has a very short-range, very low damage fireball. Right click is usually a secondary attack that costs mana, usually . The Barbarian (warrior) gains a stackable damage aura, the Witch (mage) has a very powerful spray attack, and the Bandit (rogue) has a fan of knives burst.

A few classes have a right-click that isn’t a one-off attack. The most notable case is the Invoker, who becomes a demon with a primary attack that shoots homing fireballs. This form drains mana and you revert to the very weak base form when it runs out. The Brute works similarly, turning into a hammer-throwing berserker, but the brute isn’t quite as helpless when not transformed and has some big disadvantages for transforming. There’s also a Druid (shaman), who only spends mana on switching forms, and doesn’t have a noticeably stronger one. The caster form has a long-ranged magic missile, but moves slowly. The wolf form is very fast (faster than most rogues) and has a high attack speed, but a very short-range. Departing from the transformation theme, there are also oddballs like the Arsonist (mage), who randomly lights fires when right-click is held, or the Necromancer (mage) who summons skeletons.

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Meet the Opposition

There are a lot of enemies in this game, and depending on enemy type they seem to act slightly differently. A lot of them are fairly basic and will merely walk toward you, like most skeletons, and rats, and bats. Minotaurs are a special case because they also have this behavior, but are much, much faster than most other enemies, so they usually feel like they’re charging you. There are quite a few archer or mage-type enemies that will attempt to shoot at you from afar, most of them will try to avoid you if you approach them. Others will just continue trying to shoot you in the face. Behaviors seem to get more complex as you get further into the dungeon, and I haven’t seen the later floors yet.

There are also champion-type enemies that get a random name and more health and damage; if they have other properties I haven’t noticed. These aren’t usually a threat by themselves, but traps sometimes call 3-4 of them in addition to a swarm of normal enemies, and that can cause problems. There are also minibosses with somewhat more varied abilities, these are a threat on their own. Most levels have a large slime that thinks it’s a boss from a bullet hell game guarding the staircase. This was the cause of death for most of my first characters.

Of course, then there are the actual bosses. The “tutorial” warns you that you need to be able to move fast in boss fights, and that’s largely accurate. The game doesn’t pull punches, and sometimes has bosses that rush you in addition to their projectile attacks. Boss tactics don’t stop there, and they can also summon other enemies, lay traps, or interfere with you in other ways. Now that I’m getting more familiar with the game, the level bosses are my most common cause of death.

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Apparently this is a thing you can do

I didn’t know about it when I mentioned it, and it ended before I could point it out, but Overture actually had a Kickstarter conclude recently, even though the game is “finished”. The goals of the campaign were to get it on more platforms (Mac & Linux), soundtrack improvements, and performance improvements. I had mixed feelings about this at first, but after a while I concluded that I don’t think it’s a bad thing. Nowhere are the developers misrepresenting the product currently for sale or what they wanted to do with the Kickstarter. It’s an interesting step in post-release support, but not an entirely unwelcome one. I’m just not sure I personally would buy the game again just to get my money added to the Kickstarter pool.

I do recommend Overture to anyone looking for a generally uncomplicated roguelike where things might get a little crazy. I’m certainly having fun with it.
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On Big Things

Let’s talk about Gigantic.

Not a MOBA

MOBA is joining RPG in that the meaning of the acronym applies to many games not included in the genre. “Multiplayer Online Battle Arena” is a good description, but Gigantic doesn’t have minions, it doesn’t really have lanes, and you can’t break your enemy’s base. Instead, it has capture points, and summons, and giant fighting creatures.

The goal in Gigantic is to destroy the enemy team’s Guardian while defending your own, but that is a bit like saying the goal in Football is to score more points than the other team. In Gigantic, this is accomplished by performing various actions that grant Energy to your guardian. When it has a full bar, it will go rampaging toward the enemy guardian, rendering it vulnerable to player attacks for a little while. Kills grant energy, as does attacking the opposing guardian when it’s not vulnerable (this actually steals energy, but requires getting through the enemy team without dying). I think the capture points have some effect on how quickly your bar fills, but I didn’t get a chance to see that during the playtest. Since only one guardian is on the offense at a time, it plays out a bit like a football game, with alternating attack and defense.

After enough times of this (or I think if one of the guardians is low enough on health?) The Clash begins, and the guardians adopt positions that are much closer to each other, effectively reducing the playable space. Points can no longer be captured once this happens, and kills are worth increased energy. This greatly accelerates the pace of the game, creating a definite “endgame” scenario. It remains to be seen (by me, anyway) if this prevents games from being drawn out unnecessarily.

GiganticScreenshot-Naga

Summon Creature

The mechanic for capturing points is also somewhat non-standard. Points are taken by summoning creatures on them while they’re neutral. Which creature you summon seems to have some effect on your team, one example is a treant that slowly healed the team members that were near it. There was also a cerberus that granted vision of the enemy team on the minimap, and a drake of some kind that I don’t know what it did. These creatures fight for you in any confrontation close enough to the summoning point, which makes defending one much easier (generally) than attacking one. I would say it takes a coordinated effort to take one out, but it’s possible that the character I was playing (Charnok) is too squishy for it. Belghast claimed that he came close to doing it with Margrave (who is a tank) and probably could have if he were more familiar with the game. These summoning points are the territory control mechanism, and they’re the points that fights tend to start around unless one of the guardians is currently on the offensive.

gigantic canyon summoning circle

Motley Crew

One of the things I find very interesting about Gigantic (but unfortunately didn’t get a chance to personally explore) is that you are playing a very different game depending on which hero you’re currently playing as. The cast isn’t yet very large, but they seem to have a lot of archetypes covered. There are 14 revealed heroes, and Motiga mentioned that there are more in development. There seem to be a few characters for people who really like shooters (Voden, Roland, Imani, HK) who all focus on somewhat different roles. Imani for example is fragile, has a large crossbow, and is a sniper. HK is more durable and firmly believes in the Vladof philosophy, making his effective range somewhat shorter.

There are also a variety of characters who don’t rely on such careful aim, including most of the game’s melee characters. The already-mentioned Margrave is a tank, and can be quite disruptive while not dying. Tyto (the owl-dude who seems to be prominent in the game’s marketing) is very dangerous and fairly evasive, but can’t take much punishment. These characters rely much less on your aiming ability, and instead on your ability to navigate the map and get to where you can be the most effective.

There are characters that don’t fit neatly into either of these camps like Xenobia, who has a kit filled with debuffs and support via murder (or enabling murder), or Vadasi who is a more traditional supporting character and can power her abilities with her own health. (I’m told these two pair very well on the same team.) There are also a few mage-types, like Mozo and Charnok, who I got to play at PAX.

GiganticScreenshot-Combat-04

Categorizing this game is somewhat difficult, other than “surprisingly fun” and “competitive multiplayer”. I suppose it also has arenas in which you do battle online. I look forward to more coming out about this one, because I can’t wait to play more of it.

On San Antonio

As you may or may not be aware, I spent this past weekend at PAX South, with Belghast and Rae. I had a really fun time, and it was my first time seeing both of them in person, despite talking to them over the internet for years. They’re both awesome, and it made for a really fun day to wander around with them on Saturday.

This was the first annual PAX South, so my only point of comparison is PAX East in previous years. Compared to that, this show was a little smaller, and quite a bit more relaxed. Very few of the bigger publishers came at all, and Nintendo was the only representative of the Big 3 (And even then, they were only there to show off their New 3DS). As a result, the biggest booths belonged to Twitch and a pair of companies I’d never heard of before: Motiga and Greybox. Sadly, Greybox’s booth was incredibly crowded the entire time and so I didn’t get to see much of their games (Grey Goo and Dreadnought). Here are my highlights from the show:

A Gigantic Success

Gigantic is my game of the show, despite having to overcome some major obstacles: I knew nothing about it going in, I generally don’t like competitive shooters (I did have a small bit of enjoyment with Tribes a while back), and I’m already invested in a particular MOBA (League of Legends). Knowing nothing about it other than it controlled with WASD, I was seated in a group where 8 people had played before, and only Rae and I had not. After someone else on our team picked the minotaur-looking thing I was initially going to play, I opted for the dragon, and this turned out to be a great choice. Playing was a lot of fun, and it wasn’t until after we finished that I learned that it was Angry Joe on the other side of the table.

It turns out Gigantic isn’t entirely a shooter or a MOBA, but it does take elements from both.I think I have a lot more to say about this one than I’m willing to put in a PAX blurb, so look for that in the near future.

Charnok

This Feels Familiar

I’m not going to say Brawlhalla is Smash Brothers without Nintendo characters, but it would be hard to complete this paragraph without that statement. It’s a 2D Brawler in the Smash Bros. style with a few differences. For starters, the game revolves around the weapon system, where each character has a small selection of possible weapon pickups that they can get from picking up glowing swords scattered around the battlefield. Gnash, for example, can get either a hammer or a spear. Some characters have shared weapons, but they have a few unique moves with each. Another thing is that all of the characters have three jumps and Mega Man X-style wall sliding/jumping, so recovery is less emphasized and most KOs are going to be via a direct ejection. The primary thing it seems to have over Smash Bros is that it’s on the PC, so we’ll have to see if that’s enough.

Brawlhalla 1

More Strategic Than Pokémon

Moonrise is a game I find interesting, not only for the claims I heard from Jeff Strain at PAX, from whose words I took this section title. In all honestly Moonrise reminds me more of Jade Cocoon than Pokémon, given the limited set of elements and ability for your player character to actually fight. It departs from most creature battling games by being pseudo-real-time, with actions that take certain amounts of time to perform, ATB-style. This does open up the possibility of things like interrupts and forces you to make decisions faster, so we’ll see how it shakes out. It’s already out if you’re in Canada, Sweden, or Denmark and own an iPad. Hopefully it’ll come out elsewhere soon.

moonrise

Mark of Shame Award

I just feel the need to say that as the closest major Dev, Gearbox should have shown up with something awesome, and they barely came at all. Everything they had to say was part of a mini-panel, and since the panels were in their specific rooms and not on the schedule it was hard to plan around them. Other than the panel, they didn’t have anything really on display. When I even asked about Battleborn, they just told me to look at the website.

The runner-up for this one is Riot Games. I can see why they wouldn’t bring their big booth, but their panel left a lot to be desired. They originally had a pair of panels scheduled for Saturday, one in the afternoon and one in the late evening, with no indication of what they were going to show. By Saturday, the afternoon panel was announced as one on Champion Design, and the late panel was cancelled. The afternoon panel consisted of Ghostcrawler asking four other Riot employees champion design questions, followed by a Q&A. The minimalism of this panel (especially compared to other things Riot’s done in the past) makes me wonder if whatever they had planned on showing just wasn’t ready. I guess we’ll never know.

And the Rest

Hive Jump was on display, and it looks like it’s shaping up to be awesome. I backed it when it was on kickstarter, so that’s always nice to see. Faded is running a kickstarter right now, and looks like it might be cool if they can get a few things worked out. I also played a game called Pixel with some interesting ideas, although I’m not sure if it’s my sort of game.

Overall I found far more good than bad at the show, so I hope that future incarnations of it are successful. With there being 3 options for PAX in this country now, it’s my hope that more people get a chance to experience it. I’m off to go play more Citizens of Earth, so until next time.

On Repeatability

This is an expansion of some of my thoughts from the Podcast this past week, specifically regarding raiding in FFXIV. At this point I’m raiding one night a week, and would consider myself fairly casual, but the group I’m raiding with is awesome. After struggling with it for a few weeks, we cleared Turn 5 of the Binding Coil of Bahamut in mid-December. I’ve since cleared it 3 more times, twice with the same group and once with another group from our server. Some spoilers for the fight follow, so if you want to go into it blind, you should stop reading. (Also, don’t go into it blind. It’s a long fight with lots of moving parts, there’s plenty to learn even if you know what to expect.)

Because Reasons

One of the things that distinguishes our raid group from many others is our continued tendency to ask why certain elements of strategies exist. When learning Turn 2, we experimented with killing different nodes to see what the options for clearing to ADS actually are. Killing a node removes that ability from ADS, but adds a buff. Rot passing is required (if you’re doing the fight traditionally) because killing the Quarantine Node (which grants ADS the Allagan Rot ability) grants an overwhelming haste buff which makes the fight unhealable. As a result of this asking why, we’ve gained a pretty good understanding of a decent number of mechanics in Turn 5.

There are an amazing number of mechanics that instantly kill you in this one, which is probably a part of why it takes so much to learn. The following things will kill you with no save if not handled properly:

  • Conflagration (Phase 2)
  • The wall of the arena (All phases, most relevant in Phase 3)
  • Twintania’s big attack (end of Phase 3)
  • Twister (Phase 4)
  • Dreadknight (Phase 4)
  • Hatch (Phase 5)

The only randomness in almost all of these is who is targeted, and almost all strategies aim to reduce or eliminate the effect of random chance in this. Regardless of who gets conflag, they always move to the same place. The “Divebomb dance” if done correctly allows everyone to dodge no matter who is targeted. (It has the added benefit of allowing people who don’t dodge well to not get flung into the wall.) You can’t tell who Twisters pick, so everyone moves. The threat of the dreadknight is reduced if no one (except the tank) is near the middle. Hatch can be completely eliminated as a threat if the off-tank takes every one in the final neurolink.

Perfect Practice

As a direct result of this, the ability for the fight to screw you via RNG is fairly low, and I’ve observed this for most of the fights I’ve done so far. Fights can be practiced, mistakes can be identified, and eventually, victory can be achieved. Even things that seem like they could be random (Titan jails 2 people) aren’t as random as they look (Titan always jails a healer and a DPS) and can be planned for. Some mistakes are more forgiving than in certain other games because all healers (and also summoners) can raise during battle.

At the same time, the required amount of personal responsibility for all players is far higher than many other games. Part of this is the 8-person group size for “hard” content, which means the loss of even one player means you just lost ~25% of the group’s DPS and might not make a DPS check because of it. Some fights (Titan, Leviathan, I’m looking at you) don’t allow for the element of recovery I mentioned earlier, because once you’re knocked off of the platform, you’re dead until the next attempt. I feel like these mostly balance each other out; random personal responsibility feels unfair (See: Teron Gorefiend in WoW’s Black Temple), but it doesn’t feel quite so bad here. Because fights really do play out the same way almost every time, it’s possible to reliably get farther with each attempt, and that’s something I didn’t feel like was always true in my previous raiding experience. Maybe my group really is just that awesome.

On Tank Training

As those of you who pay attention on Twitter may have noted, I’ve been having some issues with the state of tanks in low-level instances in Fina Fantasy 14 lately. While I level my complaints directly at Riot Blade (and Gladiators in particular) that’s not really the core of the issue. MMOs are bad at teaching you how to play them, and for a role like a tank, that’s A Problem. Rather than continue to berate anonymous Gladiators for not knowing better, I’d just like to clear up a few things. While this post focuses on Gladiators/Paladins, some of it is also applicable to Marauders/Warriors as well. For a few reasons (*cough*) marauders tend not to have the same problems at low levels.

Maintaining Threat

While I’m not going to claim that it’s always easy (it’s not), tanking in FF14 isn’t terribly complicated. Your job in any given pull is to keep all of the enemies attacking you until all of them are dead, and also doing the best you can to keep yourself alive while doing this.The second part could be its own post, so I’ll stick to explaining the first. FF14, like many other MMOs at this point, uses a threat system (usually referred to in-game as “enmity”) to determine what enemies attack (most of the time). Tanks have abilities that are very good at generating threat, and using these liberally is one of the keys to being successful. To track you you’re doing, the party list and the enemy list both have different ways to display your current threat.

First, the enemy list tracks your threat status on all enemies, with green for low threat, yellow for medium, orange for high, flashing orange for a last chance warning, and red for when something has enough threat to attack you (aggro). (These are also all different shapes so they can be differentiated even with color blindness.) Tanks should strive to keep this as red as possible. The party list tracks who in your party has the most threat on your current target. Because the enemy list unfortunately doesn’t have a color for “about to lose aggro”, this is the only real way to see when someone else is getting dangerously high on threat. it can be helpful (especially if you have a Summoner or Black Mage in your party) to tab between enemies and see if any of them are doing unfortunate things.

party list enemy list

Why Riot Blade is a Trap

For Gladiators, the abilities that do bonus threat are (in the order you get them) Savage Blade, Flash, Shield Lob, Rage of Halone, and Circle of Scorn. That last one only comes in at 50 and isn’t really relevant to this discussion. The problem lies between the levels of 12 and 26, where you have access to Riot Blade but not Rage of Halone. This means that for damage, the ideal combo is Fast Blade->Riot Blade, and out in the world this is perfectly fine. However, Riot Blade wasn’t on that list I mentioned earlier, so in dungeons you’ll lose threat to the classes that do more damage than you (which is to say all of them) if you use that combo exclusively. Fast Blade->Savage Blade amplifies the bonus threat on savage Blade, and keeps things where they should be: attacking you. Riot Blade does have a use, but I’ll get to that in a minute.

Riot Blade

Provoke and You

Provoke is a Gladiator ability earned at Level 22, and currently holds the spot of “most required cross-class skill in the game” for Warriors. (If you are playing a Warrior and you do not have this skill cross-classed, get those extra few levels of Gladiator right now.) It’s the game’s only true taunt, so it’s essential for tank swaps, and it can be helpful when you lose aggro on a particular enemy. However, Provoke works by giving you threat equal to whoever the current highest threat person is, plus one point. This means that unless you immediately take some other threat-causing action, you’ll lose the target immediately. It also means that if you pull with provoke, you have exactly one point of threat and any action taken by anyone else will pull off of you. Shield Lob does have bonus threat attached, and should be used for pulling whenever possible.*

*There are edge cases where provoke’s longer range allows it to be useful for pulling, usually to grab a patrolling enemy.

Mooglesguard

Savior of the Universe

Flash is essential for Gladiator tanking. It does no damage, but a lot of threat to all enemies near you; I guess they don’t like light shining in their eyes or something. The range is just barely longer than melee range, so don’t use it expecting to hit enemies halfway across the room (and if you use it running in you’ll probably hit nothing). Flash is your only tool to build threat on multiple enemies simultaneously between when you get it at level 8 and when you get Circle of Scorn at level 50. Even if you use high-threat attacks on your primary target, not using Flash will result in everything else running to murder your healer as soon as they heal you once. Using it once is frequently not enough, either. How many times you should use it and how frequently varies depending on your personal gear, how many enemies there are, how long they’re likely to live, and if anyone in your party is using AOE attacks (attacks that hit multiple targets). Belghast’s recommendation from today’s post is generally a good one: Pull with Shield Lob, Flash twice once things are near you, and Savage Blade combo until dead.

Since Flash does eat a decent chunk of your MP bar, the only acceptable use of Riot Blade in dungeons is to earn back the MP to use Flash more. It can be useful, particularly if you have DPS that are level synced from 50, to tank by spamming just Flash until you are out of MP and using the Riot Blade combo only when you can’t use Flash.

DODGE

Adventurer in Need

There are some additional nuances, but what’s here is enough to carry you through until you hit 50, provided you also remember not to stand in glowing red things. I hope this helps beginning Gladiators; If you are one of them and you’re in the low-level queue, I thank you for making the queue shorter for the rest of us.

On Playing With Your Favorites, Part 2

Knowing the details about all of the hidden stats in Pokémon is enough to get your foot in the door, but to do well you have to do a bit more than that. Understanding the state of the meta is important, and it’s one of the few things that Nintendo can’t streamline. Team construction is therefore one of the most important parts of the game.

Mind Reading, 101

Building a successful team usually starts with a goal. The ultimate goal is to reduce the HP of your opponent’s pokémon to zero while keeping them from doing the same to you, but how this is accomplished varies. A lot of people have a particular pokémon that they want to force through, and some interesting teams have been formed from oddball choices here. Since the introduction of Mega Evolution, many people build their team on allowing their chosen mega to beat their opponent. Se Jun Park’s Worlds Team was an example of this; it focused on getting Mega Gyarados strong, and disrupting its counters. Other teams have more tricky goals.

team
Once you have a goal, it’s important to consider obstacles to that goal, which is where the mind reading comes in. It’s impossible to completely predict everything that your opponents might bring, but it’s helpful to have an idea of what you might face. Nugget Bridge is one of the best ways to do this, as they like to keep track of usage statistics across major tournaments. The Pokémon Company also helps a bit, as they track a top 12 on the website and report on the moves and abilities of every pokémon on the ladder. Trying to bring an answer to everything at once is futile, but in broad classes it’s possible to make good preparations.

Mind Reading, 102

Once you have a team, and you’re relatively confident, you still have to actually play the game. One thing that requires adjusting is that (especially in singles) players switch pokémon fairly often, where the in-game trainers essentially never do. To go along with this, being aware of when your opponent is likely to switch and what they might switch to is essential, and learning to predict well is what makes the really good players great. There’s a very strong element of mindgames here. For example, Se Jun’s Pachirisu had Follow Me, a move that forces all opposing pokémon to choose it for attacks. But even the psychology of that is important:

Pachirisu is very good against Electric-types due to Volt Absorb, especially in the later stages of a game. Therefore, it dissuades my opponent from using those attacks in the first place, so I don’t actually have to use Follow Me very often. As such, I can use Nuzzle and Super Fang very often, which makes Pachirisu amazing in doubles.

Prediction is also required when switching. If you have your opponent in a very obvious bad matchup, you might want to think about what they might switch to in order to get out of it, and act accordingly. But if you out-predict yourself and they don’t switch, you might lose out on a potential KO on the thing you’re facing in the first place. It’s vital to balance options like this against each other. In a way, it’s a bit like fighting games, only turn-based.

Class Dismissed

That’s enough on this topic, I think. Now that you have enough knowledge to hurt yourself, I recommend heading over to Nugget Bridge if you want to know more, or get into this sort of thing yourself. My Friend Code is 4897-6120-6518, but don’t count on me for any battles at the moment. Regardless, feel free to add me (and let me know if you do). Good luck in your battles to come!

On Au Ra

The new race for Final Fantasy 14 has finally been announced. I’m personally choosing to treat this as FF14’s personal birthday gift to me, even though the timing is a bit off. The phrase “Don’t stop pretending you’re a dragon” (from the PS4 Conference abridged) has gotten a lot of use within our circle, and now FF14 is giving me another way to pretend.

au ra

Missing Something

I was torn on what race to initially play when we started playing FF14. I really liked the Galka in FF11, and my legacy character in FF14 was a Roegadyn. I initially passed on Roegadyn because male Miqo’te were added in 2.0, and unlike Galka, Roegadyn do not have tails. Turns out that’s important to me, as I used a Fantasia to change to Roegadyn last year, and changed back when I felt that I just liked my character less that way. I tend to like the big races however (I played mostly Tauren and Draenei in WoW) and as the second-shortest race Miqo’te are certainly not that.

Roegadyn Ash
One of the very few shots of Ash as a Roegadyn

Scales & Claws

The Au Ra appear to be almost exactly what I wanted. They’re dragon-people, with horns and tails and claws and scales, but with a basically human facial structure. That last part is probably important because of how much FF14 likes to use and abuse the fact that your character is a silent protagonist; it allows the player characters to remain expressive in recognizable ways. I’ve always taken a liking to the less-human race options in most games, because being a human is boring. The nature of the Final Fantasy 14 world means that actual non-humans aren’t likely to be an option soon or ever, but I’ll take what I can get. In addition to the horns and tails, Au Ra are a bit unusual in that they display more sexual dimorphism than the current races. I’m not sure this was entirely necessary (Female Roegadyn seem to be fairly well received), but I guess it might be a bit late to take back Yugiri’s appearance.

Fantasia

I find it somewhat interesting that character re-customization is just cheap enough that it’s a semi-common occurrence, but not cheap enough that people do it all the time. Also, after being subscribed for a month, you get one free Fantasia (which lets you change everything about your character except the name). Any additional ones are $10, with a bulk discount if you feel you really need that sort of thing. This is reasonable to me, and priced competitively with other games. (For reference, changes like this in WoW cost $15 if you don’t change races and $25 if you do, but a name change is included. Square charges an additional $10 for that, which is the same as a rename by itself costs in WoW.) When Heavensward comes out there are likely to be screenshots of Ash the Au Ra, and I’m looking forward to it.

On Playing With Your Favorites

Pokémon is one of the most interesting game series in recent memory in terms of both depth and accessibility. Each game releases is really two games in one; the first is a relatively simple RPG where you level up, collect (usually) 8 badges, challenge the Pokémon League, and possibly save the world (or at least the local area) along the way. Behind that is a vastly more complex set of mechanics and features relating to breeding, raising, and capturing pokémon for the purposes of battling competitively. Game Freak somehow manages to cater to both aspects with nearly every release.

The most recent release is the second pair of games in Generation 6, Alpha Sapphire and Omega Ruby (OR/AS from here on out). Each generation so far has brought refinements on what came before, along with new pokémon and new areas to explore (or in some cases, areas to re-explore). There are currently 719 pokémon (with 2 unrevealed event legendaries) and 18 types across 6 regions, and not all are created equal. Variances in type combinations, movesets, abilities, and stats mean that some options tend to overshadow others. For example: why use Pikachu when Jolteon is faster, can hit harder, and has a generally more useful ability? Despite that point, you can beat the game with Pikachu. I feel like one of the great successes of Pokémon is that “because I like it” is perfectly viable for getting through the surface game. Playing against other people is a bit of a different story (but that didn’t prevent this year’s world champ from winning with a Pachirisu).

what-draco-meteor

The First Steps

At this point, making it through the game is relatively easy. Generation 5 introduced a catch-up experience mechanic, where experience was adjusted based on the relative levels of the pokémon involved in order to help keep the team relatively balanced. Gen 6 got rid of this, but revamped how the Exp Share item worked, causing it to distribute experience to your entire team whether or not they participated (which goes a long way in keeping your team relatively close in level). Grinding is therefore not terribly necessary, unless you do something like replace your entire team at once. I will admit that the type chart is still rather complicated, and having at least some knowledge of it is highly important, but learning the basic relationships mostly makes sense, and obscure ones don’t come up that often (I never remember what ghost or electricity resist, but ghost pokémon aren’t that common and electric pokémon tend to fall over in a stiff breeze). In gyms you usually can get some sort of type-related tip at the start, before you face specialists for that type.

The plot in most of the games is quite linear, with progress gated by badges. Figuring out where to go next is not usually a problem; it’s almost always the local gym or the next nearest city with a gym, and the plot usually tells you in great detail when it’s not either of those. Most of the non-remake games since Generation 4 have been trying to simplify travel too, usually by a reduction in required HMs. Black/White for example, only requires cut exactly once to beat the game. OR/AS reduces some of the backtracking that was a component of the originals by letting you automatically travel with some of the other characters to the next destination.

As far as what pokémon to use, nearly anything is viable. A well-balanced team will usually have more success because you can get more favorable type matchups, but this isn’t strictly necessary. An otherwise unfavorable type matchup can be overcome with levels, abilities, moves, or some combination of these. It’s important to remember that like most Nintendo games, it’s uncomplicated enough that children can pick up and beat the game.

basic pokémon

The next steps

When you beat the game, you might start wondering about battling other people, and the knowledge and effort involved in this process is anything but uncomplicated. In my opinion, this is where the refinements really show. I’m probably about to talk about some things that will seem nonsensical if you aren’t already somewhat familiar with Pokémon, but stick with it.

Effort Values (EVs) and Inherited Values (IVs) are numbers that affect a pokémon’s stats, and prior to generation 6 they were almost entirely invisible (IVs still pretty much are). As the name might imply, IVs are essentially a pokémon’s genes; they’re an unchangeable characteristic of a given pokémon and never change once it’s caught or received. Each pokémon has a value ranging from 0-31 for each stat providing a random stat bonus. This is one of several ways in which any two pokémon of a given species may have different stats. The only way to “improve” these is via breeding parents with good ones to make children with better ones. Prior to Gen 6, a max of 3 of these values (out of a total of 6) could be inherited, so the end result was still at least 50% completely random. Gen 6 allowed 5 of these values to be passed down if one of the parents is holding a particular item, making it far easier to get near-perfect pokémon. (Most pokémon only use one of the two attacking stats anyway, so 5 stats is sufficient.) EVs are different and are mostly earned by playing the game. Super Training was added to provide a way to raise these without battle, but more importantly you can see what your progress is in the super training readout, and reset them if you want to redo something. Prior to that, resetting them involved force-feeding a bunch of berries and there was no indication of how many it would take. (For the record, the expensive vitamins that claim to raise a pokémon’s stats raise their EVs.)

Other changes to breeding have also made the entire process generally more reliable. Pokémon have an increased chance to have the same ability as their mother (or the non-ditto when breeding with ditto) instead of the coin flip it used to be. It’s now possible to pass down a nature 100% of the time, instead of 50% of the time or not at all. It’s now possible to pass down egg moves from either parent (instead of just the male parent). While there are still random components involved (Nidoran family, I’m looking at you) it’s far less random and time-consuming each game to get “competitive-quality pokémon”.

selfish perception
This went on longer than originally intended, so more on this topic later. Until then, have fun!