Warframe's first Nightwave, The Wolf of Saturn Six, is mostly successful in replacing alerts

Review of Warframe's new Nightwave system and its first season, the Wolf of Saturn Six. Thoughts on challenges, rewards, new boss fight, balance, etc.

Kenshi: A unique journey as a small part of a large world

My experiences in the unique world of Kenshi. Essentially, my Kenshi review.

Path of Exile's Betrayal League refreshes the game

Thoughts about Path of Exile's Betrayal League, including difficulty and rewards.

Warframe: Fortuna Expansion Wishlist

A wishlist of features for the upcoming Warframe Fortuna expansion: Integration with the rest of Warframe, dynamic and changing content, rewarding exploration, and improved boss mechanics.

Path of Exile: Helpful Websites and Tools

A list of the important websites and tools I use to improve my Path of Exile experience.

May 19, 2019

Warframe's first Nightwave, The Wolf of Saturn Six, is mostly successful in replacing alerts

Goodbye Alerts

About 3 months ago, Warframe's random alerts were replaced with the new Nightwave system. While the old alerts offered a rotation of rewards from a mix of random missions, there was always the possibility of missing valuable alerts depending on timing. An important alert, offering an Orokin Catalyst or Reactor, for example, could appear while a player was at work, asleep, or otherwise unable or unwilling to login to Warframe. A resource called Nitain Extract was almost entirely obtained (in reasonable quantities) from alerts which occurred 4 times each day, which could again easily be missed by players with short play windows.

Nightwave has completely overhauled this reward system. Instead of periodic, random alerts, Nightwave is essentially a free "battle pass" system similar to those seen in other games. Each "season" of Nightwave has a series of tiered rewards, with ranks gained by completing daily and weekly challenges. Certain ranks also reward a unique currency used to directly purchase certain rewards previously available from alerts (and some new items). Each season takes place over a number of weeks, framed by a radio drama narrated by new NPC Nora Night. The first season is ending on May 19th.

Nightwave Acts


The Nightwave challenges (or "acts") are a major focus of the new system and lead to the main reward structure. For me, the acts themselves have been very hit-or-miss. I love challenges which give me a reason to play different (or older) content, complete unique objectives, or focus on certain types of gameplay. A challenge to "kill or capture a Hydrolyst" encouraged me to return to that fight, for example. On the other hand, certain elite weekly challenges had long, tedious requirements like completing a 60-minute survival mission with friends or clanmates. The daily challenges are also uninspiring, with "150 kills with an element/weapon type" commonly repeated, or easy to the point of absurdity, like "bullet jump 150 times" or "use an emote."

Thankfully, Digital Extremes has been responsive to feedback, at least for the second Nightwave season if not this first season. The number of challenges will be reduced (with rewards adjusted to remain the same), friend/clan challenges are going away, and several tedious challenges will have their requirements reduced. There will also be new challenges, of course.

Nightwave Rewards

The other side of the Nightwave progression is its tiered rewards and associated store. I personally thought the tier rewards were great, with a good mix of cosmetics, new mods, power boosts (Umbral Forma at rank 29!). You can even get some weapon and warframe slots normally only available for platinum. A few ranks reward 50 "Wolf Creds" for use in the Nightwave store which sells items previously available from alerts, plus some new offerings.

The store is another mixed bag for me. The ability to buy specific items, rather than waiting for random alerts, is a great improvement. But I think the Wolf Creds are spread a bit too thin for some players. Getting to rank 24 (which a new or casual player may not even reach) rewards only 300 Wolf Creds. The only additional creds you can earn are 15 for each rank after 30 (where the normal rewards end).

A new player will likely want to buy several auras at 20 creds each and weapon blueprints at 50 creds. These players will also need Nitain (5 for 15 creds) and perhaps the components for the warframe Vauban (75 creds total). With a reasonable assumption of 3 (out of 18) auras, 3 weapon blueprints (out of 9), 1 pack of Nitain, and Vauban, you've already hit 300 creds.

This means you can't purchase any cosmetic warframe helmets (35 creds), any weapon skins (30 creds and some skins are exclusive to the Nightwave season), or the exclusive Nightwave season decoration (40 creds). You'll have to skip a bunch of auras and several weapons until a future season. You won't be buying any Orokin Catalysts or Reactors (which cost 75 creds but at least are available elsewhere), and you won't have much extra Nitain to throw into all the various blueprints which require it.


On the other hand, more experienced players may already have many (if not all) of these old alert items. In my case, I already owned all of the auras and most of the helmets, mastered all the weapons, and gathered more than enough Nitain (for now). I used some Wolf Creds to grab the missing helmets and replace some weapons I had sold in the past. That left me a good chunk of remaining creds to buy the new exclusive weapon skins and ship decoration, but I still didn't have many extra creds to buy other items.

I think the balance is almost there, though. A small reduction in prices or boost in rewarded creds would be a relatively simple change. Alternatively, rewarding some additional creds for every rank, or for every boss defeated, or via some other event would be an interesting improvement.

The Wolf of Saturn Six

The first Nightwave season, The Wolf of Saturn Six, revolves around the mysterious new enemy who shares the same name. Several of the Nightwave tier rewards are related to the Wolf, with his armor set available at the "max" rank of 30 (ranks beyond 30 just reward additional Nightwave credits). Like the Stalker and other assassins, the Wolf can randomly appear in missions to attack the players. Throughout the season, his spawn rate increased with each biweekly radio episode.


I have mixed feelings about the Wolf as well. As an invading boss, he leaned too much towards tanky and boring instead of dangerous and engaging. The Wolf was immune to Warframe abilities, reducing the useful warframes to tanks and (damage) buffers. In later phases, he spawned with invulnerable (until his defeat) allies with spammy napalm grenades, adding "frustrating" to his description. His spawn rate felt too low considering the similarly low drop rates of his hammer components (with an even rarer mask being available later). There was no way to influence his spawn rate or force an appearance.

But I enjoyed dealing with a new, reoccurring antagonist, and learning more about him. I liked that the Wolf wasn't a complete pushover and encouraged some changes to tactics or loadouts. I appreciated that there was a dynamic progression in both the character and the fights instead of a static encounter for the whole season. These positive qualities are more important, I think, than issues of spawn rates, item drops, or power balance which can be fixed later.

In the last weeks of the Nightwave, these issues were alleviated, somewhat, with a "tactical alert" offering a guaranteed, repeatable Wolf boss fight at two different difficulty levels. The stronger Wolf had increased drop rates for the hammer components. Strangely, this Wolf was now vulnerable to Warframe abilities, but also came with a horde of napalm-spamming backup. I ended up farming this fight long enough to finish a few hammer sets and get the 2% chance mask drop. The mission is actually pretty quick, the fight feels much better when you can use abilities, and I didn't find the whole process too tedious. Unfortunately, the whole thing just felt like a last-minute bandaid (even if it wasn't) to complaints about the Wolf.

The Wolf will remain as a rare occurrence in the next Nightwave season, and that season will also offer Wolf beacons to force an appearance. These are fine improvements, sure, but I don't know if future players are going to have a good experience with the Wolf without other changes.

Season Two

Digital Extremes has said that there will be a "gap of time" before the next Nightwave season begins. It has been implied that the season two may be Infested-themed. Beyond changes to balance and rewards, I do hope that season two is more than just "another" Wolf of Saturn Six. The Infested are different enough to change up how the season progresses, what types of rewards and challenges are available, or even how an antagonist functions. I don't think every season necessarily needs to follow the same structure with a single invading boss. I would love to go into season two and be surprised by how it plays out.


April 20, 2019

Kenshi: A unique journey as a small part of a large world

Kenshi (Steam) came out of nowhere for me, despite being in development for over a decade. After a recommendation from a friend who had owned the game for years, the game's full release in December, and a push from Twitch streamer CohhCarnage trying the game for the first time, I jumped in myself. I have now played Kenshi for over 50 hours and it is easily one of the most memorable and unique games I've had the chance to play. Kenshi has aspects which resemble Mount & Blade, RimWorld, or other survival/crafting/management games, but still manages to feel completely unique to me.

Kenshi is oppressive, opaque, unforgiving, strange, brutal, and at times frustrating. The start of the game can be slow, overwhelming, and confusing. After character creation, you spawn in somewhere according to your chosen start. A few very basic tutorials walk you through the controls and basic tasks, and that's about it. You are thrown into the world of Kenshi and left to discover everything yourself. There are no set goals, tracked quests, or guiding NPCs. In some ways, the feeling reminded me of the first time I played Morrowind. This will not appeal to everyone (luckily Kenshi has a demo available), but I was completely absorbed.

I began by mining copper and iron ore outside the starting area, slowly hauling it to the local bar to sell and simultaneously training my strength and athletics. I used these initial earnings to buy food, hire a few additional squad members, and purchase a destroyed shack in town. With my new shack, I was able to build a research bench and research storage boxes for the copper and ore. My new miners would then automatically dump their products into storage. I continued this until I could buy a bigger house which would fit a bigger research bench.


The whole time, my party was fighting off occasional bandits and wildlife. Mostly, they lost, with their low skills and stats and poor equipment. But in Kenshi, most defeats are only temporary, ending with your characters knocked out, bleeding, or crippled. Unless you meet cannibals, slavers, or carnivores, you can generally patch things up and move on, but with new gains in toughness (for getting hurt), combat skills, and medicine. Maybe a character will lose a limb, but they can be replaced by mechanical limbs at a later time.

I limped through the early game (sometimes literally), often running from overwhelming fights, hiring local mercenaries to push through, or luring enemies to the relative safety of city guards. Eventually, I had enough research, materials, squad members, and money to begin building my own outpost. I picked a hill outside of the desert town of Squin which had copper, iron, stone, and water, the core resources. I built a small house, some basic walls, storage, and began working on setting up farming and cooking so I would no longer to have to buy food for my growing squad.

Initially, my farmers would fail to harvest crops. My cooks and engineers and miners were slow.  Just as with combat, skills such as labouring, farming, cooking, science, engineering, and more must be trained. Bandits launched occasional raids. Merchant caravans stopped by with crops, materials, and even pack animals for sale. The local Shek demanded tributes of food (not that I had much to give).

At one point, a large bandit group defeated my squad and took over my new outpost. I had to abandon what I had built and fall back to the town, using my old mining setup to keep everyone fed. Later, I hired a few squads of mercenaries and took back my town. I upgraded the walls and gates, allowing me to mount crossbow turrets for better defense. My farms began to produce enough food to sustain my expanding team on a steady diet of cactus "chewsticks." The desert environment I had settled in did not offer much food variety. Eventually, my cook teamed up with a baker to make more nutritious "dustwhiches," cactus between bread, a small but important improvement.


It wasn't long before I had to explore beyond my little patch of Kenshi. Early research only requires ubiquitous books found in shops in nearly every town. My scientist finished all of these early discoveries and needed more rare engineering research and ancient science books, mostly found in ancient ruins spread across the massive and mostly hostile world.

Some of these locations could be revealed by purchasable or findable maps; others, I only found by wandering. Some were guarded, some unguarded. One location even required swimming across an expanse of acid water which quickly ate away at organic characters. My exploration and combat-heavy squad slowly trekked across deserts, through swamps, and over mountains. They fought spiders, carnivorous beasts, cannibals, robotic guards, and dangers in the fog. They explored new towns, met new characters, and recruited new teammates. In many cases, I had to turn back, avoiding too-strong enemies or too-secure locks or too-dangerous environments.

Eventually, I managed to scrounge up enough resources and research materials to advance nearly to the end of the tech tree. There are still many areas which my small exploration and combat squad members are not equipped or skilled enough to conquer. They need more training, higher quality equipment (whether crafted or purchased), and a steady supply of food. My base, in turn, supplies all three, and the cycle continues. I still feel like I have barely explored Kenshi's strange world.


Yet this is only one way to play. A base is optional. Kenshi can be played with a large colony, a small squad, or even a solo character. Different game start options offer new styles of play: escaped slave, roaming trader, criminal, etc. Of course, you can always create your own story or path beyond these presets.

There is even a substantial (and growing?) modding community for Kenshi. The mod tools are somewhat limited but modders have still created some impressive results. I only installed a Dark UI mod (of course) for this first playthrough, but I'm excited to explore other mods later on.

Kenshi does have its issues, of course, as an ambitious game developed by a small team over a long period of time. The art is barebones (though it often works well for the setting), some environments feel empty, the UI and controls can be daunting and clunky at first, and I encountered quite a few bugs involving AI and pathfinding, especially across long distances. Luckily, in almost all cases, the bugs were easily fixable with either a quick save/reload or a much-appreciated in-game debug panel. Better still, Kenshi's developer recently announced work on Kenshi 2, including an updated engine and improved pathfinding which will both be backported to Kenshi.

I'm clearly excited for a Kenshi sequel, but I'm also looking forward to continuing my adventures in the world of Kenshi. There is still so much to discover, and so many new stories to be made.


December 29, 2018

Path of Exile's Betrayal League refreshes the game

Path of Exile's newest league, Betrayal, launched on December 7th. The Betrayal league adds a new enemy faction called the Immortal Syndicate whose members can be fought and then manipulated by the player. The members can grow in rank and strength adding both risk and reward in a manner somewhat similar to the Nemesis system from Shadow of Mordor.

Syndicate Chart

This update has also done away with most of the old Forsaken Masters, as they have joined the Syndicate as enemies. Zana remains the master for maps and the Atlas. NPCs from recent leagues have replaced them, with Alva, Einhar, and Niko bringing Incursion, Delve, and Bestiary to the core game. New NPC Jun is your ally against the Syndicate in addition to revealing new "veiled" item mods.

More important, the reputation grind from the old masters has been removed and the master crafting mods have been consolidated into one single crafting bench. Some crafted mods are now unlocked throughout the story, in endgame areas, or in special locations like the Incursion temples, Delve depths, or even Prophecy chains.

Hideouts have also been reimagined, persisting across leagues and starting at full-size. Many new hideouts have been added, including ones that must be found and unlocked, some even rarely appearing in certain maps. Hideout templates can be exported/imported and shared with other players. I will now finally be putting some effort into my hideout now that it won't disappear after the league is over.

Character Build: Arc Mine Saboteur

I decided to start the league with an Arc mine Saboteur. I had never played a mine build before, but I have used Arc before (an Arc totem Hierophant in Incursion league). I was thinking about switching in Glacial Cascade for certain bosses but the character ended up doing well enough with Arc.

I was unsure if I would enjoy the mine playstyle but after the initial learning curve, I am actually having a lot of fun with the character. The Saboteur ascendancy nodes and the instant mine detonation from the skill tree end up making combat surprisingly smooth. I also feel reasonably safe with a combination of the Saboteur's blind node, Mind over Matter, Acrobatics/Phase Acrobatics, Enfeeble, a decent life pool, and a Loreweave.


So far I have cleared the Atlas, defeated the Betrayal Mastermind, Atziri and Uber Atziri, Ahuatotli and Kurgal, Shaper, Elder, and Uber Elder and just finished 36/40 challenges. My first red Elder dropped a good Watcher's Eye and an Impresence which was a nice boost. I put most of my early currency into a 6L Loreweave, an Essence Worm, and a +1 mine helmet.

After some other gear upgrades, my character was in a good enough state to reliably clear all the content I was interested in doing (everything but very deep delves), so I started saving currency. I ended up buying a Headhunter (my first ever) for 64 exalts for a potential new build, or alternatively just to have one.

Syndicate Difficulty

I'm glad I chose a powerful build with multiple defensive layers, as the new Immortal Syndicate can be extremely dangerous at times. Certain members, like It That Fled or Tora, can be particularly deadly when they are rank 3, with multiple powerful items, damage-boosting map mods, and support from other Syndicate members and masses of spawned enemies (including rare enemies with auras).  I actually think that the Syndicate is mostly balanced for the bulk of the game. There are some large difficulty spikes during leveling and in high-tier maps, and with certain members, but overall I appreciated the challenge level.

A patch has since reduced some of the danger by reducing damage and monster spawns, improving skill visibility, and cleaning up some of the visual clutter. Some of the difficulty remains only with less "unfair" spikes or offscreen/unseen attacks.

Syndicate Fortification Fight

I think my one complaint about the difficulty is actually something that is not (yet?) being addressed and would require a more systemic change. To me, it feels strange that the Syndicate members are at their most dangerous in maps and at their weakest in their own safehouse. Since the safehouses have no map mods, even the highest level safehouses feel trivial compared to any random encounter in an average map.

This all seems a bit reversed to me, but I don't know if there's an easy solution. Giving the safehouses some map-like modifiers (similar to Delve?) would be an interesting start. Perhaps the mods could be based on which members are in that safehouse. For example, Vagan could increase the crit chance of other members or Haku could add physical damage reduction. More simply, maybe the members could just be made stronger when inside a safehouse.

Syndicate Rewards

Betrayal's rewards are in a similar place to the difficulty, I think. The majority of the new rewards are powerful, novel, or entertaining. The new map-affecting scarabs from the Intervention branch are a great new mapping tool. Items from old leagues like Talisman, Bestiary, Harbinger are available, and Breach got an incredibly effective upgrade option for breachstones. There are new ways to craft items such as increasing quality above the 20% cap, adding veiled mods, or even a free "exalted orb" to use on an item.

But my favorite new rewards are probably Guff's "Tiny's Trial," a timed crafting spree with often amusing results, and "Trapped Stashes" which give you a few seconds to grab one item (unidentified uniques, divination cards, currency, rare items, etc.). These two prizes manage to reward experienced players with crafting and item knowledge while simultaneously teaching newer players the same. These are not always the most rewarding options but they are some of the most creative.

Tiny's Trial Timed Crafting Spree
My only issues with the Betrayal rewards are that a few of the members just have incredibly underwhelming rewards and that there is not enough incentive to fight high-level Syndicate members over farm easier fights.

Vagan, for example, gives various rare items in each branch. As far as I can tell there is absolutely nothing special about the items; they are simply random rares that you can get by the dozens anywhere else in the game. Other members like Aisling or Hillock are useful only for specialized crafting purposes. Of course, there will always be some rewards that are just better than others, I'd just like to see the gap closed a little bit more.

The other problem seems worse to me, especially because it is essentially the same problem the developers worked on fixing with Delve's Quarry Sulphite farming (the Quarry was used similary for Incursion farming too!). If you can farm up Syndicate intelligence in an easy zone, with greatly reduced danger (an even bigger issue before the balance patch), and get mostly the same safehouse rewards, the system loses meaningful progression.

The Mastermind Fight

I have conflicting thoughts on the Mastermind fight. The fight is well-designed (despite needing some improved audio/visual cues for certain mechanics) and can be challenging at high levels. Your reward for completing the fight is one Mastermind unique and a few veiled rare items. The Mastermind uniques are creative, potentially useful, and unfortunately not very valuable. The veiled rare items are unlikely to be good. Perhaps the most important reward is unlocking unique veiled mods, such as on the Cinderswallow Urn unique flask. But once those mods are unlocked, that's it.

On top of that, completing the fight resets the entire Syndicate, which is understandable but also somewhat frustrating when the fight can easily be less rewarding than the individual safehouses. I don't imagine it will be uncommon for some players to just ignore the Mastermind entirely after the first few successful attempts or once a desired veiled mod is found. I definitely think the Mastermind fight could use some additional rewards. Maybe the rewards from the four about-to-be-removed safehouse leaders could show up after the battle.

While I was writing this post, a patch was released improving the Mastermind fight including the rewards and signaling of mechanics. The Mastermind arena now has treasure rooms with the rewards from each of the four safehouse leaders. Although this is a good addition, I still think more needs to be done. Trading your entire Syndicate chart, potentially with hours of setup and progress, for four safehouse rewards is still not a great choice.

Betrayal's Future

I imagine Betrayal will make it into core Path of Exile in some way, especially since scarabs have already been added to the Fragment stash tab. With all the work that went into creating the many new characters (and updating the old masters), it would be a shame not to see them again. The same goes for the new rewards like scarabs and the special crafting benches. Obviously having the Syndicate in its current state would be too disruptive, so the usual method of reducing the spawn rates might be all that is needed. Perhaps the intelligence gains might need to be adjusted so that the Mastermind fight is still reasonably reachable. Other than continuing balance changes, I'm not sure much else would need to be done.

November 8, 2018

Warframe: Fortuna Expansion Wishlist

Warframe: Fortuna Imminent


Warframe's newest expansion, Fortuna, is (hopefully) just around the corner. Like Plains of Eidolon before it, Fortuna is adding a new open-world area, the Orb Vallis on Venus. I started playing Warframe right around the release of Plains of Eidolon in November 2017 and I'm excited to explore a new open world at launch one year later. Since I was new to Warframe last year, I didn't really get to dive into the plains right away. I still haven't finished all the Amps and Zaws, but I have captured a fair number of eidolons and caught a lot of fish.

Plains of Eidolon, as the first open-world area in Warframe, was not without its problems. The grind for resources and standing with the factions in Cetus (the Plains' town) was over-the-top even in a game built around grinding. Bounties, multi-stage quests, only gave out one single reward at the end of the chain, before later being changed to award items at each stage. Some players struggled with performance in the Plains and Cetus, and the door leading out into the plains would often fail to work properly.

The Plains are still getting changes even now, with some important fixes coming over from Fortuna. The Archwing launcher is now infinite. The mechanic for mining will be improved. Bounties may soon be taken while outside instead of having to constantly return to Cetus.

It certainly looks like Digital Extremes has been taking feedback and lessons from Plains of Eidolon into account for Fortuna. On developer streams and in interviews they have mentioned wanting to avoid the grind (to an extent) that troubled the Plains of Eidolon launch. The ability to take bounties without returning to town was often requested and will be in Fortuna. Even the new K-Drive hoverboards seem like a great response to players doing whatever they can to traverse the open-world quickly (Archwing, Nova portals, Zephyr flight, Volt speed, Void dashes, etc.).


There are some other things I'd like to see in Fortuna, whether at launch or in later updates.

World Integration

I think my biggest issue with Plains of Eidolon is how self-contained and separate from the rest of Warframe it feels. Almost all of the new resources, including fish and ore/gems from mining, are used solely for new Plains of Eidolon items like Zaws, Amps, and occasional normal weapons. What I loved in the rest of Warframe's star chart is that I was always gathering resources that I may need down the road. If I find an Orokin Cell on Ceres or an Argon Crystal in the Void, I can use those to craft numerous items from varied sources.

In the Plains, there comes a point where I no longer need Cetus Wisps, Grokdrul, Norg Brains, or Coprite Alloy. At the moment, it doesn't look like I will ever need more Grokdrul to craft a weapon from some new quest or new content. I will always need the "standard" resources from elsewhere in Warframe. This actually makes the Plains somewhat of a waste of time for new players who need those normal resources, but the Plains are new and shiny and on the starting planet of Earth so those same new players might end up there anyway.

Separately, the Plains are not involved in many of Warframe's other content mechanics. There are no Plains alerts or invasions (ghouls aside) or void fissures or syndicate missions. I can count the number of times I've seen a Plains Sortie on one hand, and they don't even work very well. The only special events for the Plains are the recurring Ghoul Purge and the occasional Operation: Plague Star.

I hope that Fortuna is a little better in this regard. Obviously, there will be new Fortuna-only resources and items to build with those resources. I just want Fortuna to remain relevant to the rest of the game beyond that. I would love to see an alert that takes you into a Corpus base on Orb Vallis, or an Invasion to aide the Solaris United against the Corpus, or a full Sortie that takes you across the Venus landscape. On the crazier side, since we know there will be K-Drive races, there could even be race events!

Dynamic Content and Changes

Somewhat similar to the above points, the Plains of Eidolon feel very static. Bounties rotate in rewards but always consist of the same few events in the same few locations in a different order. Grineer bases and camps across the Plains are just a few turrets with a few enemies and don't really "do" anything. Nothing accomplished in bounties or quests has any substantial impact on the world.

Fortuna does seem to have improvements on this front, though. In a Fortuna Preview video by MCGamerCZ, we learn that Fortuna bounties will have greater variety, including missions not tied to a single area and random bonus objectives for additional rewards. We haven't seen too much of the Corpus bases, but I have a feeling they may contain more than just enemies to kill, and some of the bases can even be captured.


What I really want to see is the ability to progress the storyline for Fortuna forward in some way. Plains of Eidolon has a few quests that resolve a few questions or situations, but there isn't much forward progress for the NPCs or the town of Cetus; it's more of a holding pattern.

Since Fortuna has a clear villain (Nef Anyo and his Taxmen), a clear problem (debt enslavement of the Solaris), and a faction to ally with (the Solaris United resistance), I think it would only make sense to be able to work towards the goal of defeating Nef Anyo and freeing the Solaris. Clearly, this couldn't be a full victory or the new open world would no longer make sense, but I would like to see changes in the environments, the dialog, the NPCs, etc. Maybe we could rescue a new merchant, fortify a resistance base, or earn assistance for a boss encounter.

Exploration, Secrets, and Rewards

Plains of Eidolon is a beautiful environment with a lot of ground to cover and locations to explore. Unfortunately, there isn't much to find, aside from a few hidden lore items. There are a number of caves to explore, and even an achievement for exploring all of them, but nothing to be found aside from mining locations and some of those lore items. The same goes for the Grineer bases, which only exist to serve as bounty targets and enemy hotspots. There are no hidden caches (aside from those in a bounty), hidden items like Ayatan sculptures, or random scannable items like Somachord Fragments. There is essentially no reason at all to stray from the direct path between objectives.

Again, I have hopes that the large Corpus bases and expanded caves in Fortuna will have some impact here. The K-Drive may actually help as well, making exploration more entertaining as well as more rewarding as K-Drive tricks give standing with the Ventkids. Anything that rewards exploration in Fortuna will be a great improvement for me.

Boss Mechanics, Variety, and Time Gating

The assumed equivalent to the Eidolons of the Plains will be large spider-like "Orb Mothers," though they won't be available at launch. I have had a lot of fun fighting the three different Eidolon bosses, but I don't like how restrictive the fights are. A large majority of Warframe abilities flat-out do not work against the Eidolons, certain Amps are objectively better for the fight, and the only weapons that really work for the fight are snipers.


This leaves the Eidolon "meta" with only a handful of frames (Chroma, Rhino, Harrow, Volt, Oberon, and Trinity, with a few other occasional substitutes), two useful Focus schools (Madurai and Unairu), essentially one Amp component (Shraksun Scaffold), and a few sniper rifles (Lanka and Rubico, mostly). Warframe is all about choice and customization and variety, and Eidolons restrict most of that.


I imagine the new bosses will continue the pattern of using both Operators and Warframes for different phases or targets, which I am fine with. I just don't want the bosses to arbitrarily lock out entire classes of Warframes or weapons. A "caster" Warframe should be able to meaningfully contribute, as should a shotgun, a beam weapon, or even a melee weapon (melee "Amps?").

The three Eidolon bosses are also too similar for me. The Gantulyst and Hydrolyst are bigger, stronger, and have unique new abilities, but the fights themselves play out almost identically to the Teralyst. Take down the shield, destroy a limb, repeat, while protecting and charging lures. The stronger Eidolons don't require changes in tactics, just more of the same tactics. (The flying Eidolon might change this.)

Perhaps this is because the Eidolons must be fought in sequence in a single night, which means equipment and Warframes cannot be changed out for each boss. I think it might be an effective change if Fortuna's bosses were independent of each other. Having three (or more) Orb Mothers which require different tactics and can be fought at different times and offer different rewards would open up so much more space for players (and the developers) to experiment with different combat strategies. One boss could be a very close-quarters experience while another keeps players at range, one boss could be vulnerable to abilities while another is vulnerable to weapons, etc.

Alternatively, allow arsenal changes out in the open world (at captured bases, for example)?


November 3, 2018

Path of Exile's Delve League offers a rewarding and enjoyable new endgame

Delve League


Path of Exile's newest league, Delve, launched about 2 months ago, adding an "infinite" dungeon to explore, loot, and progress through. Some early problems with Delve mechanics like flares, character bound progress, and Sulphite costs have since been addressed. For me, Delve is now mostly in a good state.

The Azurite Mine itself is a great alternative endgame activity that breaks up endless mapping. Each individual Delve route or exploration out into the darkness can be rewarding, the new fossils and resonators are powerful for crafting, and progressing lower into the mine brings increasing rewards (to a point). Getting down to level 270, where the level (83) is equivalent to the highest, tier 16 maps, can be a bit of a slog at first, but gaining access to "free" tier 16 loot is well worth it. Certain special nodes, like currency, are great the whole way through the mine, but once you get low enough, almost every node can spit out valuable items. Tier 16 maps, high level Shaper or Elder gear (including jewelry), divination cards, prophecies, special Delve mods on items, and previous league content are all available.

I love that Delve, like Incursion before it, is really taking advantage of Path of Exile's extensive league history. The addition of previous content that may not normally be easily accessible is a great way to keep the Delve loot exciting. Talismans and Bestiary "Aspect" items are back, Harbinger currency and Essences and Prophecies can drop from certain chests or nodes, specific fossils can give Abyss sockets or corrupted Essence mods, and even Warbands make an appearance. I'm still waiting for more usage of Tempest, though.

Difficulty Creates Better Build Incentives


While revisiting old content in this way is a good choice, Delve's most important addition is probably the endless difficulty scaling. The challenge in Path of Exile has always had a ceiling: clearing the Atlas, killing an endgame boss like Uber Elder, etc. After leveling and gearing your character and completing a certain challenge, you were essentially done. Top end, extremely expensive gear upgrades were fun to look for but rarely required. Increasing your effective health or DPS by 1% wouldn't really change anything.

But with Delve, if you want to push deeper and deeper, your character now needs every possible upgrade. That specific best in slot item tailored to your build might now be worth pursuing, and with Delve there are more tools than ever to find or create these niche items: fossil crafting for unique Delve mods, Abyss sockets and jewels, corrupted implicit mods, and more. If you go deep enough, you may need to start looking at nontraditional defenses or crowd control like frost walls, knockback, or chance to flee.

Similarly, Delve has incentivized coordinated group play more than ever. Group play has been rewarding, but a fully optimized party setup was a bonus, not a necessity. In Delve, setting up your group to cover all the requirements for pushing deep can get very complex. For example, the first group to reach Delve level 1500 (and later 3000) had "standard" aura and curse supports but also a "Shock Spider" support adding shock, intimidate, and Aspect of the Spider. Empyrian, the "Shock Spider" in that group, appeared on (Path of Exile podcast) Baeclast #28 and went into further detail about the group's strategies, character setups, and experiences at very deep depths.

Frustrating Delve Boss Spawn Rates

The only aspect of Delve that I still dislike after multiple patches is the extremely stingy spawn rates of the Delve bosses (and less importantly, the rare fossil rooms). I reached delve level 400 and saw only two bosses, both of which were the same, lowest level boss Ahuatotli. The boss was unique and fun to fight. I can only guess that the other two bosses are the same because I never saw even one. There are even challenges for each boss requiring specific kill conditions so in some cases you will have to fight the boss multiple times. In fact, my second Ahuatotli boss kill felt like a complete waste because I mistakenly failed the challenge requirements I was attempting.

Additionally, since Delve mods affect the bosses, your rare boss spawn might be near impossible for your build if it happens to spawn in a certain zone. Delving deeper also appears to increase the spawn rates for bosses but can also increase their difficulty dramatically. It's hard to judge when it might be more effective to travel sideways instead of downwards.


The boss spawn rates are frustrating because this is not a new problem. The same problem occurred with the Chaos Warband, Chayula in Breach, Abyss liches, and legendary Bestiary beasts. In each case, the spawn rates were eventually improved. I now see more Abyss liches than I ever saw in Abyss, for example. I don't understand why there is always a fear of letting more players actually see and engage with new, interesting content. The Delve bosses are so rare that you cannot even gain much experience fighting them in preparation for completing the challenges.

A recent patch, a little over a month into the league, did increase the "spawn chances of all Delve bosses." By how much, I'm not sure, but this change is, of course, better than nothing. But I'm not sure just tweaking the numbers is the best improvement.

I would prefer to see the Delve bosses spawn more often but with proportionally lower drop rates for their unique items. I would rather see each Delve city give some sort of incremental progress towards the related boss (like Breach splinters). I would like some method for influencing or encouraging specific Delve bosses to spawn. Izaro, Atziri, Uber Atziri, Shaper, Elder, and Uber Elder are all accessible to players in a straightforward way. Spend fragments or offerings or maps and fight the boss. There is always some forward progression as you gather the required items or manipulate the Shaper and Elder on the atlas. In Delve, there is a sense of progress in the mine, but not towards the bosses. Any node in any direction may reveal a boss, or it may not.

Delve in the Core Game?

Assuming Delve makes it to the core game (and I am almost certain it will), I hope that new nodes and other content are periodically added. I am also unsure how exactly Delve will be integrated. If it remains in its current state as a supplement to maps, the rewards or accessibility may have to be reduced. But if these reductions go too far, will it still be worth delving? On the other hand, if Delve becomes some sort of alternative endgame, in place of maps instead of alongside maps, the entire progression would have to be reworked.

Maps have always required investment: the maps themselves, currency for rolling the maps, additional resources like sextants, prophecies, and Vaal fragments, Zana levels and mods, and Atlas setup and strategy (Elder/Shaper influence, shaped maps, etc.). Since Delve is currently tied directly to maps via sulphite, your investment in maps creates (delayed) returns in Delve. If Delve becomes a separate progression, it would need to have its own costs to not invalidate map progression. I'm not sure how that would work and this path seems unlikely regardless.

No matter how Delve ends up being added to core Path of Exile, it will probably end up being a substantial addition to the game. Delve may not end up in the best state immediately, but I think it could become one of the endgame pillars just as maps are now. Mapping has gone through numerous revisions, including the Atlas of Worlds and then War for the Atlas, so I hope Delve will be similarly improved as needed. I'd love to see new fossils, new rooms, new encounters, new tilesets, or new Azurite purchases. There is too much potential for Delve to just be added with some lower accessibility and then forgotten.


Loot Filters, Zana, and Shaper Strongholds

Aside from Delve itself, I was impressed by some of the other important changes in this league. The new loot filter options for beams and map icons are great, especially for players who play without sound (by choice or otherwise). Custom drop sounds offer endless personalization and more community involvement.

On the gameplay side, the new Zana missions are a huge improvement. Zana offering appropriately leveled maps with potentially good rolls and new, interesting, rewarding mission types makes her missions much less of a chore. Zana's new map mods like rerolling within a tier and "shaping" a map 5 levels higher make filling out the Atlas much less frustrating (even more so in SSF). Zana even hands out some early maps of your choosing as you progress through her Atlas questline. If the rumored upcoming "master rework" league/expansion improve all the masters similarly, I will be relieved. The masters were a substantial and important addition to the game but have mostly been left to grow stale and unenjoyable.

Finally, the new Shaper Strongholds are yet another bonus encouraging Atlas completion instead of single shaped map strategies. The more of this, the better, as I enjoy completing the entire Atlas each league. The Stronghold spawning mechanics could probably be less obtuse, though.

Delve Results

Despite some of my issues with Delve, I think it is my favorite league yet. Having something else to do beyond mapping was very refreshing. I hope that when Delve is added to the core game that it remains just as engaging.

In the end, I reached Delve level 400, killed Uber Elder a few times (video below) and completed 36/40 challenges (my usual goal and stopping point). I used a somewhat unimaginative but powerful Triple Herald Blade Vortex Elementalist with Inpulsa's which worked pretty well in Delve, to a point. My character can be seen here. The scaling AoE clear and ability to deal damage in motion combined for mostly smooth delving. I found only one Timeworn Reliquary Key, used it, and received Esh's Visage, Soul Catcher, and Mutewind Whispersteps. Selling the key would have been better, but so much more boring.

May 12, 2018

The Smooth Item Management of Monster Hunter: World

Monster Hunter: World is the first Monster Hunter game I have ever played, and I enjoyed the game from beginning to end (and beyond). I spent over 150 hours hunting monsters, crafting new gear, and completing every quest available. The combat has weight, the weapons are all viable and unique, and the monsters have wonderful animations and personality. It is now easy for me to understand why the Monster Hunter series can be so rewarding.

Although I loved the core gameplay, I really appreciated some of the less glamorous features that made the monster hunting loop so much smoother. In particular, a number of systems for item management made handling the dozens of plants, insects, materials, monster components, and gear much less tedious than I was expecting. I'd like to highlight some of these features below.

Auto-crafting

Monster Hunter: World has pages and pages of items you can craft, from standard healing items to traps, bombs, and ammo. Many of the ingredients you gather out in the world exist only to be crafted. Herbs become Potions, Flashbugs become Flash Pods, Blastnuts become Sticky Ammo. Thankfully, Monster Hunter: World allows you to toggle "auto-crafting" on for these items and others.

In the picture below, I have it set up so any Herbs I pick up will be automatically crafted into Potions, if I do not already have the maximum 10 potions in my inventory. Similarly, my Potions will be automatically combined with any gathered Honey to create Mega Potions (again subject to capacity). I have similar auto-crafts set up for Antidotes and Herbal Medicine (Antidote + Blue Mushroom), and other items not pictured (like Flash Pods and Dung Pods) on additional pages.

I cannot imagine how the game would feel if, while out of potions in the middle of a fight, I had to grab an herb, open the menu, select the crafting menu, craft a potion, close the menu, drink a potion, and continue fighting. Even without the pressure of combat, it feels nice to be able to craft items without stopping while searching for a monster or chasing one down.

Nested Crafting

As mentioned above, many items in Monster Hunter: World are crafted out of other crafted items. For example, a Mega Armorskin is created by combining an Armorskin and a Nourishing Extract. An Armorskin is a Catalyst and an Adamant Seed. A Catalyst is a Bitterbug plus Honey. These types of nested crafting recipes can be a mess as you try to work back through the components seeing what you need to create.

In the video below, you can see how Monster Hunter: World allows you to easily handle these multi-step crafting recipes. As an example, I try to craft an Ancient Potion, which requires Immunizers that I do not have. Upon trying to begin the craft, a window automatically pops up allowing me to craft Immunizers. Again, I am missing a Catalyst required to make the Immunizer, so once again a window pops up to craft that item. I can then craft my way through the components in reverse order until I end up back at the Ancient Potions.


There is no switching back and forth between recipes, trying to remember what you need to craft. If I want to craft an item, no matter how many subcomponents are required, I can always craft that item in one continuous action, as long as I have all the base ingredients. Since I am often carrying upgraded potions, elixirs, and tools into combat in the endgame, being able to craft the highest tier items easily is very helpful.

Loadouts

Due to the substantial variation in monster weaknesses and behavior, gear, and even objectives (kill vs. capture), it is often advantageous to change up what you take into the field. Monster Hunter: World has easily customizable loadouts for both items and equipped gear to make these frequent switches easier.

Here you can see some quick item and gear loadouts I made. The process is as simple as setting up the items once and then registering that loadout. After that, you can always instantly switch to that loadout (with missing items ignored). I even use my generic item loadout to quickly dump items I've gathered in the field back into my item box; by choosing that loadout, all extra items are sent to my box, leaving me with my standard items and a cleaner inventory.

Gear loadouts work the same way, although I didn't use them as much until the endgame. Eventually, I ended up making a specific loadout for each elder dragon, changing up my armor or equipped decorations accordingly. Being able to test out new gear but easily return to a standard build also makes experimentation less disruptive.

Wishlists

Of course, many of the items referenced above have to be crafted. In the case of gear, these materials are almost entirely specific monster components (tails, hides, scales, gems, etc.). With each monster having many different pieces of varying rarities, keeping track of what you need to craft a set of armor could easily become overwhelming.

Below is an example of Monster Hunter: World's wishlist system which helps to manage item acquisition. In the field, you get notifications when finding any of the materials still needed for wishlisted items. You even get a reminder notification upon returning to town when you have the necessary items. There are only six wishlist slots available, and I do wish that amount was slightly higher (8-10?), but six is probably enough for many players.

Alternate Item Sources

Finally, Monster Hunter: World has some great features unlocked throughout the story that offer alternate methods of gathering items. You can plant, fertilize, and harvest plants, fungi, and bugs. You can send allies out to find items. A trader occasionally stops by offering packages of items. You can convert unused items into certain other items, or trade prints from special limited bounties or events for rare items.

Although I do love hunting monsters, sometimes there is just that one item I need that eludes me. It is great to have another possibility for finding that item so I can focus on other aspects of the game in the meantime. For example, I often use the garden to keep up supplies of honey (for mega potions) and flash bugs (for flash pods), two items which I almost always bring with me.


All of these item management features serve to keep my attention where it belongs: monster hunting. Reducing the friction of menu navigation let me spend most of my time engaging with the rewarding combat and exploration. I would love to see more games with deep item systems implement similarly helpful "quality-of-life" features.

March 3, 2018

Path of Exile Bestiary League Day 1

Day 1 of the Path of Exile Bestiary league was a mixed bag for me. I reached level 52 with my Inquisitor using Molten Strike with Ancestral Call. I am mostly following this Ele Claw Inquisitor guide by GornoDD (video at bottom). I have had pretty poor luck with leveling drops so far, but I used the new beastcrafting system to create some helpful items like a triple resistance helm, a unique belt (ended up with The Magnate), and some helpful flasks. I tried to craft a few claws, but they all turned out poorly.


Unfortunately, on launch, the beast capture mechanic in Bestiary league was an exercise in frustration. The Bestiary UI wasn't working for about 45 minutes at the beginning of the league, which left a few of the leveling recipes skipped over. The net throwing is clunky, managing nets is tedious, new recipes block a large portion of the screen, targeting rare beasts in the middle of player skills and enemy skills and enemy summons is difficult, and the enrage mechanic, where beasts break out of nets (and heal), is poorly implemented and poorly explained.

Luckily, and impressively, Grinding Gear Games has already started to fix some of these issues the community has brought up. In a thread titled "Bestiary Improvements So Far," GGG lists changes to the recipe UI (including a way to turn off the notifications altogether) and improvements to how rare beasts are captured. Only two hours later, another thread detailed additional changes (coming later), adding a three-second capture window and new nets which can capture dead beasts.

I still think more work needs to be done on the visibility of traps and/or rare beasts. We already went through this with Abyss, where the visibility was improved over time. I am very glad that GGG is quickly moving to address the other issues, though. With some past leagues, like Harbinger, league mechanics sometimes went weeks before some problems with them were addressed. I am looking forward to playing with a better Bestiary system, seeing how the mechanic works at the endgame and fighting all the new bosses (including Uber Elder/Shaper).