I joined a Guild Wars 2 Twilight Arbor Aetherpath LFG that said “new to path, need a leader” for the pure masochistic fun of it.
It was as Wildstar Stormtalon Lair as you might expect.
Two below 700 AP newbies, two 3k-4k AP, half an hour trying to coordinate the ooze kiting together with only three people communicating, the last one being Taiwanese and having language issues, so he was forgiven even if he didn’t say so, and the other just not a talkative sort, I guess. One person was nearly frustrated to the point of giving up, but he held on and we somehow managed it in the end.
Slick and Sparki surprisingly died on the first go, Foreman Spur took two goes.
There were many many repeated wipes on the Aetherblade trash spawns, likely due to lack of DPS to burn ’em down quickly and lack of experience of the newbies with that particular faction’s annoying schticks since they probably weren’t around for the Living Story Season 1.
Instance holder’s fortitude finally gave out at Clockheart after further repeated wipes and the team’s best attempts not being able to bring down its hp beyond half.
Kudos to the team for holding together until then and managing a whole sequence of mass rezzes during various encounters though.
Not to mention, being ridiculously patient through multiple lapses of memory on my part as I walked right through various Aetherblade ambushes (I kept overestimating the team’s DPS capability to the standard 3+ melee zerk one and rushing in way too much) and running afoul of sneaky mechanics while trying to explain the part I did remember.
Do we consider this a challenge?
Or merely inexperience that is bound to get better with practice and preparation.
In before prepared groups cakewalk through Stormtalon’s Lair with interrupt spam and stacked AoEs in Wildstar. Calling it now.
It gets better the further up in levels you go, they say.
Well, here’s the stuff I found neat on my journey from 15-21.
Mah bike looks cool.
I hear it is possible to upgrade the look of mounts later with rear and front flairs, which I think is a great system for further customization along the self-expression and showing off prestige front, and of course, the endless collection of mounts is a captivating system for collectors.
Mah sword looks cool.
The teen levels appear to be the home of some really neat two-handed sword designs. WTB similar stuff appearing in GW2, just less cartoony and more fantastical.
I also discovered that the warrior sword skills count as a spell cast and were only being performed on button up by default, rather than button down.
Which was probably inducing further delay into the stately swings, between my latency and tendency to press down on keys rather than release quickly.
I heartily recommend going into Combat Options and selecting “Use Button Down instead of Press Twice” and “Hold to Continue Casting” (which should select all three options.)
This allows you to still see the telegraph indicators for range, but also simulates a kind of auto-casting by holding down the relevant key.
(When you’re 200-250ms behind, any kind of automatic casting that allows you to sneak in more attacks is welcome for maintaining dps so that you don’t look like you totally suck on damage charts.)
The Shiphand solo instances demonstrate yet again why storytelling is best conveyed via a solo one which you can traverse at your own pace, and not be spoiled by some other guy in your party having done it already rushing you through it.
I tried the Hycrest Insurrection Adventure at lvl 15, a 5 man instance which is apparently set at a more lax difficulty level for casual PUGing.
There was a vote option of multiple paths to pick and choose, similar to GW2 explorables, except the option came up three times in that one Adventure, leading to presumably more branching possibilities and ostensibly more variation.
I say ostensibly because while my first group was probably entirely new to it and the majority just ended up picking the first option every time, my subsequent group had someone who had been presumably playing since Closed Beta, because that someone matter of factly announced, “2-2-3 is the best xp” and guess what path we ended up doing, by unanimous vote.
There was a fair amount of varied mechanics in that one Adventure, from snipers that shot at you from range and you had to dodge *ahem* dash to avoid being knocked down, NPC citizens which you stayed near to put on a disguise and thus ‘stealth’ through certain parts without drawing aggro, a timed portion to stop a moving convoy by defeating all its guards (bit of a vertical fight, one had to jump up on two platforms of a slow moving vehicle, have one person pull a lever which opened a door for others to go through and plant a bomb, etc.)
Bosses were usually two-phase or more, with varied shapes of AoEs to dodge and could move around quite a bit.
And of course, the odd room full of fire and falling rocks to sprint and dodge your way through.
At the end of the Adventure, a little scoreboard screen comes up to show you how you did.
It’s a bit odd, I suppose, in that it’s neither here nor there. You can’t compare how other people in your party did, though I suppose add-ons for that will pop up like a bad penny later.
I’m not sure what staying alive means, beyond extreme cowardice and maybe the least damage taken, which seems a bit unfair to tanks. Certainly -I- wasn’t tanking, I was safe and sound DPS with high armor and an itchy trigger finger on the dodge key.
The first was a group that didn’t really have a clue what we were doing, the following was being shepherded by someone competent doing the tanking. Albeit, a ranged engineer tank, which added some variety to the well-established holy trinity.
A scoreboard does set up a bit of an inferiority complex though. You keep wondering, maybe my warrior isn’t an optimal choice to bring versus say a stalker with much faster rate of attacks or some ranged dps which can spray and pray more sustained damage while dodging.
No doubt, the speedruns will come in due time, and groups who can’t finish in like 15 minutes or less will be considered lousy.
Finally, at level 20, the first dungeon. Stormtalon’s Lair.
People keep singing the praises of Wildstar’s dungeons, for some reason. Oh yay, it’s hard, it’s challenging, the trash mobs are actually scary and a threat!
I feel like I must have missed some super easy dungeons in the interim. Maybe because I don’t play WoW.
It felt like a normal oldschool dungeon where you are expected in a hardcore fashion to spend hours in, in order to complete.
The group finder suggested to bracket 75min for the dungeon, and horror stories talk of 3+ hours and PUGs disintegrating on the first boss, with folks cheering on this level of ‘challenge’ as refreshing.
There were trash mobs. There appeared to be two main varieties of spawns. One spellcaster with two melee animal mobs that could generally be tanked-and-spanked.
Group up, AoE ’em down. The Storm Watcher appeared to have some spells that caused AoE that needed to be either dodged, or a good group could use interrupts to stop this.
The other main type of trash mob spawn was a melee and spellcaster healer duo, a sentinel and shaman of some sort, linked together.
Naturally, PUGs will beeline for the nearest target, ie. the melee one, especially if you have a ranged tank engaging and backing away reflexively. Which then sets up the unending chain of letting the shaman freecast heals and keep Mr Melee up for an indefinite period of time until sheer force of dps burns through it – assuming your own healer hasn’t run out of mana *ahem* focus to support the tank first.
The trick, as some people explained, was to go for the shaman first and synchronize interrupts when it tries to heal. This is, of course, much easier said than done in a PUG without voice comms, but my first not-so-coordinated but seemingly fairly experienced PUG managed to pull it off maybe 75% of the time, while the second fail PUG did not. I was probably the only person with interrupts on that one, whereas the first PUG had two warriors (so 2 interrupts each, plus one more dps with one interrupt. Land 3 at any one time to get stuff done.)
Really -competent- tanks will manage to pull the melee to the spellcaster so that both are grouped up and can be burned down together. (Which I thought was basic competency for a tank, but apparently the people who queue up in a tank position in a group finder are extremely luck-of-the-draw.)
Our first PUG by the way struggled with a middling engineer tank with bruiser bot, who left after three wipes on the first boss, and was replaced by yet another engineer tank without bot who was plainly geared properly for his role and very very competent. The healer remarked on how much more easy it was to heal him, and this veteran of the dungeon explained all the mechanics and brought our newbie group through with only minimal wiping.
The first boss also had a reputation of being a PUG destroyer. (Sorta like Kholer, I guess. Except this one is unskippable.)
He involved three phases. First one was basic tank-and-spank, but he did a plus shaped AoE that needed to be dodged out of. (Or interrupts coordinated, I’m guessing.)
The second one involved him going invulnerable while the four adds that surrounded him went vulnerable. Pick the right one that the tank is also focusing on to burn down. Random people get marked with a bomb AoE that is centered on them. Dodge out of AoE, but pros apparently -move- the AoE to the mob first before dodging out so that it gets caught by the AoE and damaged. A randomly moving static discharge AoE that caused stun would start to plague people as more adds went down.
Last phase was tank-and-spank again, except this time there were a lot more randomly moving static discharge AoEs to avoid or be stunned, plus the boss would do a BIG AoE that covered most of the room except a few defined safe spots. Except since the AoE pattern is -probably- based on the tank’s position, the safe spots may not necessarily be in the same place if the tank wiggles around too much, and the tank does have to move to avoid the static discharge stuns, so it’s fairly reflex based in a PUG that hasn’t coordinated any set way to make his AoE predictable.
Combined with my latency, this generally meant that I got caught if I was a split second too slow, but fortunately it only hits for around 3k damage with knockdown, around 1/4 to 1/3 my health bar, and eventually healable by a healer when they get around to it.
However, it -is- possible to coordinate interrupts and disrupt his AoE entirely, as we discovered by sheer chance one AoE pattern. (Or rather, someone had spammed an interrupt and I saw the interrupt armor indicator at 1 and -hadn’t- spammed my interrupts prior to this, so I banged down on my keys and got the knockdown through. Which was fairly satisfying.
Though I admit that I wasn’t a god of interrupts at any other time as muscle memory hadn’t set in, nor was one used to reading all the cues necessary while trying to avoid AoEs in a fight one was seeing for the first time. I’m sure it’s learnable though.)
Ironically, one member in my second fail PUG said that the second boss was, he felt, the hardest boss. Well, my first PUG would beg to differ.
Our patient tank explained the mechanics to us. Phase 1: Tank-and-spank. Phase 2, he splits into three adds, burn ’em down. Then he knocks everyone back and we have to run through a gauntlet of tornadoes, reach him ASAP and interrupt.
Perhaps, as I said, we lucked out with two warriors in this PUG. Our leveling bar tends to have two interrupts and we’re very used to spamming kick to knockdown so that we can actually get some decent damage in with our one spammable power attack. We simply cannot level at a passable pace without having learned to use what Wildstar calls a Moment of Opportunity, which is extra damage when the mob is interrupted during a telegraph and goes purple for a time.
While the gauntlet was indeed somewhat annoying – I kinda felt I spent most of my time in the air while running forward at a snail’s pace, we could at least fling our ranged interrupt once we got semi-close and then spam our kick when finally in melee range. Thump, went the boss. Repeat this twice more, and then done.
More trash mobs of the same ilk. One miniboss with some more shaped AoE to dodge and interrupt.
And finally, the last boss. Stormtalon. Who turns out to be sorta shaped like a dragon.
In the words of our esteemed tank. “Tank and spank to start, don’t stand in front of him, has a cleave. He’ll knock us back and stun, gotta break out and rush to him to interrupt. Lastly he’ll target a random member, making a safe zone around them. Rest of the room will be red, we gotta follow that person as they circle the boss. Lightning bolts will constantly target them.”
Which actually went pretty well and was downed in the first go, though two DPS bit it at the last phase, me included.
Oh look, almost exactly 75 minutes.
Since the tank and healer survived, along with one melee dps, they got the other quarter or so of its health down and dead.
As for what killed me: the safe zone in phase 3 was centered around me and I was perhaps a little too anxious about keeping still enough to not accidentally kill -everyone- by running around like a headless chicken, and I must have inhaled some lightning circles by staying too still.
Would I be keen to repeat the fight and get better at dodging all that crazy AoE?
Yeah, I would.
Would I be keen to repeat the whole Group Finder experience and gamble on random PUGs on the offchance that I might eventually reach Stormtalon again to practice the fight?
I’m afraid not.
If I were someone with a regular North American time schedule, had a guild full of friendly regulars to play with, and often ran together with voice chat, such group dungeons would be PERFECT experiences for an established regular party of five.
But since my times are more of an irregular sort, I’m left PUGing it in various games.
My second Wildstar PUG ended up with another engineer tank who was plainly in pure assault gear as the healer simply couldn’t keep him up. He was as fragile as toilet paper.
When he died, I stayed up for just about as long by mere virtue of having heavy armor, a health bar and being able to dodge, although I was no tank at all either, due to not having any tank statted gear, nor any APM or skills slotted for tanking or threat holding. Basically, it was four DPS dying in sync with the healer also biting it somewhere in the middle.
And no, despite my pleading for -someone- to use and slot one interrupt so that I could use my two interrupts to apply knockdown (something I wanted to practice at getting better at), at no time whatsoever did the interrupt armor on any boss drop from 2, leaving my interrupts ineffectual.
Naturally, we wiped three times on the first boss and ended up standing around looking at each other, while the healer tried to explain to the tank that he needed the right gear to step into the tank role.
One DPS ran out of patience and dropped out of the party. We re-queued, and guess what, the engineer wordlessly insisted on the tank role again. With the same healer. When he actually could have taken the open DPS slot.
We stood around looking at each other again, while one more random DPS joined. Then the tank opened a vote kick on the healer.
Since this was the epitome of stupidity, I was driven to sufficient trolliness to reject the vote kick on the poor healer, and then I subsequently opened a vote kick on the tank.
(It’s not like I have a reputation to maintain in Wildstar. This is cross-server Open Beta and I don’t intend to be here for long.)
The tank quit the instance before the vote kick ran its course.
Of course, we then opened up the queue again, but since we were running in off-peak non-NA times, 10-15+ minutes passed with no tank stepping into the role and the party broke up shortly after.
The healer maintained that this state of affairs was NOT a result of the holy trinity but more due to “tanking being hard to learn” and thus no one wanting to be tanks.
Whereas I’m sitting in my chair thinking that if this is the usual state of PUGs in traditional holy trinity MMOs, it’s no wonder that tanks hide, take refuge and tank only in their guilds, and that there is really no need to put up with all the inherent pains of finding the ideal holy trinity group when I could LFG and get a PUG in under five minutes in GW2 because no perfect trinity is required.
You might ask, why didn’t I swap specs and try tanking?
No tank gear, for one.
Nor had I looked at that portion of the warrior tree and skills that involved holding threat yet. But mostly no tank gear in my bags.
(I do note that Wildstar loot looked interesting in that Adventure and Dungeon loot seemed to contain a lot of supportive stats – which makes a certain kind of sense, people who like to group should run their group content and get gear that is relevant and useful for their needs.)
People say that Wildstar dungeons are fun. And challenging.
It really makes me wonder about how and what they define a challenge.
Mechanics-wise, yeah, they’re complex and interesting. But learning how to perform them well seems to be much less of a challenge than assembling a properly prepared (read: gear and build) group together in the first place.
If one considers the random nature of the PUG as part of the challenge in a difficult dungeon, then I could also say that getting a precursor in GW2 is so fun-and-challenging because one is battling a most cruel RNG in the form of Zommoros’ Mystic Forge.
Personally, I’m left feeling less ‘challenged’ per se, and more helpless.
It’s the same sort of challenge as the Marionette. You could teach until your tongue turns blue and ultimately, your progress is still at the mercy of someone else not screwing up. It is RNG.
RNG you could skew in your favor by joining an organized community – a hardcore dungeon guild, or TTS marionette-running instances, fer example, but still RNG, rather than a challenge that one can defeat through one’s efforts.
Maybe I simply over-analyze these things too much.
I’d love to hear from someone who found Wildstar dungeons fun and exactly why they found it fun, for them.
Are they running with a regular group of friends, for one?
Which would imply they could learn and improve together over time, whereas PUGs are forever luck of the draw – you cannot count on running into the same people again.
Or perhaps this is just a foundational mindset difference in perspective.
I enjoy GW2 dungeons because my deaths are my fault. It’s always in my locus of control to not die or to break off and run and prevent a death by letting the mobs leash if the rest of my party has wiped. I might even be able to save the day and rez three dead people with my warbanner and turn the tides or solo the thing if I can perform the mechanics well.
In some cases in Wildstar, my deaths are my fault. I stuck around in the AoE and failed to perform the mechanic correctly. Looking forward to doing better on the next try and the prospect of improving is exciting, yes.
However, needing to rely on a tank or a healer to not suck, or dps to be actually competent, and waiting for the stars to align in the correct position so that one gets a good group are things that are not within my personal locus of control and are a complete buzzkill.
Nor can I turn any tides if I’m set up to be DPS, I traded off aggro generation or survivability. So if the tank screws up, or the healer screws up, I’m paste. I suppose eventually one could have a damage set of gear and a support set of gear in one’s bags, plus two sorts of specs, but that’s going to be way ahead in the future, rather than in the first dungeon.
In the meantime, we end up with a blame game where everyone points fingers and blames another party for not pulling their weight, causing the death of the group.
How this is fun and enjoyable, I”m not really sure.
It’s these sorts of foundational underpinnings that lead me to suspect that I’ll be done with Wildstar by the end of the week, if not sooner.
I don’t really need to play a game that breeds hostility and competitiveness and elitism, and that’s simply what the traditional MMO model does.
I do enjoy the combat system that Wildstar has chanced into creating though.
Maybe one day someone will make a subscription-free single-player or cooperative multiplayer game with the same underlying combat mechanics – fast frequently recharging dodge rolls and sprints and lots of telegraphs to dodge – I’ll be happy to play that.
Perhaps more interestingly, it’s not JUST WoW in space.
It seems to actually blend quite a number of MMOs, having borrowed bits and pieces from each. (See how many other MMOs I name later in this post, fer instance.)
I actually quite enjoyed both the Exile and Dominion tutorial areas, for a start.
To understand this perspective, as opposed to the myriad number of whining compaints over the zone channel about how sucky the tutorial was (thank goodness the channel text is so small by default, hell is other people and they’re much easier to ignore when their words aren’t in your face,) you need to realize that I came into the Wildstar Open Beta completely unexposed to much of the prior hype beyond scanning the official website regarding classes and paths.
That is, I start like a total newbie would, and see how far the tutorial takes me.
And it took me right into the world and setting of Wildstar with fairly understated storytelling. No large walls of text, no extreme infodumps, but a lot of small things combined – visual theme, music, cutscenes, eavesdropped NPC speech, clickable signages, traditional quests, etc.
I played the Exiles tutorial first, which was probably wise, as it set the tone right away for what to expect. A space western that didn’t take itself very seriously. Full of explosions, excitement and rebel sound and fury. Pioneers and frontiersmen to this new planet of Nexus.
Playing the Dominion tutorial was an interesting contrast, for sure.
The Star Wars echoes hit me there and then, and I grokked it, just like that.
Exiles are the free-spirited Rebels and Dominion are the Ebil Empire.
(I think the difference is that Star Wars wants to be taken seriously, to be all angsty and drama-ridden, and it ends up reading like Twilight vampires – a saccharine adolescent fantasy – while Wildstar is plainly on a ‘Let’s be f–king outrageous for laughs’ roll.)
I picked up little dribbles of lore via the tutorial’s fairly good design, which you can see sneakily forces you to interact with NPC members of each species so that each race can be explained to you in game. The Temple and Imperial Musuem on the Dominion side also did a decent job sneaking in more bits of lore so you get an idea of where everything stands, so to speak.
The music of Wildstar is a giant plus in its favor.
It really sets the mood for each zone and map you wander into.
Obviously, all of the above is a matter of personal taste. If you think a game that isn’t grim-n-gritty realistic, and that unabashedly -enjoys- splashing around in bright comic colors and reveling in its comic+western+space themes is -awful-, you’re going to hate Wildstar with a vengeance.
If you’re okay with, or even laugh at being ordered around by a tiny furry space gremlin with a comic sadistic streak a mile wide and who talks a bit like Yoda but FOR MAD SCIENCE! to press buttons and accidentally incinerate, innervate and transform innocent NPCs into Creatures of Chaos in the name of bringing them back to the loving fold of the Ebil Empire, you can probably get along with Wildstar’s setting just fine.
(Oh yes, there’s themes of Warhammer 40k too, blending in right along there. You’ll know it when you get to the end of the Dominion tutorial.)
Personally, I rather liked it.
Out of the tutorial zone and into the more open world (insofar as that word stretches), it’s WoW all over again.
We all know the schtick by now, I’m sure. Even me that didn’t play WoW for long.
Zones are divided up by appropriate level quest hubs where you pick up a bunch of exclamation marks standing conveniently near the village/town (Wildstar addition: Settler buff stations) and then go to the nearby areas to kill and pick up and click on things as appropriate.
There will be the odd exclamation mark away from the quest hub and a little out of the way so that you can feel like you’ve found a side quest or two by somewhat wandering off the beaten track, and a bunch of clickable lore collectables that are reminiscent of Rift or EQ2.
There is some new innovation mixed in with the old in that you can contact certain quest NPCs with a communicator and call in your quests that way without having to go back to the NPC, which is the more modern and convenient take on things.
Confusing the issue though are some quest NPCs that -don’t- allow the option, so you’ll STILL have to jog your way back to those. (I wish Wildstar would make up its mind.)
Adding on to the new-and-improved WoW feeling is the addition of extra stuff to do.
Kill certain mobs or reach a certain area and a Challenge will pop up – asking you to accomplish something within a certain time limit. If you manage it, you get a random roll for some bonus loot.
Which I found rather fun, up until the point where I found the area denuded of mobs and unable to progress any further while my clock was running down, because there were five other players in the same area as me trying to do the same thing.
(Cue HEAD SLAM and heartfelt CURSE TO THE GODS for the stupid traditional MMO model of competitive nodes and competitive quest completion.)
Sometimes, it’s like Wildstar doesn’t quite know where it wants to be, having blended both old and new.
I make no apologies for running up to someone and ‘helping’ to take down their mob. Sorry, but I’m from a GW2 culture, it’s what we do.
I’ve had other people do the same to me and I’ve had mixed feelings about it.
See, the thing is, there’s no hard tagging as in older MMOs where the first to tag gets all the loot and xp. Hard tagging gives a second player no reason to help because they don’t get anything. So they run off and leave you to it.
XP appears to be automatically shared. Unfortunately, no, it’s not like GW2 where both parties get the full credit. I killed a Wildstar mob by myself for 45xp. I kill the same mob with someone else and get 20-30xp. The benefit though, is that the mob dies pretty durned quick with two people firing on it.
Then again, I’ve encountered the situation where some crazy level 15 player has decided to wander around in level 7 mob territory and singlehandedly shoots up everything from range, not letting anyone else get a hit in, effectively tagging everything by virtue of killing it dead.
Leading to a lot of foot-tapping while waiting for mobs to respawn and for this stupidly outleveled player to finish whatever he came to do and leave.
Yet, there are Public Events, and Soldier-started quests, and even the odd veteran or elite mob (at least, judging by their increase in hitpoint reservoir) or meant-for-group mob that seems to encourage just jumping into the action and helping each other attack. Because you do still kinda share quest credit completion if you manage to get tags in.
Wildstar is freaking bipolar, man.
It’ll be interesting to see what mob ettiquette winds up becoming once the player culture is more established… seems like it could go either way.
Speaking of extra stuff and Paths, I gave the Soldier, Explorer and Scientist ones a spin.
Explorer was pretty overwhelming when I got into the first zone and everything started opening up on my quest log. If you like jumping puzzles and wandering off the beaten path via following directional prompts in a quest log and climbing to high places, it’s not bad. It’s more like for Achiever-Explorers though.
(I didn’t mind the directional prompts for quests, by the by. The maps are so huge in that barren WoW fashion – ie, a cunning excuse to make the place feel big and take up more of your subscription time jogging across it – that it’s hard to determine which direction to go without it – and there’s nothing worth your while in most of the adjoining space as it’s all non-interactable background scenery or mobs.)
Scientist felt a lot more suited to the Bartle Explorer as there’s less obvious signposting. You get a little scanbot summon and keep your eyes peeled for the Scientist icon appearing on things, which you then scan to complete quests and trigger group buffs. The most fun thing I encountered playing the Scientist path was wandering into a large green teleporter-like object hoping it went someplace… and it did…
Turns out it was a sekrit Eldan lab of some sort, with interactables that were triggerable with my scanbot, and a bit of a logic puzzle at the end (which I mostly solved via clicking very persistently until the right combination was reached, than through any real understanding.)
Got some speshul achievements out of it and a bit more story lore as to what was going on with the zone – like how a certain NPC faction we were fighting came to be. Which was neat, and did trigger all the right chords in lil ol’ Explorer me.
The Soldier path I found pretty fun too. As it opened up more combat opportunities.
To me, this makes or breaks whether I can stand to play certain MMOs.
If the combat isn’t enjoyable, I simply can not stay with it for long, since that tends to be the most common activity on repeat loop.
Wildstar combat reminded me of City of Heroes and Guild Wars 2, with a side helping of Rift or TSW AoE indicators and talent trees.
Which, if you know my MMO history, reflects fairly well on it.
I got City of Heroes vibes from the three classes I tried up to level 6-10 or so. The Warrior was like a tanker in pace. Heavy stately (some might even say, slow) attacks. Each blow ought to be placed for maximum effect, because you’ll be wasting a lot of animation time otherwise.
The Stalker brought with it echoes of both CoH’s stalker and scrapper class. Melee deeps, baby. With stealth! If you like fast melee animations and spamming buttons up in melee range, this is the class for you. It attacks at a much faster pace than the Warrior, but generally hits for a little less each blow (stealth backstabs excepted).
The Spellslinger reminded me of a CoH blaster. It had a ‘snipe’-alike that required some setup time and could wipe off a lot of hp from enemies, and then you cleaned up with some mobile pewpew.
Balance-wise, I dunno, it’s going to take some time for things to shake or settle on that front, I feel.
And it might go in a number of directions, from traditional specialized holy trinity to hybrid combinations, depending on what the true numbers turn out to be.
I kept seeing Medics plow through fields of mobs at a pace that my warrior could only dream of, ranged dps/heals has always been a fairly potent tank-mage combination. (Groups of defenders and corruptors in CoH were always very popular and successful, and easily kept apace with or were even better than specialized tanker/blaster/heal0r combinations.)
The Engineer looked to have some interesting robot pets and can apparently be a ranged tank (shades of City of Villain’s mastermind, anyone?)
Movement and positioning-wise, experience with GW2 stands you in very good stead in Wildstar.
I watched a fellow Warrior stand toe to toe with a couple of even-level mobs and get knocked around to half hp or less, and he had to use a consumable heal to recover and defeat them.
Then I waited for the same mobs to respawn and danced around their telegraphed AoE cleaves, interspersed a knockdown at the correct timing, and slaughtered them with barely a dent in my shields.
Oh, I -love- the interrupts in Wildstar. Watching the heavy telegraphing disappear with one well-timed interrupt (knockdown, stun, etc.) on a group of mobs, and following up with a synergy attack that does extra damage to knocked down mobs, is such a great feeling. It makes it really obvious that your cc just prevented a world of hurt and the tables have just turned. Making crowd control feel good has been always pretty hard to do in MMOs.
It does lack some of the elegance of GW2, in that there’s less of a focus on watching mob animations and tells (crucial in GW2) and more on watching colored indicators of crazy shapes and sizes on the ground. So you’re more always looking at the -floor- rather than at the mobs per se. (Granted, it’s not like you can see certain mobs in GW2 either once they get covered in particle effects.)
There’s still a bit of a bipolar feel to Wildstar combat-wise.
I keep wanting to know if it is possible for good movement and positioning to reward a skilled player with being able to solo content meant for groups. (I really would like such a possibility to be an option, with speed of group clears being the bonus encouragement for grouping.)
I tried it with a group quest marked for 2+ players. Some random named mob, Direclaw or some such. I ran in with my warrior and CIRCLE STRAFED the sh-t out of it. This actually -almost- defeated the AI, and I was getting the 6.8k hp down 100-120hp at a time, though I did catch some damage from unavoidable blows and some unexpected AoE and was frightened enough for my hp bar to pop a health consumable.
Unfortunately, I think I chose to pop the health consumable a little too early, when I was at half health and ended up wasting some extra hp I could have really used. I ended up dying with it having a -sliver- of hp left.
(Of course, after that, an extra player showed up while I was ghosting around dead and sulking. I watched him attempt to tank the mob solo with his bots and he didn’t seem like he was getting very far on that front, so I chose to splurge and spend half my accumulated currency to respawn right there and then to jump in and help. Then a third player showed up and the group mob got pwned.)
I suspect there will be a hard limit later on just how far this is possible, given how traditionally WoW Wildstar seems to be trying to cling on to. (Wouldn’t do for all the co-dependent players to start crying, y’know, that their precious specialized roles feel unwanted…) Which is sad, in my book.
On paper, there does seem to be room for hybrid roles. The APM tree, or whatever it’s called, is some kind of point buy system which separates out the Wildstar trinity into Assault, Support and Utility, and allows for hybrids between the three. But I suspect the theorycrafters will get to it sooner than later and develop their cookie cutters for best dps, best tanking, and best healing, and all that middle flexibility will be lost in the search for optimization. I mean, it’s really too much work otherwise for many other players to figure out, so the easiest path of least resistance will be to copy someone else’s builds, down the road.
The skill and build selection portion is interesting, in that it has shades of GW2 and TSW. Your skill loadout at any time is limited, and you’ve got more than enough skills to fill the bar. So pick and choose the ones that fit together best for the purposes you’re trying to achieve. You could go full assault, or full support, or some mix of the two, choose skills with interrupts, skills that build threat or those that don’t, skills that keep you mobile, etc.
I had little to no issues pressing 1 repeatedly due to both CoH and GW2 prior training, where sometimes you don’t just want to rely on the preset autoattack and want to queue up your basic attack at a better interval. Mileage of folks more used to a less active system may vary.
And here’s where it gets bipolar yet again. It seems like a great combat system that brings in a lot of the innovations of the newer MMOs, that is going to be put to a very old and traditional use.
My admittedly limited take on the Wildstar endgame is that it is going to be PvP like WoW battlegrounds, 5-man dungeons and *wince* 20 and 40-man raids.
This in an age where even World of Warcraft is going flex in their raiding.
Are players going to innovate in their builds if you set them up with exponentially increasing gear and stats and scenarios that are likely going to challenge a very specialized holy trinity?
Or are they simply going to go back to what is familiar to them.
Truth is, I know I have no long-term future in Wildstar if they’re going to stick to a traditional MMO endgame.
I wouldn’t mind playing along with the leveling game to experience some of the stories and content, enjoy some of the combat along the way, but I’ll be damned if I have to put my fate in the hands of a tank or healer that I -hope- is competent enough, or have to wait for ages for a tank/healer duo to deign to pick up some disposable and interchangeable dps, or alarm clock raid for weeks on end because I’ll be letting down 19 or 39 other players if I don’t meet a schedule in order to progress, ever again.
Nor am I going to pay $15 like clockwork every month for a game that tries to take up as much of my time as possible around every turn.
Why should I, if I can play comparable games like Rift or TSW or LOTRO or whatever for free?
Sure, they say, if you’re hardcore enough and can earn enough gold, you can buy a month’s sub in game coin from other players willing to drop the cash for you. Which is all very well if you want to be hardcore enough, but I’d really rather not go the traditional WoW hardcore route, thanks. (I’d already be playing WoW for that, right? Cos being hardcore means keeping up with all those prior commitments and investments of time.)
So as a filthy casual, it’s unlikely I’ll can earn enough for a sub in-game just to feed a leveling urge.
If I ever found a month that I can devote tons of time to Wildstar, I might put down $15 for that month to just go on a leveling/story/combat spree for a while.
But I wouldn’t want sub time ticking down on me otherwise, feeling guilty that I can only play it irregularly or for limited periods a week (which in a sub game designed by nature to waste your time, may not be sufficient to get anywhere at a reasonable clip.)
As for buying the box at full price… well…
Let’s put it this way. If I wanted to commit fully to Wildstar and be that hardcore raider and PvPer and house owner and what-not, yeah, I think Wildstar is worth the box price AND the sub every month.
For just wanting to casually sample some stories while leveling and play with the combat system, I’m thinking more in the 50% off range, and hoping that the included 30 days is enough. Maybe a month or two more if one gets hooked, and less if it gets boring.
If it goes free to play at any point, hell yeah, I think it’ll be really worth it then.
Your guess is as good as mine as to how many of each player type there are and how many Wildstar is hoping to capture from each group.
I suspect Wildstar should gain a decent enough following akin to Rift or TSW to keep it going, more or less.
That there’ll be a LOT of three monthers falling off the title.
And that there’ll be quite a number of players like me who don’t think the game is that bad, but are unwilling to spend the time or money at present, and will sit on the sidelines waiting for the situation to get more attractive before considering jumping in.
In the meantime, the week-long Open Beta is a great opportunity to play free and make your own decision whether you’re ready for that MMO marriage to Wildstar.
I know -I’ll- be playing it for all its worth while it’s still free.