It figures. I go all gung-ho and farm Mordrem body parts for two days, because my compulsion to complete was reaching OCD standards… I bang my head against the Dodgy Crowd and Wicked Rodeo achievements more than a dozen times solo, before finally surrendering and looking for extra help in a group…
…and the big plan was to then title the next blog post “Mercenaries of the Silverwastes” and write some commentary on that.
Then Anet pulls the rug out from all of us with the announcement that Living Story will pause for Wintersday break and only resume on Jan 13.
That feels like a bit of a letdown. Kinda deflated, really.
I think the biggest problem I have is that the story continuity kinda goes nowhere with this sort of pacing. One needs to have a sort of mini-arc come to a more-or-less satisfactory conclusion, before declaring a break.
One doesn’t just ramp up and build up mystery and suspense, plonk a big cliffhanger of a door in the way and say, well, wait 2, no, it’s 5 weeks now to find out what’s next!
Especially not if you’ve built up the expectation that the story will be explained in two weeks, and then suddenly extend it to five.
Did one really have to wait a week to announce that kind of thing, especially if it’s already scheduled? Just putting the Jan 13 date out there the moment Seeds of Truth launched, to say that it would continue then, would probably have mitigated expectations a little better.
Also, people wouldn’t have looked at the ridiculous amount of artificial Mordrem bodypart grind (two bladder pieces, wtf?) and freaked out.
Honestly, beyond getting strung along with a story that goes nowhere, I don’t have a big issue with the concept of a break for Wintersday.
It’s Christmas season, many people get busy irl, work takes a holiday in many companies, and personally I could use SNOW AND ICE for a while, instead of SAND AND ROCK.
It’s been…what, six weeks of the Silverwastes? There’s a limit to how novel the zone can feel, and as much as I’d really like to see what’s behind the west wall of vines that are ever extending outward (especially with the Shadow of the Dragon-sounding roar that echoes every now and then when you hang out between the Amber and Blue forts), it might do us all some good to have a break from the zone and go elsewhere for a change, before coming back refreshed.
(One will, however, be a bit pissed story-wise, if we come back to find Camp Resolve strangled by vines. No, seriously, there’s this big giant vine creeping up on the camp here. For weeks. Cos plants grow slow, I guess.
If we can light signal fires to artillery barrage the forts, I humbly suggest that we turn the front part of this vine into a bonfire to signal the big guns to light it up further…)
If anything, it mostly comes as a bit of a relief.
Steam was offering Van Helsing II at 66% off the other day, and while I didn’t pick it up yet (I figure 66% ought to happen again during the Christmas sale, and I’m always hoping for 75%), it did remind me that I’ve always been intending to try out Van Helsing I, which has been sitting in my “to-be-played” list for an eternity now.
So I cranked it up and discovered that action RPGs seem to be a rather good accompaniment to an MMO habit. Quick to start, lots of mobs to fight, interesting skills and build pondering, plenty of loot drops/reward factor, and the ability to just log out and pause everything/put all progress on hold until the next time you feel like playing it.
(Between Path of Exile, Marvel Heroes and now Van Helsing, I’m racking up quite the collection, here.)
Van Helsing is entertaining in the sense that it feels a bit like a cross between a regular RPG and an action RPG. There’s a bit more of a story going on, with quests you pick up from NPCs, and sidequests. Stuff is supernatural-themed and you seem to be a bit of a mercenary hunter with one main plot you’re investigating, but along the way, you do a lot of other things and help various people – standard RPG schtick, really.
You have a nice interaction/banter occuring with your ghost “companion”, which sort of acts like a more elaborate Torchlight pet (she’ll be deadly insulted if you call her a pet, though), that will pick up items and gold for you, and go to the shops to sell stuff, plus a whole lot more besides.
There’s a bit more of a stop-and-start feel to the skills than something like Path of Exile or Diablo (the older versions anyway, I -assume- 3 is similar), but not as awkward feeling as Marvel Heroes.
The challenge factor is a lot more appealing than Marvel Heroes, in the sense that one actually feels threatened by the mobs and can die to them, unless you do a lot of fancy footwork to kite stuff, or use healing potions and prep accordingly.
So at least I’ll have more time to play that in the 5 weeks that Living Story is more or less on hold.
Wintersday this year is in Divinity’s Reach, so I guess that’s something new and novel, to see the grand city dressed up in Winter finery.
I finally got Wynne’s Locket:
Picked up the Do Not Tread achievement after a lot of practice with Caithe and her skills and finally avoiding getting trampled or charged by acting like a total wuss and single-pulling centaurs out to the edges of the battle to murder, while letting Faolain tank the rest of them. (Stealthing in to rez her again if/when she goes down. Gotta match her for being a manipulative bastard, y’know?)
Was brought near to the point of tears and surrender with the other two achievements, and finally decided to join a group for the Wicked Rodeo achievement, if only to see how different it was when other people got to have their own skills.
It wasn’t a bad time, actually, though we wiped twice. Each go at it sort of showed us a bit more strategy on how we might actually progress with it.
Eventually, we settled on killing the elementals near the sides of the walls, leaving the nasty sand pools there, while avoiding most of the wind walls around the arena.
At the same time, I was playing Caithe, and decided to switch my gear around to 4 parts of Soldiers and 2 parts of Clerics, which made me a lot tankier than my usual Zerker stuff. (Died the first time to too many windwalls, died the second time to stumbling backward into two sandpools and getting conditioned to death with all my movement abilities on cooldown – which was stupid, but look, was avoiding windwalls, okay?)
I could pretty much just sit there and take one of Togron’s normal rock shard attacks without flinching, fer instance.
This also had the added bonus of turning me into a magnet for the elementals, so I could just tap them and bring them to the rest of the party gathering by the walls. They quickly made short work of them while I just spammed 1, afraid to do anything else and then move out of position with the rest of Caithe’s very movement-oriented skills.
The rest of the group was also more mobile and long-ranged, so they then pounded on Togron to bring his hp down while I just sat around at far range attracting his rock shards again, and preventing him from his close-range attack of creating sand pools.
That went really super smoothly, to the point one of the other party members asked if that felt like there were less waves that round. No, we just killed the elementals and worked his hp down really fast. -Really- fast. Cos no one died.
That experience gave me enough encouragement to try for Dodgy Crowd again, on normal, solo. Being really careful with Caithe and putting the eles near the walls before killing them, so as not to make nasty sand pool obstacles for myself.
After a few more times banging away at it, I got it, which makes me happy to feel like I accomplished something.
With that strategy, I might just give Wicked Rodeo a go again solo. Some other time, though.
I did get curious enough to join another group for Wicked Rodeo, this time playing myself, not Caithe. And yes, you can indeed reflect or absorb the windwalls. I got tons of mileage out of Shield of Absorption, and a lesser amount out of Wall of Reflection (problem with reflection is the windwalls will bounce away, so you better be standing in the right place.)
That group was a little less coordinated or organized. I kept mum on the strategy my original group had pulled off, cos I wanted to see what this one would come up with first. It ended up with most of us dead and one person finally managing to stretch it out and solo the last part of it, after repeated tries wiping. Still a viable enough solution, as far as it goes.
And I’m really just quite relieved that I’m done with the stupid Mordrem bodypart grind for now.
I ended up being one of those self-focused leechers for a bit, getting some hits in on a mob and then booking it to another. That’s just how the system is set up, right? It doesn’t actually matter if the bosses die or not, you still get the body parts. I don’t -want- the greater nightmare key reward, it gives glove boxes, which I don’t need right now. I just want -more- body part bags to open so that I might actually get a damned spleen or the second half of a bladder.
So one stops playing the Silverwastes properly, instead taxi’ing like mercenaries for hire into the next Silverwastes instance above 50% completion. One taps the events, does the bare minimum of defence, and runs around looking for lost bandit chests instead.
(Look, RNG and me don’t get along, all right? I’ve opened about 300 of them so far – 159 of them on a dedicated chest farm run – and only got one boots box out of it. On the 300th or so box.
The only good thing I can say is that I’m making quite a decent killing on materials that come out of the champion bags.)
Once the breach happens, hop into the first most-likely-to-die boss that you need (that’s usually Troll or Thrasher), tap it, bail when it feels like you’ve got enough damage in, and run, do-not-pass-Go, to the next boss you need (Husk or Terragriffs) and stay around to kill that (readying up an extractor to click the moment the first one dies.)
That’s at least two parts, and maybe even three, if you get the timings just right.
They might fix it eventually, but hey, not for 5 weeks, apparently. *coughs*
The good news is, I don’t need to do that anymore. I can now stay around like a good person and focus on killing one mob, so that other people who still need the parts can run from place to place.
The bad news is, I’m probably still going to pick an easy mob to kill first and go to the harder ones later.
That, and the fact I’ll beeline for any chest first over actually doing a Silverwastes event now.