Warcraft: Penultimate Sanctum

Our once-a-week raid team is on the penultimate boss of Sanctum of Domination (Kel’Thuzad yet again!) having cleared Fatescribe Roh-Kalo on our 32nd attempt. We were on target to get through Sanctum before 9.2 launched but Fatescribe proved much harder than everything before. When we finally finished him off the celebration was one of relief more than exultation, though we were all very pleased with our strategic modifications that eventually got us over the line.

Posing around the remains


Sanctum has been interesting with some good fights and some less so. Flying around in the Eye was great and had some funny moments, as did Remnant of Ner’zhul with the platform knockbacks. We were stuck on Painsmith for a while (as I imagine everyone is until it starts to make sense), and most recently Guardian of the First Ones was a hard DPS wall until everyone found a few upgrades and took every possible consumable.

We run Normal mode, and one slightly disappointing thing we’ve all found is that the raid drops are generally worse than the maxxed out Korthia rep gear. It feels like any raid gear, even normal level, should be better than the best rep grind equipment. Some of the joy of downing a boss is reduced when we see the gear being a marginal improvement at best, and often worse. It’s a shame when gear drops are as disappointing as being rewarded 100 anima. At least there’s no chance of drama over who gets the drop!

Similarly to the gear, not being awarded a title (or mount, though I can see an argument for reserving that reward for heroic) for finishing a normal-level raid is disappointing. After finishing Nathria all we got was 2000 anima (sounds like a t-shirt)! Which is a terrible reward for months of effort. 32 runs at Fatescribe was about five hours of concerted work and that’s just one boss. I expect Normal raiders are the bulk or players (after LFR) and a title celebrating achieving a major content milestone would be appropriate.

Despite these minor gripes, working slowly but surely through a raid continues to be the best fun. Progressing from 87% ‘this is impossible’ to 0.1% ‘we got this’ (yep, 0.1%, not 1%!) wipes is immensely satisfying - albeit there was a lot of spicy language after missing that last 0.1%!

0.1% left on the boss

Nooooooooo




New World: Singularity

An interesting thing about New World after a few weeks of play is how suddenly empty the low level towns are. At first I wondered if this was due to the increased server capacity - perhaps they have implemented layer phasing - but I don’t think that’s right. My second thought was the game was shedding players, but that seems unlikely too - the active players per server seem to be holding pretty steady.

Eventually I came to the conclusion it’s due to the single-character-per-server rule. The impact of that rule is everyone levels out of earlier zones more-or-less as a bunch, and there are no alts backfilling the starter zones.

Even the storage hub, normally a scrum of people, is empty


I assume the hordes that were in the starter towns are all now gathered in the 40+ zones, with no reason to return to lowbie-land other than PVP - which the lagging levellers can’t participate in so it does nothing to change the day-to-day emptiness.

Most MMOs that hook people are given extra longevity by alt-levelling, filling out rosters and creating specialist characters. Allowing one character to ‘do-it-all’ is great, but many would prefer to have different characters for different roles - especially those that invest more RPG into their game. I like having a Rogue, a Hunter, a Paladin, all with different personalities, trades, and looks. One character doing everything is less appealing, despite the obvious time and utility advantages.

It makes me wonder if the restriction is a strategic error by Amazon. The flow of new players will dry up which will really stymie the shared experience of the starter zones. It will be interesting to see if they have any plans to somehow bring those earlier zones back into play.



New World: Hot & Cold

New World confuses me greatly. And others too obviously. Bhagpuss is enjoying it, UltrViolet definitely isn’t, Kaylriene is surprised to be leaning toward yes, and Nogamara has resisted the temptation altogether.

There are things about it that are great (gathering/crafting), and things which are terrible (are there any enemies other than Withered??). After three days I was ready to call it quits, then decided that was unfair after conversations with the Warcraft team who were playing and enjoying it. A weekish later and I’m still on the fence, not fully committed but not fully against it either.

In honour of my confusion, and in lieu of coherent thoughts, here’s a listicle.

Hot

  • Gathering is a stupendous triumph. Seriously. The way you can see a node from miles away, be it an outcrop of iron or a shuddering sparking herb. So much more satisfying than a dot on a minimap. Then when you harvest there is a stub left which eventually respawns (which is a little strange for ores but we’ll put it down to ‘magic’).

  • The sound design is excellent. The cracking echoing ping as you strike an iron node makes me want to spend all day hefting a pickaxe. You can hear enemies before you see them, snuffling up from behind. And each herb has a different sound that reflects their visuals, from spewing poison to crackling light.

  • Crafting appears to be acres deep. The UI is easy to understand - with a few gotchas like cooking auto selecting too high components - and there are millions of recipes. Which require millions of things to be gathered in return: a perfect feedback loop.

  • Storage is immediately generous, though there is waaay too much stuff to collect. I instantly filled one town’s storage, having to use another as backup. Which encourages you to smelt and hammer and craft your resources to reduce the storage requirement - another good feedback loop.

  • I was pleased to stumble on a ‘rare’ boar early on, though I’ve only seen one other rare since.

And

  • Levelling is achingly slow. Which is good, but bad, but good. Feels bad being left behind, and there is no way to participate in the flagship PVP at low levels. But an honest-to-goodness grind to level is a new experience after Warcraft, SWtOR, GW2, etc. It feels even slower that Warcraft Classic.

  • Not quite convinced by the action combat. It’s quite fun creating a hatchet storm, but the dodging and parrying feels quite hit-or-miss and a little random. Though this is probably due to my woeful framerate (see below).

  • It’s weird seeing someone with a nice shield and not being able to source it or identify it. I suppose we’re meant to ask, but the chat is also quite badly handled.

  • It looks like PVP is delivering for those that enjoy it, but I’m not sure I have the stamina to get all the way to 60 in order to participate.

  • Going way against trend, I don’t love the look of the game. Most seem the opposite. Some of the vistas are nice, and the lighting can be quite atomspheric, but I don’t get the same sense of wonder I do from something like GW2 or Warcraft. It’s a bit too much like, well, our world, rather than a New World. The strange unexplained structures are the most interesting graphical flourish, but I fear there’s no rhyme or reason to them.

Cold

  • OMG I am so sick of Withered.

  • For the first 20 levels it’s been zombie Withered. Or ghostly Withered. Or half-buried Withered. And that’s it. The lack of imagination is a little perplexing - you have total freedom to create a world and you come up with one NPC? The hot theory of PVE shunted into a PVP engine rings most true here.

  • I watched some Level 60 streams and they still seemed to be attacking @#$@#$ Withered. Albeit much harder hitting, but still just slightly less-hunched crown-wearing ghost-humans.

  • Speaking of - everyone is human. No fantasy here. No variations. It gets a little boring seeing the same body type with the same armour on hundreds of people.

  • The quests are woeful. Go kill Withered. Go open crates (seven crates to be precise - always seven) guarded by Withered. Then do it all again. I’ve seen feedback that at level 40 it’s the same.

  • The story is barely there, or if it is it’s hidden in scraps of paper. Which is fine I guess, but it’s not very satisfying when the quests in each town are paper-thin excuses to kill more w*******. There seems to only be one ‘main story’ quest, and it’s pretty dire too.

  • The storage is great, but it’s very annoying transferring goods from one town to another if your faction doesn’t own both towns. A unified bank may not be realistic, but nor is fast travel.

  • Character movement is…odd. It feels very floaty, and given the huge amount of time spent jogging that’s a shame.

  • Loading the game at anything other than native resolution is a muddy mess - the scaling is terrible. For me that means having to run it at 4K, which also means 30fps. A little frustrating, especially when an ancient game like Warcraft can seamlessly handle scaling a 1080p resolution up to crisp 4k.


Writing all this, and reading back, maybe I’m not so confused after all.

It seems the one thing keeping me interested is the gathering. Which may one day lead to interest in crafting, but at the moment it’s just the gathering. That’s a surprise, though double-gathering in Warcraft is always my default. Perhaps I’m just a hoarder at heart.



Warcraft: Castle Nathria

A journey started with little more than goodwill and crossed fingers in April was concluded mid-September with the demise of Sire Denathrius. We weren’t sure we’d even be able to raid, and after it took 31 attempts to down Shriekwing the thought of progressing to - and beating - Denathrius seemed almost impossible. But we did it! From special extra nights to get bosses when we were that close, to #ActiBlizzWalkout solidarity sit-outs, to two-bosses-in-one-night triumphs, it was a fantastic experience.

Many congratulations and thanks to the team, ranging from grizzled veterans to bright-eyed rookies and everything in between. As our inimitable Rogue Deadbeard observed, it was the most fun he’d had in game since Vanilla (Kara notwithstanding for some!), and so say all of us.

Shriekwing


As documented, the big bat caused us a lot of trouble, but no-one will forget the moment he finally dropped.

Huntsman Altimor


Huntsman was a great lesson in movement and awareness, and learning phase-by-phase by wiping a lot - eventually the first two puppies were rote, and when the third one was we finished Altimor off.

Hungering Destroyer


A fight where suddenly everything clicked after a lot of attempts got us nowhere.

Lady Inerva Darkvein


Like Huntsman, at first this seemed impossible - there was so much going on. Like many fights, total chaos until it wasn’t.

Sun King’s Salvation


Chaos! Another where it felt out of control quickly, but we got it together and before we knew it it was over.

Artificer Xy’Mox


This was a fun one to learn, with portal-like bampfing and zones of mass destruction. I think we ended up with only two alive at the end when Xy’Mox fell.

Council of Blood


Ah, the Council. A real test - we struggled long and hard here. We followed the various guides to determine the order of bosses, but it just wasn’t working. So we swapped the order around, but still kept wiping. Eventually we went against all the advice and re-ordered things to suit our particular group, and they fell only two runs later. A great moment and great realisation that we could design our own strategies.

Sludgefist


We were of course overgeared, but knocking Sludgefist off on our second attempt, having finally finished the Council, was a special moment.

Stone Legion Generals


Now it was getting serious. The penultimate bosses, which only needed a few runs to learn the mechanics before they were finished.

Sire Denathrius


And finally, Denathrius. Three very different phases, plenty of concentration required, and a complex fight. The excitement and tension as he was getting lower and lower (and we were losing one player after another) was brilliant.

Bonus Fishing Boss


Thanks all!



Warcraft: Shriekwrung

Victory! Attempts: 31

Gathered around the defeated corpse of Shriekwing

We need to work on our pose mechanics next