Showing posts with label maelstrom prison. Show all posts
Showing posts with label maelstrom prison. Show all posts

08/09/2025

GS9 Flashpointing, Week 3

I wasn't planning to keep a diary of my weekly activities this season - and I guess I'm still not really keeping one, at least not one that involves the level of detail with which I kept Galactic Season diaries in Season 1 and Season 6 - but I do find the weekly flashpoint objectives interesting enough that I keep wanting to take some notes on them.

In general, the third week of Galactic Season 9 was another really pleasant one with multiple easy objectives, to the point that I ended up going 7 out of 7 on all servers. You know it's an easy one when you set yourself a goal to reach a certain objective by the end of the week and end up ticking off several others by accident before you even get there! That's the kind of week it was.

The dynamic encounter planet of the week was Ilum. It's the planet I've ranked as the least fun in terms of dynamic encounters so far, but the reason I did so was that I think many encounters have a high mob density that tends to get in the way of whatever the actual objective is. In a week like this one, where there were plenty of people on Ilum every day, this wasn't nearly as bad as mobs were constantly getting cleared out left and right. Turns out even the rather tedious Fall of Fort Tonvarr can be fun with a sufficiently large crowd of people around.

The featured veteran mode flashpoint of the week was Mandalorian Raiders, which is another relatively easy one. I wonder if all the featured flashpoints will be softballs or whether the devs will make us "graduate" to some of the trickier ones as the season progresses.

Anyway, nothing too noteworthy happened in any of my runs of this particular flashpoint this week, except that in one run where we had particularly high dps (it was a group with multiple level 80s if I recall correctly) the last boss was burned down so quickly that he completely forgot to do any mechanics, just stood there and didn't move until he died. The only downside of this was that this also seemed to bug out his on-screen position, as none of us were able to loot him, always getting the "you can't reach that" error message.

I still remember when at least parts of this flashpoint could be quite deadly, such as if you pushed the last boss himself too quickly and got too many turret adds, but in the one group where this happened it was no problem to survive the turret fire anyway.

Also, the dog trash used to hit so hard, I remember on master mode we'd have to rotate stuns to make sure the tank would survive. I will say though that in runs with lower-level characters, I did notice that ahead of some pulls with multiple dogs, people often suddenly step on the brakes, clearly waiting for someone else to go first and get pounced on (I tended to volunteer).

The more exciting thing were once again the master mode flashpoints though, even if I got a pretty tame selection this week.

On Leviathan I got Hammer Station at last! I'm happy that it took until week three for it to show up in my randoms. Also, we actually killed all the trash to the first boss properly instead of trying to run like headless chickens, which is something I appreciated.

On Tulak Hord I got into a Maelstrom Prison and nearly died on the first pull when I got all the healer aggro just as a guildie was asking me something, but other than that it was smooth. And yes, a guildie was actually online in the largely inactive guild I joined! They asked me to invite an alt of theirs into the guild, so I had them invite two of mine in return after the flashpoint, so I can at last reap a few more Conquest rewards on this server. (Now, if only I knew what to do with my Imps...)

On Star Forge, I did several flashpoints on Swtorista's stream, and we got Nathema Conspiracy and Legacy of the Rakata. In the former, we actually did no skips, and we all agreed that the last boss used to be way harder somehow. In the latter, we wiped once on the bonus boss, oops! But it was all good fun.

On Satele Shan, I once again used my magic tank powers to get an instant pop for a pug. The power is addictive! This time I got into Red Reaper, a flashpoint I hadn't done in ages. A dps Powertech was constantly running ahead, which annoyed me a bit because if you're on a class that can tank and you want to always be the first to charge in, just queue as tank, damn it! These sorts of damage dealers are my least favourite to tank for. Though this one did stop just short of actually trying to pull for me. Fortunately I did still end up remembering all the pulls and skips so I managed to keep up reasonably well. I was really just having tank ego problems here: I got an instant pop and had a smooth run where nobody died, but one of the dps was playing in a manner that was slightly annoying to me, woe is me.

On Darth Malgus, we managed to field two groups for master mode flashpoints after our social ops run on Saturday, which was something I was very happy to see as I've always felt that flashpoints are a great social activity. My group got the Esseles, which I didn't have any particularly strong feelings about at this point, but Mr Commando groaned as it was the third time he'd had to run the Esseles in three weeks. I will note that I think for master modes the cut scene skip is fine by the way, because these were always meant to be a gear grind above anything else.

I'm curious to see what exciting places the group finder will take me next week!

31/01/2020

Flashpoint Levelling: Light at the end of the tunnel?

My Nautolan Shadow who's solely levelling through the group finder is getting close to level 60. Here's how her last five runs went.

Maelstrom Prison
I levelled: 52-54

Braving the full selection of flashpoints available to me once again for the sake of the weekly quest, I was pleasantly surprised to not get put into Hammer Station but Maelstrom Prison, which Nautalie had only done once before and for which she also had the story quest this time around. Once again the group consisted of nothing but damage dealers of a variety of levels.

The lowest among them, a level 40 Scoundrel, immediately expressed a dislike of the flashpoint, to which I felt the need to reply that I quite liked it. She responded that the "dude with laser eyes is one of the most tedious in the game IMO". I didn't actually say it, but all I could think on reading that was: "You've clearly never been to Copero, dear woman!"

At this point I felt the need to inspect her achievements and she had indeed never set foot into any of the Traitor flashpoints. I quietly amused myself trying to imagine what she was going to think of bosses like Syndic Zenta if she already hated Colonel Daksh.

Lest I give a negative impression of this person, she also suggested that we do the bonus, which instantly raised my opinion of her. We would have done both of them too if we hadn't missed one of the consoles somewhere, and by the time we realised that, even I couldn't be bothered to go back to search for it.

Just before we got to the first boss, one person who hadn't said a single word left the group seemingly at random. I queued us for a replacement and got a Scoundrel whose name was the term for the edges of a woman's underwear showing through her clothes, because why wouldn't you want to name your character something like that?

Colonel Daksh lived up to his reputation by the way and wiped us on the first attempt, with pretty much everyone in the group except me trying to face-tank him when they really shouldn't have. (I just died from all the other damage, clearly having overestimated my survivability at level 52.) During the run back I made sure everyone was now aware that they should hide if they got aggro during the laser phase, and on the next try we were victorious - though not without more deaths. Fortunately the Sage in the group knew where her combat revive was and with the reduced cooldown of thirty seconds she must have used it at least three times during that one fight. Beginner's Luck indeed.


Athiss
I levelled: 54-55

Queuing late at night and with Hammer Station deselected again, my wait time lasted several whole minutes! Then I got a group which included a tank for a change, which was nice as it at least established who should be making the pulls.

On the first boss someone did that weird ledge jump again and I had a moment of unpleasant memories, but at least this person actually waited for everyone to follow (except me, who preferred to just stealth past the mobs on the ground).

A guy whose name was the name of an Italian city written three times in a row revealed himself as new to the place by running off into a random direction at one point and pulling some completely out-of-the-way mobs, and he also tried to fight the Prophet of Vodal's flames for a bit - fortunately for him, neither event led to his death.

Hammer Station
I levelled: 55-56

Another weekly reset, another shot at the full selection of flashpoints (up to 19 at this point), and I got taken to Hammer Station once again. With a level 75 tank and two damage dealers of levels 75 and 65, I figured it should be fast and painless, just to have the tank stop the whole group dead after literally the first pull because she was annoyed with the Gunslinger not regenerating their health.

Now, to be clear, people not using their regen abilities can be annoying, especially when you're struggling to stay alive from pull to pull, but this was veteran mode Hammer Station after literally the first pull and nobody other than the Gunslinger had lost any health at all. It just seemed like a very bizarre thing to get upset about, though it was equally weird that the Gunslinger kept standing there acting confused instead of simply hitting their regen ability for five seconds. We did continue eventually regardless of the Gunslinger's health.

On the Tunneler the Vanguard tank and the 'slinger kept trading aggro, which seemed to annoy the tank even more. After that I was unsure for a bit whether she had decided to troll us out of annoyance, since she started pulling extra trash that wasn't needed and ran Vorgan the Volcano in constant circles, which made it very hard to dps him as a melee.

At the bridge someone actually asked whether we should fight the turrets or run, to which I replied that I preferred to kill them. This prompted the Vanguard to burst out with something in all caps which Google Translate rendered for me as Spanish for "it's the same for me" - I wasn't sure whether that was meant to signal agreement or indifference.

Anyway, we killed the turrets and the last boss just fine. Once again I just found someone's (in this case the tank's) behaviour quite weird at times.

Battle of Ilum
I levelled: 56-57

After taking another look at the 19 available flashpoints on my group finder list, I realised that I hadn't done 12 of them even once yet and made the executive decision that in the future I will untick all seven flashpoints below level 40 whenever I'm not aiming to get credit for the weekly quest to do a random. As it stands I've done all the lower-level flashpoints at least once and most of them multiple times.

I braced myself for a potentially longer wait... but got an instant pop for Battle of Ilum instead, with three people who were all in the same guild, no less! Some people might find that sort of setup uncomfortable, maybe for fear of being ganged up on, but I'm always happy to group with a partial premade as it ensures a minimum amount of co-operation and greatly reduces the risk of in-fighting or rage-quitting. Based on the guild name they were Polish, but they did speak English in chat and acted perfectly friendly towards me.

And the best thing? We watched the cut scenes, did all the bosses and both bonuses. I don't think I've ever gotten all of that done in my first run of BoI on a new character while pugging. I seriously felt like it was my lucky day.

As an additional bonus it was a pretty fun run in terms of gameplay too. The three guildies were all level 75, though not all of them were well-geared, and nobody played a class that could heal, so there were some pulls where things got a bit tight and got the adrenaline pumping, but in the end we always succeeded.


Battle of Ilum
I levelled: 57-58

Queuing for the same 12 level 40+ flashpoints again, I was surprised to end up in Battle of Ilum again. This run was closer to my usual experiences with the place, involving lots of trash skipping, but considering that I'd just had the run of my life literally the day before, I didn't mind. We did kill all the bosses, even the optional ones, and the extent to which we skipped the trash was actually kind of amusing because our group consisted of a Vanguard tank and three Shadows, so we essentially had one person running around with a stealth escort that was mezzing everything around them as they went.

By the end of the flashpoint we'd killed less than forty mobs, and it would have been even fewer if not for a couple of accidental/lazy body pulls. I don't think I would have levelled up if flashpoint completion hadn't also granted me the Socialite I Conquest objective, which resulted in a bit of bonus XP.

I fear I'm going to jinx it by even saying this, but I can't help but wonder if unticking all the easy low-level flashpoints that people like to farm is going to make things more fun for me going forward. At least the first two runs using this new strategy were very successful, and I don't find it hard to imagine that players who are happy to queue for these are more interested in actually doing the content and having a good time than those who just want to run Hammer Station a hundred times in as short a time as possible to maximise their rewards.

I'll find out I guess.

09/12/2019

Kuat Drive Yards Can Be... Fun?

Last time on "levelling through flashpoints" I decided that I'd had enough of Hammer Station and that going forward, I was going to exclude it from my flashpoint selection before queueing. Somewhat to my surprise, queue times with Hammer Station unselected really were longer, though it was mostly a difference between mere seconds and waiting a couple of minutes. Things really are more dire than I had thought if that many people are queueing for nothing but Hammer Station in specific.

Also, fun fact: When I went to unselect Hammer Station, I noticed that what inspired this whole project, to find out at which level each flashpoint unlocks now, is actually a pointless exercise since it says right there in the tooltip of the group finder interface what each flashpoint's level range is! D'oh!

Cademimu
I levelled: 30-31

Ahh, Cademimu, an old favourite. My team for this one consisted of two other Shadows and a Sentinel, which led to a lot of sneaking. Mostly we were successful in skipping the pulls we tried to, though other times we did end up aggroing things by accident and once, just before the first boss, this even led to a wipe. Oops!


Order 66 executed successfully.

We were mostly carried by the level 75 in full 306 gear, while the poor lowbie tank seemed a bit lost. I took it as final confirmation of his newness when he died to General Ortol's very first rocket firing - you know the one, where only one of the four quadrants is dangerous and the other three are safe, yet he managed to run right into the one that killed him.

Maelstrom Prison
I levelled: 31-33

I briefly considered unticking Cademimu from the list on my next run to avoid getting it again, but then decided against it because after all those Hammer Stations two Cademimus in a row would have been nothing anyway. As it turned out the question was moot in any case as I ended up in Maelstrom Prison. I've always considered this one a pretty nice flashpoint to pug, as it's one of the easier ones overall but has a couple of tricky bits that prevent it from being a snore-fest.

My party this time around consisted of three Guardians, one level 75 tank, and two labelled as dps, level 60 and 45 respectively. While everyone said hi at the beginning, there was virtually no conversation after that, so I didn't bother bringing up the question of the bonus boss when it became obvious that some people were keen on quickly running past anything that was skippable.

Our tank had a clear understanding of the basics of tanking, as he was taunting and using his cooldowns appropriately, but displayed a surprising lack of tactical knowledge when he attempted to face-tank Colonel Daksh, which eventually resulted in a wipe. The next time around we got him down okay, and the level 60 revealed himself to be the most experienced by using his taunt to take over kiting duty.

The level 45 was a funny one in so far as he kept running ahead to be the first to jump into as many pulls as possible and died multiple times from that. However, every time he was revived he went straight ahead and did the same thing again, undeterred by the obvious negative consequences. Some people play this game in (to me) very strange ways.

At one point he also accidentally pushed a gold mob into a patrol and then said "mb" in chat. After my recent adventures in WoW Classic my brain immediately went to "mana break", which obviously made no sense, until I realised that he was apologising for the bad pull: "my bad"!

Kuat Drive Yards
I levelled: 33-36

Kuat at last! I never thought I'd say that, considering that this used to occupy a similar position as Hammer Station does now, as in: the easy place to spam for rewards (though it used to be more of a levelling thing than about max-level gear).

The group I got for this one was fairly low-level, with the highest character a level 51 Guardian, and the other two slots being filled by a level 16 Gunslinger and a level 21 Sentinel.

I got a bit worried when the Guardian started the introductory convo before the Sentinel had even loaded in and asked people to skip if they'd already seen the cut scene, but then he aborted the conversation when he realised that we were still missing someone and didn't actually complain when we did watch the cut scene. He was sporting the title "Friendly" and I was curious to see whether he'd live up to it. (He did.)

Remembering how rush-rush people used to be in this flashpoint it felt odd to go through it as slowly as we did, but at our level every pull was a challenge and we had to heal up in-between. We got the armoury and the gun emplacements as our random segments. We even did the bonus once! The second time the Guardian completed the final objective before we'd found the Elite Defender, but oh well.

The final boss was Lieutenant Krupp, and of course we wiped the first time due to the two lowbies being completely oblivious to the grenade mechanic. I explained. On the next try the group split and activated both degaussing stations at the same time, so that we were unable to cleanse the second round of grenades and wiped on that one. Friendly Guardian put a star over my head and told everyone to follow me whenever the grenades were thrown.

We continued in that vein but wiped about another half dozen times without much progress, barely shaving twenty percent of the boss's health off before dying. I was getting increasingly worried that someone was going to get angry/frustrated and leave, but that didn't happen. Friendly Guardian and I just kept trying to come up with additional advice to improve our performance, such as to kill the adds as soon as they appeared, while the two lowbies did their best to execute it (though with limited success).

As survivability was our biggest problem, I eventually took it upon myself to personally run back and forth between the kolto stations - I had expected our Guardian to heal himself there since he was the one with boss aggro most of the time, but after a few tries of that not working I decided to just do what I could myself. I also taunted the boss every now and then to spread out the damage a bit, and the Guardian let me take some hits, then taunted back when I got low. We were obviously on the same page on that point.

I think it must have taken us ten or twelve attempts until we finally got the boss down. On that final successful try the Sentinel died early on too, so that we three-manned most of the fight. I was doing very little actual damage, mostly just running back and forth between the kolto and degaussing stations, but eventually we got him down. I checked the time and the fight that finally led to the kill had taken us a full seven minutes. Quite hardcore for a group of lowbies fighting a flashpoint boss - and easily the most satisfying run Nautalie has been in so far. (EDIT: I actually uploaded a video of that fight to YouTube in the end, you can see it here.)


I don't mind showing these guys' character names because they were all goddamn heroes.

Cademimu
I levelled: 36-37

I guess after the positive excitement of the previous run, karma decided that I was due for a train wreck. I got put into a Cademimu run in progress, though they were only on the second trash pull. I saw two level 75s still in levelling gear designated as tanks, a Vanguard and a Shadow, and another dps Shadow a few levels below me.

When we got to the bit at the bottom of the first elevator where you can run past a lot of mobs, one of the other Shadows charged right in and pulled half the area, causing us to wipe. The Vanguard yelled some expletives. We re-grouped and the Shadows (or one of them, I couldn't quite see) ran right back in to pull the same group again. The Vanguard left as soon as that happened and we wiped again.

We re-grouped for a third time and someone was obsessed with getting revenge on that Champion drone now as they unnecessarily pulled it yet again... but we got two at once and wiped yet again (well, I stealthed out just beforehand). That resulted in the level 75 Shadow leaving as well.

The lowbie Shadow had been passed group lead for some reason and I told him that he had to re-queue us if we wanted replacements but he was completely non-responsive and just seemed confused. I summoned my crappy influence level four Qyzen Fess and tried to gently guide him onwards. He did follow me for a bit, which got us past the cantina and to that bit where you can take a shortcut through the fenced area. We both snuck up to the next pull right outside it in stealth and I was pondering whether we should just bypass it entirely, when the Shadow decided to jump out of stealth with an AoE, dying a few seconds later. I still tried to help him but died as well.

We started running back once again, and I watched him jump to his death while the elevator wasn't there, just like that. I didn't know what to say. Suddenly he seemed to have found the queue button as the prompt for getting replacements popped up... but before we could actually get any, he left the group, causing it to disband. I returned to the fleet, somewhat bewildered by what had just happened.

Kuat Drive Yards
I levelled: 37-38

I re-selected Hammer Station just so I could get the weekly Searching For Allies quest done, fully expecting to get thrown into it right away, but the instant pop I got actually took me to Kuat Drive Yards again!

This time the group consisted of three other dpsers just below max level, two Shadows and a Commando. There was a bit of confusion at the beginning as one of the Shadows lagged behind and eventually asked us to kick her. I was glad that the other two didn't immediately oblige but rather asked why. She said that she couldn't see her UI, which prompted the other Shadow to explain how to reset your UI. I imagined the Commando rolling his eyes as he announced that he was going for a bio in the meantime.

Eventually we got everyone onto the station though, and this time around we got the hangar and starship assembly scenarios. Nice variety! My attempts to get people to do the bonuses before completing the main objectives were once again only moderately successful. I did grit my teeth a bit when people didn't want to do the Elite Defender in the hangar even though he was right next to the exit, so that when we eventually had to kill him anyway, we didn't get anything for it since the bonus quest had disappeared. On the starship assembly someone customarily mashed all the buttons before I'd even had a chance to figure out the puzzle and the prototype exploded. Nice to see that some things haven't changed.

The final boss was Station Guardian One, whom we dispatched easily enough as everyone used the two kolto stations responsibly (thankfully). I just found it amusing that I was once again the lowest level by far yet ended up tanking the boss for most of the fight - until I got caught in a tight spot with no kolto station in reach and stealthed out to avoid dying.

It does still feel a bit strange to get this much satisfaction out of running Kuat Drive Yards of all places, but right now anything that's not Hammer Station is a win.

12/09/2017

Pugging with Shintar: Venturing Into Master Modes

I've managed to continue to upload an episode of my pugging video series pretty much every week, despite of being worried at some point that I might not be able to keep it up. I'm kind of amazed by my own ability to maintain a routine sometimes. Too bad it's not really a very highly-valued skill (though handier in everyday life than you might think).


Somehow I've also ended up with one hundred subscribers on YouTube! Thanks, everyone! I hope the fame doesn't go to my head. Anyway, here are the new episodes I uploaded over the last six weeks:

Episode 13: Falling Off Lifts in Cademimu - Long-time readers may know that Cademimu is an old favourite of mine, and I was pleased to get it as my random that day. Following the age-old tradition, someone fell to their death off a lift, including me. You'd think I'd really know better by now.

Episode 14: Confusion, Chaos & Naked Anti-Bob - This episode started with me ending up in Cademimu again because apparently I had failed to unselect it from the group finder menu - still, what were the odds of getting the exact same thing again? Like back in Episode 7, I powered through quickly and then queued again. This time I ended up in Mandalorian Raiders, in a run that included a Commando who wore virtually no gear and needed on everything. Strange times!

Episode 15: Splitting the Party in Legacy of the Rakata & Pugette's First MM! - In a relatively unremarkable Legacy of the Rakata run Pugette reached the milestone of hitting level 50, which allowed her to queue for master mode flashpoints for the first time. I put myself in the queue right away, expecting nothing to happen, but got a pop almost instantly and therefore decided to turn the episode into another double feature. I got into master mode Athiss as my first of its kind, which was fortunately a relative softball, especially as my group consisted of pretty good players.

Episode 16: Trash Skipping Gone Wrong in MM Cademimu - With master modes unlocked in the group finder, I decided to queue for both veteran and master modes simultaneously, fully expecting the veteran mode to pop first... just to get into another master mode run instantly. Back to Cademimu I went once again, though this time in its harder iteration. No deaths from fall damage in this one, though I made a complete fool out of myself on the first boss. The ending was also a good demonstration of how badly (or not at all) communicated trash skipping attempts can go horribly wrong and just end up delaying everything.

Episode 17: Bad Chemistry in MM Assault on Tython - The instant master mode pops continued. This one was off to what I felt was a super awkward start, with the tank asking to be kicked, me causing a wipe by obliviously running into a group of mobs the others had skipped, and a strangely passive-aggressive exchange ensuing between the dps when we got a replacement tank. The run continued fine after that, but my good mood was shot, because that's what this sort of behaviour does to me unfortunately. I also found the last boss quite tough to heal!

Episode 18: Interesting Times in MM Maelstrom Prison - This late-night visit to hardmode Maelstrom Prison ended up being one of my favourite kinds of pugs: We actually did both the bonus missions for maximum XP, people were chill, and while some mistakes were made, they were amusing and/or simply shrugged off, so a good time was had by all (I hope).

12/06/2017

More Pugging with Shintar

It's been over a month since I wrote about my idea to start a video series to detail my new Commando's levelling progress through random flashpoints, and I wanted to give a bit of an update on the series for everyone who doesn't keep a close eye on my YouTube channel.

I was pleasantly surprised that my pet tank didn't mind giving me the quiet time required to do the recording on a regular basis, so that I've been able to release a new episode every week so far - there just won't be one next week as I'll be on holiday.

I finally learned that the best place to sync video and voice recording is the moment when I say hello in chat at the start of each run, as the sound of me hitting the enter key and the line of text appearing in chat make for about as reliable a match-up point as I'm going to get.


Pugette is up to level 32 and the series is up to episode 6! Here are links to and summaries of all the videos I recorded last month:

Episode 2: Buggy Adds in Hammer Station - I was a bit worried about what sort of experience I would have being thrown into the big pool of "proper" tactical flashpoints at level 17, but as it happened I got Hammer Station, which is both level appropriate and quite a softball. (Incidentally, that's the exact same thing that happened to my Mercenary back in 2015.) Unsurprisingly, it ended up being a pretty smooth run. Also, I actually ran into the person who tanked that run on Twitter the next day. Small world.

Episode 3: Weekday Wipes in Maelstrom Prison - This was my first run with a group that had not just one but multiple wipes, but I didn't feel too bad about it as both Colonel Daksh and Grand Moff Kilran are pretty tough. Either way we picked ourselves back up again every time and eventually powered through. Also, I learned that they finally added kolto stations for the bonus boss in Maelstrom Prison. Holy crap!

Episode 4: Ranting about Trash Skipping in Battle of Ilum - When I levelled my Merc through random flashpoints, one of my posts about it was called "Battle of Ilum Makes Me Mad" because I hate people's obsession with skipping both trash and bosses in that one, and unsurprisingly that was the case in Pugette's first run of the place as well. I actually fell a bit behind at the start and struggled to catch up with the rest of my group weaving through as many packs as possible, which immediately reminded me of why I hate that practice so much. We even ended up skipping bosses I had never skipped before. And the final encounter was interesting, though for a different reason.

Episode 5: Hammer Station Again - RNG reared its ugly head by already giving me a re-run in episode five even though I'd only seen three of the 19 flashpoints available through the group finder so far. At least I can note that being ten levels higher already made a huge difference to how challenging I found it to heal this instance. Also, at this point it has become a bit of a running gag that the group finder always tries to put me into groups with stupid group compositions at first (such as two tanks and two healers), which I repeatedly decline.

Episode 6: Slightly Rude in Depths of Manaan - I noted at the start of this one that it could end up being a toughie, but I happened to get a competent group that tackled every fight with aplomb. However, I also ended up with my first truly impatient group mate - in previous runs I had been asked to "skip please" too, but here someone immediately exploded into "FFS" while I was watching the first cut scene, with me unthinkingly adding profanity to the video by reading her comment out loud. Oops.

29/04/2016

Flashpoint Friday: Maelstrom Prison

I've talked about the mid-level Revan storyline from launch before. In fact, the very first post in this series was about Boarding Party! That was a bit out of order though as that one is actually part three of four, but we're back on track now. I talked about Taral V a few months ago (where it all starts), and today we shall continue with its follow-up, Maelstrom Prison.


General Facts

Maelstrom Prison is a Republic-only launch flashpoint originally designed for levels 35-42 and forms the second part of the Jedi Prisoner storyline, which is connected to two additional flashpoints on Empire side. It had a hardmode from the beginning and was given a solo mode in 4.0. Nowadays it's yet another tactical (role- and level-neutral) flashpoint available from level 15 onwards.

The story that began with Taral V was that a mysterious Force ghost had spurred Jedi Master Oteg into action to seek out the Empire's secret so-called Maelstrom Prison, where a mysterious Jedi is being held prisoner who is apparently very important to the Republic. In Taral V you needed to fetch a MacGuffin Gree computer to be able to navigate the Maelstrom nebula and actually get to the prison. In Maelstrom Prison - you'll never guess it - you actually get to go there.


Fights

The Maelstrom Prison is a huge complex, to the point that it seems a bit nonsensical to have a facility that size for a single prisoner, no matter how powerful he is. To populate all those rooms, it's not just filled with Imperial guards and droids, but also with a fair amount of Sith and a number of random beasties that were presumably being experimented on or something.

Gameplay-wise there's nothing very challenging about any of the trash, except for a couple of pulls that can be painful for a low-level or otherwise badly balanced group due to the sheer number of mobs they contain.

The bosses are split about fifty-fifty between boring and interesting.

In the "boring" column we have the first boss, a droid whose mechanics I'm not entirely sure about to this day. Are you supposed to run away or stack up when he does his smashy move? Who can tell? It's not as if it does enough damage for it to make a noticeable difference either way. Then there are the two Sith dudes with pets (one just has one, the other summons several weaker ones) that also do nothing really interesting, except that one of them has what I consider to be the worst voice acting in the game, which never fails to make me giggle. The three elite guards near the end used to be somewhat interesting back in the day because they can't be crowd-controlled and hit very hard, which means that you used to run the risk of your tank turning into paste before you could kill the first of them off, but they aren't really the threat they used to be.

In the "interesting" column, we have Colonel Daksh and his eye beams of doom. I'm actually not entirely sure how the 4.0 rebalancing has treated him - in tactical mode he still hits very hard for what is supposed to be role-neutral content, but I don't know how hardmode has been retuned. Either way, this boss is quite interesting in that every so often he will "charge up his ocular implants" and basically turn them into lasers that hit so hard that he becomes pretty much untankable, forcing the tank and possibly the rest of the group as well to do a little dance around a nearby stack of crates until his implants run out of power. Threat is very tricksy during this time, since the tank can barely generate any, but many a dps risks overaggroing anyway while the tank is kiting - better hope the boss doesn't suddenly turn around!


Then there is the bonus boss, a giant Maelstrom beastie, which is available on all difficulties. It's not really that interesting in terms of mechanics except that it has a huge knockback that can send unwary party members flying off a nearby ledge to their deaths. However, I've always loved it simply because it's so damn impressive when you release it from its prison. The only issue right now is that Bioware forgot to add kolto stations to the area where you have to fight it when they did the big 4.0 retuning, which means that the fight is pretty much impossible without the right group composition, as the boss just does too much damage. Funnily enough, the only time I've beaten this beastie on tactical since 4.0 has been when I was duoing the instance with a dps while on my tank (the other two players had rage-quit after we had wiped on Daksh), and both of our companions were set to healing stance.

Finally, we have the final fight of the instance, Grand Moff Kilran, who makes all snipers wish that they could be as powerful as he is. Basically he has some bodyguards that first make him immune to all damage until you kill them, and he applies a huge area slow that makes it hard to get into melee range with him. Yet until you do so, he will keep casting sniper abilities that do massive damage if you don't manage to avoid most of his shots by hiding behind nearby pillars at the right moment. Once you've got him down to half health, he will retreat to a position further back where he will once again start sniping until you can get into melee and/or kill him. Again, quite an interesting and also challenging fight.


Story (spoilers)

You successfully infiltrate the prison with little fuss and Oteg poses that you've managed to actually surprise the Imps. However, about halfway through the instance, Grand Moff Kilran of Esseles and Black Talon fame shows up once again (you had spoken with him in Taral V as well) and has a fleet at his back.

Oteg states that the mission is important enough that sacrifices need to be made and says that he will use the Republic fleet to stall Kilran. You can agree to this (dark side) or urge him to take as many people as possible to safety because you'll be fine anyway (light side). If you take the dark side option, Oteg fights valiantly but dies during the engagement.

As you approach the "cell" of the Jedi Prisoner, Grand Moff Kilran shows up in person to stop you. You can see him talking to Darth Malgus on the holo and vowing to protect the prisoner. Of course you take him out anyway, but as I said above he actually puts up a pretty good fight.

Finally you are able to release the mysterious prisoner and it's... Revan? He's actually not particularly happy to be freed, because he claims that his influence on the Sith Emperor - even while he was being kept alive as his prisoner for hundreds of years - was what enabled the peace between Republic and Emperor. The mysterious Force ghost that you met in the intro to Taral V shows up again, clearly a friend of Revan's, though their relationship isn't explained.

You successfully escape the prison and in the debriefing on the Telos, Revan explains that he has grand plans to stop the Empire, which involve a secret facility called the Foundry.

Conclusion

In my post about Taral V I said that it was one of those early flashpoints that left a deep impression on me, and Maelstrom Prison was an even stronger follow-up to that, even if its environments are a little more bland overall. Finally offing Grand Moff Kilran after having engaged in verbal sparring with him in several earlier flashpoints felt very satisfying, even if in hindsight it was maybe a bit of a waste to have him die that early in the game as he was a pretty fun villain.

And of course... Revan! Though there is the problem that nothing is really explained after the big reveal. If, like me, you hadn't played the KOTOR games (yes, so sue me) and didn't really know who he was, there wasn't much opportunity to get clarification. The identity of the Force ghost who started the whole thing isn't even touched upon; it was only after I read the Revan novel that I learned that it's supposed to be Meetra Surik and who she is.


The worst thing about the storyline however is that it ends with Revan confirming that he is apparently as big of a deal as Oteg claimed, that he thinks he has the key to defeating the Empire, that he hopes to meet you again some day... and then you never hear from him again (as a Republic player anyway, not until Shadow of Revan, and then you're kind of like "wait, what?").

Even so, I still consider infiltrating the Maelstrom Prison a great adventure and would recommend to anyone to at least check out the new solo mode now if you missed this storyline back in the day because you were too shy to run group content. It works particularly well if (unlike me) you read the Revan novel first.

13/07/2013

Level 50 Flashpoint Nerfs

Another thing I spent a lot of time on during the last couple of double experience weekends was running level fifty flashpoints, mostly on hard mode, but some of them on story mode as well. It got me thinking about how some of them have already been nerfed over time, even though the game is only one and a half years old.

As a general rule, I'm not completely against gradual nerfing of content, as long as it's not done as a kneejerk reaction to people struggling on day one, when everyone is undergeared and has no clue what to do, and as long as it's done in a thoughtful manner, by reducing requirements only where it's most needed instead of applying blanket hitpoint and damage reductions.

The flashpoints where I found the nerfs the most noticeable myself are:

The Esseles (hard)

I cannot swear for sure whether Ironfirst's head shot has been nerfed, but I recall wiping a lot to him whenever we failed to interrupt it during our earliest visits. However, this is something that we simply might have outgeared over time.

One boss that has definitely been changed however is Vokk and his lightning storm. It used to be that it hit so quickly after the warning circle appeared on the ground that it was basically impossible to accelerate out of it in time if you happened to be standing still at the moment it appeared, especially since more than one tick from the lightning meant that you were dead. Due to this, the only way to avoid it reliably used to be to basically keep moving throughout the entire fight and only stop every so often right after he had just cast lightning storm (since you were then safe in the knowledge that he wouldn't immediately cast it again).

This has been changed to give people time to actually move out of the purple circle before damage starts ticking, even if they are stationary at the moment when it appears. It still hurts a lot though. This is actually a nerf that I approve of. The mechanic hasn't been trivialised, but it feels less twitchy now, and classes that can't operate as well on the move aren't at as much of a disadvantage as they used to be.

Maelstrom Prison (hard)

This flashpoint contains one of my least favourite nerfs in the game, and that's the one applied to Colonel Daksh and his optical implants. It used to be that you absolutely had to avoid his eye lasers, as more than one hit from them meant that you were dead. A tank could maybe survive two, but that was it. Kiting him around the boxes off to the side wasn't massively challenging by itself, but while the tank was on the run he was at risk of losing aggro and having the boss suddenly turn and nuke someone else. Line of sight issues for the rest of the group were also a consideration. I had many a wipe on this guy back in the day.

Now, I can understand why this encounter was nerfed, but I really don't like the manner in which it was done, which was basically to reduce the eye laser damage by such a high amount that it's become completely trivial. Any class can pretty much just stand there and tank the boss throughout the entire thing now, as long as they continue to receive heals. Pointless! I think there would have been other ways to make this fight easier, for example by increasing the boss's cast times, without making his unique mechanic completely irrelevant.

False Emperor (either)

The first thing that always strikes me when I do this flashpoint is how much of the trash has been removed since launch. To be fair, there was a lot of it, probably more than in most other flashpoints, and it's not as if any of it was particularly challenging... but it's still a bit strange how empty the place is now, especially when you spend long stretches of the instance running through abandoned corridors on what's supposed to be a space station bustling with activity.

The thing that really makes me sad every time I run this flashpoint though is what they have done to Malgus himself; I think it was only done in 2.0. Considering that he's a key NPC, his fight was designed to be one of the more epic small group encounters in the game. Most notably he became invulnerable towards the end of the fight, and the only way to finish him off was to make him fall to his doom down a nearby chasm via use of knockbacks, in a moment that's very reminiscent of the Emperor's death in Return of the Jedi. For classes that didn't have a knockback ability, grenades with a similar effect were available at the door.

Now, this could be another tricky encounter, and again it's one where I had a fair number of wipes in the day. Malgus becomes very hard to move once he gets low on health due to his chain-casting of uninterruptable force lightning. All the while there is also the risk of him casting his "unlimited power" insta-wipe ability which needs interrupting, or him using a knockback on someone who's poorly positioned and sending them to their doom. To successfully knock him off, you also needed to apply two knockbacks in a row, as he resisted if you only used a single one. This obviously required some coordination.

Again, I can kind of see why Bioware decided to nerf this encounter, especially considering that level fifty flashpoints aren't endgame anymore. There were just too many things that could go wrong and cause a wipe. However, I was still sad to see that the way they decided to go about it was to completely remove the need to knock Malgus off the bridge. He simply never goes invulnerable, so you just continue shooting or stabbing him until he falls over. The grenades are still there, but completely redundant. It feels extremely anticlimactic, considering how big a part he plays in the story beforehand and that the rest of the fight isn't really that challenging. Again, I can't help but feel that there would have been different ways to make the fight more accessible without completely draining all the flavour from it, for example by making Malgus easier to move and only requiring a single knockback.

Which nerfs have other people noticed?

14/12/2012

Hunting for HK, Part 2

When I last wrote about my hunt for HK over a week ago, that entry didn't exactly end on a happy note. I thought that the quest chain had started off well, but when I got to the bit where you have to scan for randomly scattered droid parts I quickly concluded that it was tedious as hell and probably not worth my time. The comments that I received in reply to that post commiserated somewhat, but also tried to reassure me that it wasn't quite that bad, and that I should try to enlist the help of other people for better results. Still, I wasn't really convinced and didn't feel like even giving it another try for several days.

Last night however my former guild leader (who recently started playing again) whispered me about how he, too, had found the HK part on Taris in "only" twenty minutes and that the search wasn't so bad if you could keep your mind occupied with something else in the meantime, for example by watching tv on the side. Since I had a day off today, I decided to give it another go.

I travelled to Taris, fired up the TORWars podcast and started scanning in what I figured was roughly the right area. I hadn't been meandering up and down the swamp for very long yet when a random lowbie belonging to a higher level legacy stopped next to me and asked me how my search was going. When I complained about how tedious it was, he offered to show me where he had found his own HK part. While the placement of parts seems to be random, I still appreciated the gesture and followed him. I didn't end up finding anything at the location to which he led me, but I still thanked him for his kindness. Incidentally, he did lead me quite far away from where I had begun my search, which makes me think that I might have actually started scanning outside of the designated area anyway.

Feeling grateful that the lowbie had at least set me vaguely on the right track, I continued to scan the area around the spot that he had shown me. I ran into a Jedi who was obviously searching too and offered to group up with her to make things faster for both of us, but she was unresponsive to my whispers. Shy, perhaps?

After about forty minutes of scanning I was starting to get seriously tired of the whole thing again, podcast running in the background or not. I was just going off on a moan in guild chat about it (which prompted a friendly guildie to offer help), when suddenly out of nowhere two other players converged on a spot right in front of me (including the silent Jedi), and lo and behold, an HK part appeared at my feet! My hope in actually making some progress with Project HK was restored.


I continued to Coruscant, and searching the Jedi Temple there felt like a piece of cake compared to the swamps of Taris, considering that the area is much smaller and very obviously walled off. It took me less than five minutes to find what I wanted.

After taking a bit of a break, I sent my scanner to my agent and decided to tackle the Dark Temple approach on Dromund Kaas next. This looked like another pretty large area and I could soon feel my hope sinking again as I worked my way up the side of the south-western cliff face without finding anything of interest. However, following Green Armadillo's and Rohan's advice, I kept an eye on general chat and it didn't take long until someone exclaimed that they had just located the HK part. I immediately asked where they were and they threw me a group invite. I couldn't see them though because they were on a different instance of Dromund Kaas. I tried to switch but it wouldn't let me since "you can't do that in an unsafe area". Errr... since when? I panicked and was sure that my chance to find the part had already passed as it only remains up for a minute or so after it's been found, but then I saw the two lowbie Sith whose group I had joined talk in party chat about how they hadn't actually completed the dig yet, they just knew that they were standing about ten metres next to it. After a bit of driving around I finally managed to find a spot where the game would let me switch instances, and after what felt like the longest loading screen ever I hurried over to my two little Sith friends just in time to see them dig up their find at last. I picked it up quickly and thanked them profusely for being so helpful and saving me so much time. Unfortunately another guy who had also been looking for the part was even slower than me to make it to the dig site and didn't arrive before the item had despawned again. He must have felt gutted.

Feeling pleasantly surprised by how quickly I was progressing, I decided to go for gold and made my way to Hoth, where another wide and open plain loomed intimidatingly. However, I got lucky once again and located the HK part there on what was only my third scan (though it then took me about five minutes to find the exact spot because I kept overshooting my goal somehow). Inspired by my friendly helpers from Imperial side I made sure to announce my find in general chat before actually attempting to dig it up, but nobody else seemed to be looking for that particular item at the time.

That left only the two flashpoints! And oh look, my pet PvP tank just came online! It didn't take long to pick up two damage dealers to form a full group, and I decided to take my chances with a random hardmode flashpoint for the extra reward. That gamble paid off as we did indeed get False Emperor as our random, which was one of the ones that is needed. One of the dpsers commented that this was his third "random" flashpoint of the day and that every single one of them had been False Emperor, which made me laugh. We breezed through it quickly and I was pleased to see that you can indeed get the drop from hardmode as well. (We were a bit unsure about that as Dulfy's guide specifically states normal mode as the source.) As a bonus, Malgus dropped his snazzy speeder and I won the roll for it! We queued for HM Maelstrom Prison immediately afterwards, which didn't take very long either, and then I actually had all the parts!

At this point the other dpser piped up to say that he was still on the quest as well and only missing the part from Hoth now, so we returned to there and I was honestly a bit startled to find myself running laps around the wreck of the Ambria's Fury for someone else, after how turned off I had been by the whole scanning idea to begin with. The commenters on my previous post were right though; it wasn't nearly as bad in a group. We unearthed the quest item in about ten minutes.

Finally we returned to Section X to tackle the final heroic in the chain there, as I had been told by multiple sources that this was actually a "proper" heroic that couldn't easily be soloed with a bit of skill and gear. With a well-geared team we cut through it very quickly though, and at last both me and my guildie received our very own assassin droids.


I have to say that I'm really happy with how that turned out. I still think that the whole scanning mechanic wasn't the greatest of ideas, but people were right that it's not nearly as bad if you cooperate with other players in the area - and even the random strangers that I met on my quest turned out to be nothing but helpful in this case, so it was quite a pleasant experience in the end. Now to see what my new minion can do...

27/06/2012

Using the new group finder, day 1

Today was certainly one of the more exciting patch days in TOR. Crafters were going nuts about augment kits, PvPers were itching to try out ranked warzones, and PvE players wanted to make use of the new group finder. While I've spent a lot of time PvPing as of late, I was firmly in the PvE camp today and my priority for the day was to try out the group finder as soon as the servers came up.

I was reminiscing about the release of WoW's dungeon finder last night and was rather amused when I went back to read the first impressions post I originally wrote on the day of its release. Has it really been only two and a half years? In some ways that post reads like something from another world to me now. How little did I know of how radically my dungeon running habits would change in short order... but I'm rambling. I decided to copy the format I used back then, do three flashpoints today and tell you in detail about how they went.

As an aside, general chat really cracked me up upon logging in today. The servers had barely been up for ten minutes and already people were whining that the group finder wasn't working because they hadn't got a group yet. Give people some time to log in, dummy! In-between those complaints, people were posting LFG requests in general chat as usual and getting told to use the new tool instead, which then led back to others complaining again that it didn't work anyway. It was extremely silly.

Flashpoint #1: Maelstrom Prison on my Guardian

My first order of the day was to queue up for Maelstrom Prison in specific on my lowbie knight. The Jedi Prisoner quest line is one that I like to do on all of my Republic characters, but I'd only managed to do Taral V on my knight so far. I made sure to queue up for Maelstrom Prison in specific and was surprised to get a group pop-up instantly. Not working, pfft! I zoned in... and found myself with a little shield icon under my portrait. Tank, what? But I hadn't picked tanking as my preferred role!

Unfortunately however, I apparently hadn't unselected it either... and that leads me to my first minor niggle with the tool: that it has all the roles that your advanced class can perform checked by default. I don't know why anyone thought that this was a sensible idea, especially considering that the game currently doesn't have a dual spec option or anything of the like.

Still, at the end of the day it was a user error, and I felt deeply embarrassed. I apologised profusely to my group mates and offered to leave, unless they wanted me to try tanking in my dps gear and spec. They all just stood there and stared at me in silence. Oh god, please don't give me the silent pug treatment in my very first run already, I thought. "Yes, no, anyone?" is what I actually put in chat, trying to coax some sort of response out of the group. One of them gave me the virtual equivalent of a shrug: "Up to you if you want to try it."

I went into Soresu Form and we gave it a try. And actually... it wasn't too bad! In fact, with all the droids that do knockbacks in Maelstrom Prison, I almost felt like I had an edge in tanking with talents like Unremitting. There were a couple of scary moments on large trash pulls and some boss fights when my health bar took a nose dive, but I mashed my survival cooldowns like crazy and the healer managed to keep me up at all times, something for which I gave him crazy kudos at the end. One of the bosses dropped a shield generator too, so I had at least the most important piece of tanking gear equipped by the end.

In the end what had begun as a huge embarrassment for me turned out to be a really pleasant run. My group mates weren't really very chatty, but I did get the distinct impression that they were simply happy to be there. They had no qualms about telling me that they didn't know how a fight worked and followed my instructions with no problems. At the end there were a lot of smilies and thank yous... and most of all I was happy to be able to say: "see you around".

At the end of the run I discovered that instead of porting me back to where I had been when I took the shuttle (aka teleport) to the flashpoint, we all got dumped outside the instance entrance. I thought this was a very good move though, as many flashpoints have quest hand-ins right outside, which you can easily do with your group this way. Not to mention that in nine out of ten cases being outside the entrance means that you'll end up on the fleet, which really isn't the worst place to be even if you were out and about somewhere else before.

Flashpoint #2: Colicoid War Game on my Operative

Next I wanted to see what things were like on Imperial side, and I had been itching to do Colicoid War Game on my agent anyway. However, I had to discover to my chagrin that for some reason the option to queue for that flashpoint was greyed out for me, even though the character was in the right level range.

Fortunately I managed to guess the reason for this correctly: I had a breadcrumb quest to talk to Darth Malgus (about the Colicoids), and once I completed that the flashpoint suddenly became available. As far as I'm aware Bioware has generally relaxed requirements to do the prerequisite missions for each flashpoint for the group finder, but I can imagine that me sitting on that intermediate step of talking to Malgus was causing an issue.

This time I didn't get an instant queue. After five minutes I got a pop-up, but someone immediately declined and it was cancelled. It took another ten minutes or so for me to get another one, but this time everyone accepted.

You might remember that when I first wrote about the Colicoid War Game, I described it as "both hilarious and horrible" and concluded that it would probably be painful to do in a pug. I did feel like challenging myself today though, and fortunately for me some aspects of the flashpoint appeared to have been nerfed with this patch to make it a bit more pug-friendly. For example the gun turrets now provide a slow but steady stream of heals while you're mounted on them, which honestly made the first section completely trivial. I think you'd have to fail pretty hard to die there now. However, considering that it was never my favourite part of the instance to begin with, I didn't really mind.

The fun part came when we arrived at the forcefield obstacle course. Nobody in my party knew how to do it, but I was happy to explain. Unsurprisingly we spent a lot of time waiting for people to run back after they had been knocked off and died, but at least it got people talking, which I quite enjoyed. In the end it didn't take too long for us to figure it all out, and the fact that Bioware nerfed the respawn timer of the patrolling droids helped too, without having a negative effect on the puzzle part of the section. I was kind of amused when our tank appeared to have gone AFK while manning one of the consoles, and then came back saying that his cat had spilled his tea on his lap.

Again the whole thing ended on a very amicable note and with many "see you around"s.

Flashpoint #3: A random hardmode on my Commando

When I logged back onto Republic side, one of our tanks had just come online and was marvelling at the new group finder interface. I asked whether he wanted to team up with me to try finding a group for a max level flashpoint. He tossed me a group invite and next thing I knew I had the window popping up to tell me that a group was ready. I didn't even click anything! This would become important later. Anyway, not surprised that a tank and healer combo resulted in an instant queue, we accepted the pop-up to find ourselves zoning into... Lost Island. Gulp.

Don't get me wrong, I've successfully completed it more than once by now, but it's not really something that I'd want to pug just yet. We decided to give it a go anyway, however on the first boss we quickly found ourselves running into problems. Our gunslinger (another former Luka Sene player, yay) was doing a pretty good job, but our dps Shadow wasn't exactly performing in a stellar manner. His gear wasn't terrrible but probably not really up to Lost Island HM standards either, and more importantly he didn't really seem to be doing much, spending most of his time standing at range and running away from things instead of damaging the boss. After the third wipe the gunslinger commented that we didn't really seem to have enough dps (in the most generically inoffensive way possible) and the Shadow offered to leave so that we could get someone else. After he did so I sent him a whisper to say thank you and that it wasn't anything against him personally, and he seemed to be in quite a cheerful mood still. This was probably the most amiable parting over low dps that I've ever seen.

We queued up to get a replacement, and as I looked at the group finder window I noticed that I was listed as a provider of both damage and heals. Remember how I said that it's all turned on by default and that I never got to confirm my role when my guildie queued us up? Yeah. I unticked the damage box and hit the update button, but figured that we were probably going to get another dps anyway.

(Insert foreboding music here.)

We got another group member within seconds, a twi'lek Sage. Everyone was like: "Awesome, two ranged dps, that's going to make this fight so much easier!" And we did almost kill the boss before hitting his enrage this time... even though it was with two healers. How sad is it that we didn't even realise that we had two healers until halfway through the fight? Even though it was close, we wiped again and the Sage said that "Shíntar was queued as damage" and that she was out. And true enough, that's when I noticed the little damage icon under my portrait for the first time. I can only guess that the update to my queuing status came too late or didn't work properly. Again I felt very sheepish. I couldn't really tell whether the Sage was angry about what had happened, but her curtness before leaving certainly made me feel guilty.

The rest of us were a bit unsettled and unsure whether the system was working correctly. We reformed the party but weren't able to queue up to continue our run. My guildie and I agreed that we weren't very keen on trying Lost Island again, even if it was a letdown for the gunslinger who seemed really eager. He was right that we had almost got the boss down, but considering that more difficult fights lay ahead and that we hadn't really been looking for that level of challenge when we queued up (user fail on my tanking buddy's part this time), it was probably for the better.

After a brief break we tried again and an instant group pop-up took us to the False Emperor this time, with a dps Guardian and a Sentinel (who was another former Luka Sene player, what luck). It was kind of funny when my guildie took a shortcut early on by jumping down a ledge, I blindly followed him and realised only as I was jumping that we were leaping right over a bottomless chasm. Fortunately I managed not to fall to my death.

"How many times have you done False Emperor?"
"About five to ten times, why?"
"It's just that that jumping shortcut reeks of someone who's done this place way too many times!"

Our dpsers seemed skilled, but we were barely two minutes in when the Guardian started to say "wait" repeatedly and that he had to answer the phone for work. We said that it was no problem, we were just going to continue clearing some more trash. Unfortunately he was still on the phone by the time we arrived at the first boss, though he kept typing out more comments asking us to wait and assuring us that he was trying to make it quick.

"I just hope you're not a doctor," my guildie quipped. "'Yeah, yeah, just give him some of those drugs. I've got a boss to kill!'" The guy laughed and said that he was actually a management consultant. Which was funny because he then continued to give us unnecessary advice about what to do, no matter how many times my guildie said "I know" or was already doing what he was being told to do anyway.

Mr Management Consultant also kept saying "go" a lot, which was kind of ironic considering that he was the one who had kept telling us to "wait" only minutes before. Nooo, not my first gogogo-er already! "Stop saying that please," my guildie told him eventually. Fortunately he obliged... until we got to HK-47 and he did it again, right after giving us another redundant tactics rundown. "Oops, I'm not supposed to say that, right?" "Say it again and I'll slap you! :P" my guildie replied. (I do love him so.)

Basically, the Guardian's attitude was slightly annoying, but not overly so. It helped that my guildie was making some light fun of the situation. In terms of skill we had no problems though and breezed through the whole instance in what was a new record time for me (though it was only my third run of the place I think). The culling of trash mobs that was also mentioned in the patch notes was certainly very noticeable in this flashpoint.

So what's my verdict on the new group finder so far?

At least on the high population servers, it works, even while being limited to server only. I have no idea what dps queues were like though. What with today being patch day, there were presumably also a lot more people trying it out than there would be on a more average day. We'll see how that works out in the long run.

In terms of how it affects player behaviour, I'm not sure what to think. Struggling to get people to communicate and running into my first gogogo-er on day one already is not a good sign, but I'll try to remain hopeful. For what it's worth I had fun today. And unlike on my first day of WoW dungeon finding back in the day, nobody quit at random, threw a strop, tried to kick anyone else or ninjaed anything, which is a good sign.

In terms of technical implementation, I'm impressed by how many different functionalities Bioware managed to roll into a single tool, though I haven't tried queuing for heroics, dailies or story mode operations yet. I just wish they'd make some minor tweaks to it, such as not having all roles selected by default, asking you to confirm your role and what you're queuing for when you're in a group instead of just letting the leader throw everyone in the deep end, and maybe adding some more sounds. I think there's a really quiet noise when the pop-up to inform you that your group is ready first appears, but everything else appeared to be silent, which felt a bit odd to me. I really missed having sound cues for entering the queue or having a new party member join.

I'd love to hear about other people's experiences with the new group finder (and in fact I'll probably be off to the forums now to have a look around for more opinions).

13/01/2012

Early Flashpoint Impressions

Back in WoW, small group instances used to be one of my favourite pastimes in the game for years - until the dungeon finder slowly sucked the fun out of them for me, that is. Unsurprisingly, SWTOR's more old-fashioned flashpoints make me very happy, and I've run all of them up to my current level at least once, some of them multiple times. It's been an interesting ride so far.

Difficulty-wise they seem to hit a pretty sweet spot for me. Trash is mostly very easy, but there are patrols to watch out for, mobs of different strengths to consider, and sometimes enemies surprise you by entering the scene unexpectedly. Personally I feel that this creates a nice atmosphere where most of the dungeon is fairly laid back, but not mindlessly boring, as you still have to watch where you're going and what you're pulling. The bosses tend to be a bit harder, and I've had quite a few deaths and even wipes at the hands of some of them. They all have a couple of mechanics each that you have to pay attention to and that can't be safely ignored, but there is some margin for error so the fights don't exactly feel twitchy either.

Interestingly enough, I've already had two runs where our group failed to complete the flashpoint because we simply couldn't get past a certain encounter. This felt a bit strange and surprising to me initially, as I haven't experienced anything like it since my party found it impossible to kill the last boss in Grim Batol when we ran our very first heroic five-man after WoW's Cataclysm launch. In SWOTR, the two offenders that had us running into a brick wall were Athiss and Taral V. On Athiss, we just couldn't get past what was I believe the last trash pull before the final boss, which contained two elites that both had AoE attacks and were wearing our group down faster than I could heal it up again. Since we were on the lower end of the level range for the place, nobody in the party had their long-duration crowd control abilities yet either. On Taral V, we first died a few times to the bonus boss before giving up on him, and then failed to kill the last boss too as he wiped us out within seconds every time he hit his low-health enrage (which was promptly patched out two days later, which is telling). In both cases we came back with another level or two under our belts and completed the whole thing easily. At the end of the day, the initial failure wasn't actually that terrible, as it just spurred us on to come back and get revenge together, not to mention that it provided some unforgettable memories to bond over.

Another thing that I found noteworthy was that most flashpoints seem to reward both explorers as well as people who've honed their crew skills. The former was particularly evident for me on Taral V, where the way through the instance is fairly straightforward, but there are plenty of hidden nooks and platforms that contain bonus objectives and chests. Both times I've been in there, our group had fun clearing out as much of the place as we could, and one time we even found a purple item in a chest. The runs took a lot longer than strictly necessary, but the whole experience felt very rewarding and fun.

As far as crew skills go, there seem to be a lot of little bits and pieces in many flashpoints that provide you with small bonuses if you take the time to notice them. On Athiss for example you can go into a side room and use scavenging to repair a broken droid, which will then follow you around and act as a combat pet for a bit. On Hammer Station, you can use crew skills to drill a hole through a wall to create a shortcut to the first boss. None of it is even remotely necessary, but it's a little something that feels fun. I was reminded of how I used to be grateful for someone who could pick locks in WoW's Shattered Halls so that we didn't have to go through the local sewer to get to the first boss. Sometimes it's the little things that make all the difference.

Finally, I found it notable that there's a huge stylistic difference between flashpoints. The first one you get access to on either side (The Esseles / The Black Talon) feels very creative and exciting. Lots of moving around, multiple conversations with NPCs, multiple light/dark side decisions that really make you feel like you're influencing the story. I found it to be quite different from what I usually expect to find inside an instance, but in a good way.

However, after that the next couple of flashpoints honestly felt like a bit of a disappointment. Hammer Station, Athiss, Mandalorian Raiders, Cademimu... there's nothing wrong with them, but they don't utilise SWTOR's unique selling points nearly as well and feel a lot more like classic dungeon crawls. Yes, there is a bit of voice work, and at some point there's usually a light/dark side choice for you to make, but it tends to feel a bit tacked on. Hey, there's a room full of innocents over there, want to save them or kill them? At their heart, these four instances can easily be summed up as "go kill some bad guys and then kill their boss", detailed story be damned. Still, this is only a problem when you compare it to what came before. Truth be told, I'm perfectly happy to do a classic dungeon crawl with some friends. I mentioned our fun little adventures in Cademimu before.

Interestingly, just as I was going to accept that the Esseles and the Black Talon were obviously outliers, the game threw Taral V and the Maelstrom Prison at me, two separate flashpoints that are part of one continuous story. They are not quite as interactive as the Esseles, but the story is considerably more involved, and at the end of the Maelstrom Prison we were rewarded with a hugely satisfying boss fight and a massive lore revelation (which might not actually mean much to Republic players without much prior knowledge, but fortunately for me I had just played through Dromund Kaas on Empire side, which had conveniently provided me with some context for events).

At first I was a bit bewildered by the way some flashpoints are so story-heavy while others aren't, but after doing some research on it, I think I understand the reasons for it. Basically, the difference seems to come down to whether a flashpoint is faction-specific or the same for both sides. I remember listening to a developer interview where the guy confessed that originally, they had intended to make all content shared between the factions to save development time, but the resulting stories were pretty dumb because you can't really make a very compelling quest that both Luke Skywalker and Darth Vader would find equally engaging (as the dev put it). So maybe those flashpoints are leftovers from early development, or the developers simply decided that they could afford to have at least a couple of group instances with a comparatively weak story, especially considering that they would be repeatable content at endgame, at which point the story fades into the background anyway.

All in all, I've enjoyed myself enough that I'm definitely looking forward to exploring the flashpoints that I haven't seen yet, and so far there hasn't been one that I wouldn't be happy to rerun.