Showing posts with label scum and villainy. Show all posts
Showing posts with label scum and villainy. Show all posts

15/08/2025

Another One for the Books: Scum Speed Run

Back in June I wrote about successfully completing the Dread Palace timed run achievement with my guildies. Our next destination after that ended up being Scum and Villainy, which also has a timed run achievement... but I initially hardly dared to hope that we might be capable of accomplishing that, mostly because of the last boss. I still remembered from when we worked on the Styrak fight during Onslaught, how we literally spent months wiping on him, and how even the final kill - satisfying as it was - took us over 20 minutes, something I found difficult to mentally reconcile with the idea of a speed run.

However, things went better than I'd expected as we started working our way through the ops without the timer. I didn't actually keep track, but I think I would've been able to count the number of attempts it took us to kill Styrak on my fingers if I'd wanted to. Clearly what had held us back those years ago had truly just been the bad group composition above all else, and going in with the knowledge that we needed certain combat styles and preparing accordingly turned that into a complete non-issue.

A guildie who's a much better player than me encouraged me: "You've done the DP timed run, and that's much harder! This should be very doable." And indeed, where in Dread Palace you only have one hour to beat five encounters, in Scum you have two hours to defeat seven of them. Everyone agreed that it was both a realistic and a worthy goal to pursue.

Nonetheless, progression still wasn't all as smooth as that. Most fights in Scum master mode are much easier than in Dread Palace, and I'd say at least four of the fights became more or less guaranteed one-shots pretty quickly. Thrasher, the third boss, could sometimes be a random road block if something was even slightly off with the group, as there's a lot of damage thrown at random targets, requiring strong burst healing, people to use their cooldowns correctly, and dps to be very responsive to the add spawns.

The worst fight by far though were the Cartel Warlords, primarily because Sunder, the boss that needs kiting, has been suffering from terrible desync for years, meaning that he'd often appear on the other side of the room from where he actually was, which is not a good thing when you have to stay away from him or else risk being one-shot. It could be very hit and miss whether our tank could kite him long enough without anything going horribly wrong. And that's without even mentioning that it can be very easy to already wipe in the first phase, when the pressure on the healers is the highest and there are once again a lot of randomly targeted damage abilities going around that could cause someone to fall over if they just so happened to be hit by a lot of things in a row.

Styrak himself turned out to be a comparatively mild obstacle, with the biggest problem being just how long the fight still was. With better dps we could now take him down in less than twenty minutes, but that's still pretty long for a boss fight, and a single wipe at a late stage of the encounter could be massively costly in terms of time.

Once again progression was very much not linear, with us getting hard stuck on Thrasher one week, then breezing through all bosses until Styrak the next, just to keep wiping to silly mistakes; followed by us getting stuck on Cartel Warlords again on the next run.

That said, this Wednesday the stars finally aligned: we one-shot Thrasher, and got Cartel Warlords down on the third attempt. It was a pretty epic victory too, with only one person still alive to deliver the final killing blow to the last warlord. And Styrak was once again super-smooth, with us finishing the speed run achievement with plenty of time left on the clock.

As Dread Master Styrak dies under the entrance to his room, the "Scum and Villainy Speed Run" achievement as well as several objective completions pop up.

Even better: the next evening we did it again, for the one member of the team who still needed the achievement and hadn't been there the previous night. This time we one-shot both Thrasher and Cartel Warlords and only had a silly wipe in Oasis City that was completely my fault. However, we did lose some time to real life interruptions, and then wiped on Styrak four times. Fortunately, fifth time was the charm and we got him down mere minutes before the timer was about to run out.

The same scene as before, only with different characters. The achievement is not visible since I already had it from the previous day, but you can see "Codex entry: Dragonslayer" among the various pop-ups.

I'm happy that I got the achievement (as well as the character title on both my main and main healing alt) but above all, I just feel extremely proud of how well the team got together to make this happen. I hardly want to think about how long this streak of good luck can possibly last because good times like these never last forever.

Fun fact: Even though this operation is over ten years old at this point, I was surprised to find that there are still certain mechanics for which it's hard to find hard data about how they work. The specific example that made us scratch our heads was the knockback add on Styrak. There seemed to be agreement that the healers needed to stand out and it would jump to them, but even though we made sure to do that, it would still leap into the melee group sometimes. Someone suggested having a third person stand out, a ranged dps - still no difference. The best we could work out eventually was that a Watchman Sentinel's group healing could cause the add to mistake them for a healer and leap to them, because the moment our own Sentinel changed to a different spec for this fight, the random leaps into melee stopped happening.

02/05/2021

Eight Years with Dread Master Styrak

Last year I wrote a post with some musings about how the way SWTOR keeps its raids relevant from one expansion to the next makes for a very peculiar experience for long-time players, as we may get to re-progress on the same bosses repeatedly, under different circumstances and with different people.

I've had a lot more time to think about that over the course of the last few months, thanks to Dread Master Styrak, the last boss of the Scum and Villainy operation. Scum was originally added to the game with the Rise of the Hutt Cartel expansion back in April 2013. My first impressions of it were favourable, though I would also note later that the last boss was a bit repetitive. I also remember that the first time said fight was explained to me, I had to ask for repeated confirmation about the Kell Dragon's spine mechanic, because I couldn't quite wrap my head around the idea that there was an ability in the game that you could counter with actual body blocking.

It only took about two months for us to also clear the operation on hard mode - but it was still highly meaningful to me because at the time the then-leadership team had decided that a whole bunch of us weren't really worthy of being part of guild progression and were therefore excluded from their hardmode runs. This initially left us feeling very lost and dejected, but when we eventually rallied and started to get our own hardmode kills (even if they happened a few weeks later), it was all the sweeter for it. I made a video of our first kill, and let's just say that the choice of Spectre General's "Nothin's Gonna Stand in Our Way" for the soundtrack felt appropriate in more than one way.

Scum's nightmare mode was out of our reach for a long time... but then the Shadow of Revan expansion added another five levels to our characters, and back then the operations didn't level with us yet, which suddenly granted significantly less skilled players a shot at some of those achievements as well. We got our own Styrak nightmare kill on the 3rd of July 2015 - I made another video out of that one:

In hindsight I can see just how much and how obviously we benefitted from being five levels higher than the boss - for example we stood in the purple ground circles more than once without taking significant damage, and of course there's the fact that we dispatched no less than half the team to deal with slowing the adds that form the chain, one for each corner - an incredible luxury the way I see it now. Still, there were new mechanics for us to deal with compared to hard mode, and it was still something to be proud of.

After that, Scum became just another operation that we went back to every now and then on story or hard mode. As the average skill level and encounter knowledge in the guild increased, hard mode even became quite doable on social nights when we'd bring along less experienced and skilled players or have people playing on alts. In 2018, I made a silly little video that shows us killing Styrak on 16-man hard veteran mode on such a social night (you can tell because I'm on my Scoundrel and playing dps, what is this I don't even), and in which I poked fun at the fact that Mr Commando and another officer were constantly complaining about our dps being too low and that we were bound to hit the enrage; and then we didn't. (Though the kill was still an extremely close call, with only one person left standing by the time the boss died.)

After the release of Onslaught and after we had cleared the new Dxun operation on both story and hard mode, it was time to go back to digging our teeth into some of the older content again and we found ourselves returning to Scum nightmare master mode once more, especially as some of our newer members had never done it before. With level scaling in place now, it was a lot tougher than we were used to, but fortunately we'd also got a lot better, so we still progressed through it at a steady pace. Until we got to Styrak himself that is, who turned out to be an absolute brick wall.

The boss's health values felt insane, and all the mechanics were now incredibly unforgiving. It took several minutes just to kill his Kell Dragon pet now, before the boss himself would even join the fight, and we'd regularly fail at getting even that done. It just felt like we were in way over our heads, and frustration eventually led us to agree to take a break from Scum for a few months and revisit Gods from the Machine veteran mode instead, another operation where team members were still missing achievements. That was in late summer/early autumn last year.

It was only in January of this year that we felt ready to return to Scum, once again with a couple of changes to the team's roster, and it did feel a little better initially, though progress still only came in baby steps from one week to the next. We finally became somewhat consistent at killing the Kell Dragon, but then ran into the next wall in the form of the chain add mechanic, which requires people to knock back rapidly approaching enemies repeatedly at just the right time or the group wipes. The way we had done it back in 2015 by sending one person into every corner was no longer viable due to the dps requirements, so the whole group just huddled in the middle and people would use their knock-backs whenever the chain came too close.

I was one of the people responsible for this and it was always hit or miss, as the window for the knock-back was extremely small and it was very easy to hit it either too early or too late - either of which would result in a wipe. It's hard for me to put into words how frustrating it is to try to perfect a mechanic like that when your only way to practice is to drag your whole ops team through five to ten minutes of boss fight first, where of course other things can go wrong as well, until you finally get to the bit you need to practice, get it wrong, and everyone dies so you have to start over. And it wasn't just me either: If I got it right, another person assigned to a different place in the knock-back rotation would usually mess up instead, with the same result.

Eventually, both Mr Commando and I were pretty much at the end of our rope with this fight and sat down with the rest of our team to ask them if they seriously wanted to keep bashing their heads against this wall, as it might well take us another few months to kill it. I think we expected them to say no, but surprisingly the majority of them wanted to stick with it regardless.

I started talking to members of our guild's other progression team - who'd successfully beaten this fight - if they had any suggestions for what else we could do to improve our chances. We're not that much worse than they are and it didn't quite seem to make sense that we were struggling so much more. Their advice was pretty unequivocally that we needed to change our group composition (in terms of classes that is, not people), as the knock-backs become a hundred times easier to deal with if you use Sages or Shadows to do them instead of Commandos and Gunslingers, as the former have a much larger range on their ability.

This was a very bitter pill to swallow, as we've always been believers in letting everyone play what they want, and that technically every fight should be possible with a halfway reasonable group composition and not require extreme class stacking. Mr Commando remained adamant that he was never going to play a Shadow tank as he hates them, but I'd always considered my Sage my main alt... so I started bringing her to some progression nights instead - and the difference was like night and day. Where my Commando had struggled to maybe hit a fifty percent success rate on her knock-backs, my Sage did not mess up that mechanic once, ever. It was just that much easier.

Fortunately we had some other team members who were willing and able to switch to alts to pad our group with additional Sages and Shadows... and while things were still a bit rocky as people got used to their new roles, progress was suddenly palpable. Incidentally, our monthly 16-man progression run set its eyes on master mode Styrak as well and got him down a bit over a week ago, showing us all what a successful run could look like. And this week it was finally our turn on 8-man... how could I not return to that Spectre General song?

The kill was a little marred by the dragon bugging out at the end and miraculously ridding itself of 85% of its health within two seconds, but as one of my team's members put it: considering how many times the fight bugged out on us in negative ways (usually adds appearing or abilities firing at seemingly random times), it was about time that a bug did something nice for us. Also, after how much time we spent on practising the fight and how smoothly it went at the end there, I'm fairly confident that we would have got the kill anyway, even if the dragon hadn't bugged out.

It still took an amazing amount of persistence to get there - the kill was a 22-minute fight, and we had to go through the phase with the chain adds no less than twelve times... and to think I thought this part was repetitive on story mode, where you have to do it what, three or four times? That's definitely not a well-designed mechanic at all.

But for all its faults and all the associated pains I've suffered, I have to say that this boss kill will forever be memorable to me now. I'm so proud of my team members for voting to stick with it when I felt like giving up, and for stepping up to play Shadow and Sage alts to improve our odds. I'm also a little proud of myself for stepping out of my comfort zone on the Commando and learning to heal a progression fight on my Sage for a change.

We're looking at revisiting Dread Palace next, but to me the thought of going somewhere other than Scum is almost confusing right now. It feels like we've been there for so long, I'm not sure I remember how to do anything else anymore.

02/09/2020

We Failed to Kill Some Bosses

Last week was 16-man week in my guild again, and we decided to do something different this time by revisiting the Dreadful and Hateful entity (the latter of which I hadn't seen since that afternoon back in 2014), as well as a world boss on Yavin IV called the Ancient Threat, which I didn't really know anything about other than that it was kind of secret and existed.

It was... interesting.

The Dreadful Entity went down easily enough, probably in part due to the Veteran's Edge stacks you get on hardmode these days. The other two bosses... didn't.

With the Hateful Entity, there was some confusion at first about how to summon it as people kept saying that a certain pack of womp rats needed to be killed in a specific way. Mr Commando and I were raising our eyebrows at this as we remembered no such thing from back in 2014 - it sounded a lot like some sort of superstition to me and I said as much. In this case it turned out that I was wrong though, and you really do need to get all the womp rats equally low to get the "Hateful Presence" to spawn that in turn can be used to summon the Hateful Entity. I'm still baffled by how I have absolutely zero memory of doing anything like this back in 2014 and I even went on a bit of a googling spree afterwards to find out if Bioware maybe changed the mechanic at some point, but no: I found guides from before then that referenced the womp rat thing too. I can only guess that the allied guild that we ran with back in 2014 were already familiar with the whole concept and made sure to do it right without talking about it? I have no idea.

Anyway, we eventually managed to summon the Entity, but killing it was unfortunately another matter. I don't think we even got it to 80 percent on our best attempt. Some of that failure was undoubtedly down to bad play on our part (especially early on we lost quite a few people to death mark dispel failures), but the damage also seemed quite insane. For example a Gunslinger reported being hit by two unavoidable abilities in quick succession that hit for more than his entire health bar even when at full health. How do you deal with that in a downscaled operation with fixed health values?

A quick search yielded only a single kill video uploaded since 6.0, but I guess that proves that it's technically possible. Unfortunately it's a bit hard to tell what's going on in it, but it looks like they brought a lot of Powertechs in order to have the Sonic Rebounder buff on the group 24/7, which would then presumably prevent the sort of deadly two-shot combos that kept befalling some of our raid members.

Speaking of it being hard to tell what's going on, I remember being told back in the day to make sure to turn all my graphics settings to low for this fight as it would otherwise be too hard to see what's happening... this is probably still true, but I decided to leave mine on high anyway this time as a sort of experiment. My PC could actually deal with it fine, but the sheer amount of lightning and particle effects did indeed make it hard to tell what was happening a lot of the time. Still, I have no regrets - at least I got some cool screenshots out of the whole ordeal whenever I died and hid my UI to watch from floor level as the rest of the group slowly followed my example.

Another thing that was funny and which I definitely don't remember happening back in 2014 was that after wiping, people wouldn't necessarily respawn at the start but instead appeared in a random location inside the operation. I ended up on the other side of Thrasher's gate a couple of times, and in the middle of trash pulls the rest of the time. The latter made for a sort of cruel but hilarious Russian roulette as the whole ops group would revive but certain people (often including me) would immediately die again as they were teleported alone into the middle of various trash packs and mugged to death. Hey, if you're gonna die anyway, you might as well do it in an entertaining way!

We didn't have much luck with the Ancient Threat world boss either, though at least it was an interesting experience to get all the buffs required to summon it, as this requires you to find a number of small "secret" clickies dotted around Yavin IV that also grant several achievements.

The boss itself is the same "glowing ball" model as the two Entity bosses and has similarly simplistic mechanics, though the mask from Dreadtooth isn't required anymore. A lot of guides we found said that this fight was quite easy, but this didn't really match our experience. For example the red circles that were supposed to come down only every 15 seconds or so according to some sources were dropping almost non-stop, forcing the whole raid to run around like headless chickens. More importantly though, the ongoing AoE damage that was supposed to be insignificant and easy to heal through actually ticked for about seven percent of everyone's health every two seconds and felt pretty impossible to heal through with a normal role setup of "only" about a quarter of the group being healers.

For this one we couldn't find a kill video from this year at all, just one that was uploaded this year but clearly recorded before Onslaught, so it may well be that the scaling went a bit awry for this boss. We heard from some acquaintances that they have successfully killed it since 6.0, but apparently only by going in with a group of five (two of which were healers) and drawing out the fight to nearly an hour.

Interestingly we did get quite close to killing it once, by going complete zerg and spamming guild flagship summons every time someone died, revived and ran back. The only problem was that as Republic, the run back without a summon is really long (way too long for a significant number of people to survive). At some point, one of the summons got borked up and red circles were dropped right under the summoning spot so that people got put in combat or died instantly the moment they accepted the transport, and then we couldn't get another person into a position to summon in time, leading us to wipe at around ten percent. As guild ship summons have a long cooldown, it wasn't really feasible to keep trying that method for several attempts in a row, unfortunately.

We are however of half a mind to try this same zerg method again some other time, but this time on Imperial alts, who respawn much closer to the Ancients Threat's "home", meaning that people should be able to keep running back to some degree even without a summon. If we do get it down that way it wouldn't exactly be something to be proud of, but hey... sometimes you just gotta do what works.

21/07/2020

The Cartel Warlords and Other Multi-Boss Fights

Last month we got our first 6.x kill of the Cartel Warlords in Scum and Villainy on master mode, and like Dash'roode it got me thinking about how times have changed, as we actually used a different strategy this time around than last time.


When you have a boss fight that features more than one non-trivial enemy, it basically always comes down to one of two ways of beating it: either they all have to die at or around the same time (maybe because they have the ability to revive each other, or death of one causes the other to enrage and go berserk on the raid), or you kill them one after the other. If the fight favours or even requires the latter, you then have the question of which order to kill the bosses in, and your answer to that question can make the fight subtly or drastically different.

The earliest I remember contemplating this concept was back in WoW during the Assembly of Iron in Ulduar - there was one kill order that was generally accepted as the easiest, but there were also achievements for leaving different bosses until last to incentivise at least trying the other ways as well.

SWTOR has no such achievements that I'm aware of (maybe there's one for the Mutant Trandoshans in one of the harder difficulties of Dxun now), but a fight like the Cartel Warlords can still pose interesting challenges. Your four opponents are:


Captain Horic, a human trooper that does a random spray attack with his assault cannon and throws corrosive grenades


Vilus Garr, a Devaronian that likes to jump around the room and yanks people about


Tu'chuk, a dual-wielding, fast-hitting Whiphid with a knockback


Sunder, a slow but extremely hard-hitting Gen'dai that likes to periodically change aggro based on proximity (meaning he has to be kited but the tank has to take care not to get so far away from him that other members of the raid are actually closer to him than the tank)

The bosses that remain alive as others die also become stronger or gain additional abilities as the fight goes on. For example Vilus Garr gains a stun and stab attack, and Sunder starts rooting the person trying to kite him.

When I first encountered the fight on story mode, the kill order I was taught was Horic -> Vilus -> Tu'chuk -> Sunder. Story mode has never been rocket science, and it makes sense to kill the two untankable guys that attack people at random first, because even if Tu'chuck and Sunder get stronger in the process, they are being taken care of by dedicated tanks that can deal with the increased damage output.

On hardmode, I was taught to go for Sunder before Tu'chuk because the former was supposedly really painful to deal with if you left him to last, while Tu'chuck was more easily controllable even as his damage output increased. That seemed to work out okay as well.

Imagine my surprise when I did the fight on nightmare and learned that now our order of business was going to be Horic -> Tu'chuk -> Sunder -> Vilus. As it turns out, Vilus is a royal pain in the rear when left until last, because once all the other warlords are down, he basically stuns and stabs his targets until they are dead - he literally doesn't stop otherwise, unless you can get away from him by using a stunbreaker or getting pulled by a Sage for example.

We also learned that his stabbing wasn't entirely random though but rather somewhat based on proximity, so the result was that we had a Shadow tank following him around, trying to get stabbed, hoping to survive as long as possible with use of cooldowns and being spam-healed, and if it became too much they could stealth out and start over. Dps and healers had to use stun breakers to get the hell away if they got caught. It was crazy and different, but eventually it worked.

So when we returned to the warlords on master mode this time around, I expected to be dealing with the same thing again... but nope, the meta had changed once again. Now we were going for Horic -> Vilus -> Tu'chuk -> Sunder, just like on story mode back in the day. If Sunder is left until last on master mode, he starts casting an ability called "The End" every thirty seconds that one-shots even a tank with cooldowns up - but! There are some abilities that make it possible to avoid being hit by it altogether, so in a somewhat bizarre turn of events, getting to the last phase now meant that dps and healers just huddled in the middle of the room pewing the boss while our two Guardian tanks played ping pong with him, alternating between using their Saber Reflect and Blade Blitzes. It was weird and different and fun!

I have to hand it to Bioware's encounter designers that they managed to design a fight that is so versatile in the number of approaches it supports. At this point the only thing I haven't seen is what happens if you leave Horic for last... I wonder if I can convince a story mode group to give it a try one of these days?

It's a shame there haven't really been any other multi-boss fights that work quite as well. The Dread Council in DP gives you some wiggle room in terms of who you want to dps down first, but their abilities don't change so it's only really a matter of who you find easiest to deal with for the longest period of time. And I've literally never seen the Dread Guards in TFB tackled in any other order than Heirad -> Ciphas -> Kel'sara, which seems to indicate to me that other kill orders aren't really viable, but I do sort of wonder now, having never even tried. There could be whole unknown mechanics hiding there for all I know... another project to pitch on one of our next social nights I guess!

21/05/2020

What A Difference Six Years Make

One of the interesting consequences of SWTOR re-levelling its endgame content every time the level cap is raised is that you get to progress through all of it anew every time this happens. This is of course not as exciting as doing it the first time around (in fact, some people might find it actively frustrating to potentially have their progression reset every so often), but neither is it a case of everything being automatically on farm because you've done it before. There can be weird difficulty swings as a result of rescaling, classes get at least changed a little every expansion (to various effects), and since level cap increases are usually years apart, most guilds will likely experience significant turnover in their roster during that time, meaning that you may end up going in with a very different team compared to last time as well.

The bottom line is that "re-progressing" through content you've done before is a funny experience. I was thinking about this as we went back into Scum and Villainy master mode for the first time since Onslaught's launch the other night. I have a video of us killing the first boss in there back in 2014 - when we were five levels above the content (before Bioware introduced level scaling) and yet it was still a struggle. Still, it felt pretty epic when we got the boss down, and I'm still fond of that video to this day. (Also, Sting.)



This time around we were at level, and victims of stat normalisation to boot, but it still only took us a couple of tries to get him down. There were no great cheers on TeamSpeak, but I still thought it would be fun to effectively "re-create" that first kill video for comparison. It's interesting to note the differences.



Visuals

The first thing that struck me was just how different the two videos look due to the degree of zoom. I'd forgotten just how closely zoomed in I used to play before working on the Revan fight forced me to increase my view distance as one of the fight's mechanics was impossible to deal with otherwise.

Seeing the fight from a greater distance makes it look quite different - for example you get a much better view of the other players' actions (in fact Mr Commando used watching the video as an opportunity to moan about all the things the damage dealers had done wrong in his eyes), and during the movement phases the sand traps are much more obvious.

That said, I kind of like the "feel" of the closer view much better. While it's very chaotic and at times hard to make out what's happening, there's something very visceral about the camera being trapped under the shield just like the player, the boss being in your face and Xuvva wings frantically flapping around the edges.

Tactics

Despite of the high dps check, we were running with the standard group setup of two tanks and two healers back in 2014. I don't know if we'd even considered anything else. This time around we had Mr Commando solo-tank it, even if that meant that damage dealers were occasionally getting smacked in the face - but it was very much needed, considering that even with the extra damage dealer the dps requirements were much harder to meet than back in 2014.

It was also interesting to see me getting lost in the desert in the 2014 video, a mechanic that was later changed so that it wouldn't affect healers anymore (alongside some other mechanics in the operation, such as Styrak's nightmare). I'm actually kind of sad about this because I thought that it was a very immersive and fun mechanic, and since I almost always heal in ops I never get to see it anymore. I can sort of understand why they made that change for story mode, but I kind of wish they'd kept healers on the target list for the harder difficulties, especially considering that the incoming damage was clearly tuned to be survivable with a single healer for periods of time.

People

The 2014 run was a collaboration between my guild and another guild that we were friendly with at the time (many of them actually went on to join Twin Suns Squadron later). I can't really remember why we didn't go in with a full guild group... it could be that this was during a bit of a slump where we were struggling to regularly make the numbers, but I genuinely can't remember. Either way, about half the group in the video no longer plays the game.

On the plus side, the other half of the group is still playing game six years later, which doesn't strike me as that bad! There's me and Mr Commando of course, but Ard (who was tanking in 2014 but played his dps Commando just for this boss in the 2020 vid) is also still running with us after all this time, which makes me happy. He is an incredibly loyal soul but also kind of mysterious because even though he's been with us for so long I pretty much know nothing about his real life other than that he lives in Spain. Online friendships... anyway, the fourth person, my co-healer from the 2014 video, no longer does progression content but still hangs out with us socially, so I consider that a win as well.

In short, a lot of things have changed since 2014, but a decent number have not. Considering the online world's perpetual malleability I'm pretty happy with this degree of stability.

03/09/2018

Half-time

Today I uploaded Pugging with Shintar season 2 episode 10, which means that I'm halfway done with season two, hurrah! I've determined that I'll need/want it to run for exactly twenty episodes, since there are ten different operations for me to cover, and with my intended schedule alternating between operations and uprisings, that'll make for a total of twenty videos. With two uprisings per episode I will have completed all of them on story mode after the next episode, so for the remaining four installments meant to feature uprisings I'll switch to pugging randoms on veteran mode. Should be fun!


Unfortunately as a whole, this season hasn't been as much fun for me as the previous one. I've mentioned before that recording the operations pugs has felt more like "work" than anything I've done before, and as I've progressed I've noticed that it's my self-imposed rule of wanting to do them "in order" more than anything else that's causing me issues. I've always said that the best way to have fun pugging is to be flexible and jump into whatever content people are willing to run at any given time. Unfortunately I need specific operations for this series, and I need them at specific times too, since I only really have time to record an ops pug during weekends. It's getting a bit frustrating to be honest!

I've made a note for myself to not just fixate on the featured group finder operation in the future, but to also see what gives Conquest points in any given week, as those ops might be in higher demand as well. I'm hopeful that the next few will be easier to find groups for (as I said in the video, people aren't super fond of running that one operation that has more bosses than any of the others). Of course the biggest challenge will be Gods from the Machine, but at least I won't have to deal with that one until the very end.

What also hasn't helped is that my viewers seem less interested in this second season than they have been in the first. It might seem silly to worry about viewer numbers when I'm far from wanting to make a career out of making videos and am used to low view counts to begin with, but it's still noticeable and a bit disappointing to see less engagement on these newer episodes than there was on the older ones when they came out. I don't know if the episode length is off-putting, or maybe people just aren't as interested in the content? I'm guessing that season one was a bit more "relatable" in so far as most SWTOR players would have had an Esseles pug at some point (for example), so they have a frame of reference while watching someone else run it, but I'm guessing that not as many people have done operations or uprisings, and that might be why they aren't as interested. Anyway, I can only make guesses about that. If you're someone who's been following the series and has an opinion on this, feel free to share in the comments!

Anyway, these are the episodes I released since the last summary post (only four since the ops episodes in particular took some time to get right, as explained above):

S2E7: Tanking All The Adds in Uprisings - This one was a good demonstration of how the endless waves of adds that you get in many uprisings can get unpleasant for a healer (thus the title).

S2E8: Cheerful Wiping in Terror From Beyond - With TFB being my second favourite operation, I was really happy to pug this one, even if there was a slight hiccup in the middle. I also ended up in another guild's partial guild run again, this one led by an unexpectedly friendly and not at all evil Decepticon.

S2E9: Pleasant Uprising Surprises - This was probably the most fun uprising episode so far, with people interested in getting achievements in both of my runs. Even if I didn't need the achievements myself anymore and therefore gained nothing from them, it made for a nice break from the usual routine.

S2E10: Enjoying the Sights in Scum & Villainy - Scum was a bit annoying to find a group for, but I already talked about that in the main post above. The group itself was once again very pleasant.

02/06/2018

16-Man Mojo

A few weeks after joining Twin Suns Squadron back in 2012, I did my first 16-man operation with them. At the time, the experience left me feeling quite giddy. Over the years, 16-mans have been an on-again, off-again activity for us, depending on how many members were active at any given time, but they were rarely something for which we set serious progression targets. We were always focused on 8-man, with 16-man being more of a social activity on off-nights, giving people who weren't regular raiders a chance to tag along too.

Recently, this has changed though with the absorption of another guild into TSS, as this guild brought with it another full 8-man team that was regularly running master modes. Add some of our other recent recruits to the mix, and we can now have three different 8-man groups running on a good night - enough to form a competent team to tackle 16-man as well. (And yes, you pretty much need about two dozen people to be able to run 16-man - not just due to availability issues, but because I've found that in any given pool of raiders, there'll always be some who for some reason hate 16-man with a passion and will avoid attending 16-man nights at all costs.)

About a week ago we ventured into Scum and Villainy master mode on 16-man and were quite successful, killing five out of the seven bosses. I'm pretty sure the sixth fight would have been within our reach as well, but it required a bit more co-ordination and it was getting late.


This week we tried our hands on Explosive Conflict master mode and boy, did that not go well! On our first couple of attempts we actually had people dying almost right on the pull, and it wasn't due to medpack issues either (though that sure gave me flashbacks). We did make significant progress over the course of the night however, eventually running into the drouks' enrage, though we didn't get them down. I think some people found it quite frustrating.

For me it was actually quite exciting though. I'm not going to say that some of the sillier wipes didn't annoy me too, but I really relished the opportunity to actually try and push harder content with a larger group again. It's been a long time - nearly eight years in fact. It was in summer 2010 that my old WoW guild got its last 25-man kill (Sindragosa in Icecrown Citadel) before being forced to downsize.

Especially as a healer, the team dynamics are very different in larger group content. When there's only two of you, everyone pretty much does everything, and there's rarely reason to have specific assignments for things. But in content that's designed for a larger number of healers, the damage is tuned differently and more frequently enforces strict roles, for example because the damage on the tank is so heavy that one healer is required to spam heals on him at all times. Being stuck in that role could be considered a bit boring I suppose, but for me it was actually a bit of rush. Especially at the beginning I got nervous more than once when both the tank and myself got low and I still had to keep prioritising the tank and trust my co-healer to provide the heals that I needed. As he's one of our newer members and we're usually on different teams I didn't have as much of a rapport with him, but as the evening progressed, seeing that I could trust him to keep me alive was actually a really good feeling.


I hope that we'll be able to keep this momentum going, with enough people interested in the format to keep showing up. I know it can have its frustrations, with more players to potentially mess up or underperform, but for me it will always hold a special charm as well.

24/11/2016

Day 8: Memorable Moments #IntPiPoMo

Wondering what the hashtag in the title is all about? Click here. Want to know all the themes that I have used and will be using for my 10 Days of SWTOR Screenshots? You can find the full list here.

While I've generally appreciated the re-tuning of flashpoints and operations that Bioware did in 4.0, it has made it very hard to find screenshots for this day in my series as a lot of my memorable moments have involved downing an operations boss for the first time... and while I didn't mind having to re-learn content we'd already done nearly as much as I initially feared, getting those "new but old" kills didn't really feel all that satisfying and exciting either. The one screenshot I could find was this one: 


... which shows me and my ops team standing proud after having downed the Cartel Warlords in Scum and Villainy on NiM post-4.0. The original iteration of this nightmare mode operation was crazy hard - we didn't even get the first boss down until we overgeared him significantly, and even then we couldn't get past Thrasher. We didn't down the rest of the bosses until we outlevelled them in Shadow of Revan, and even then Styrak remained a challenge. So it did feel like a genuine achievement to clear most of the instance at level, even if it seems to have been nerfed quite a bit compared to its level 55 difficulty. (We didn't even try Stryak though.)


A memorable moment from the DvL event was when I finally got that kolto barrel achievement from Depths of Manaan! I think I mentioned previously that it seemed like everyone already had it as nobody was ever competing with me for the barrels anymore whenever I pugged it, but this year I finally got it too - incidentally, my pet tank got his in the same run.


This is my DvL Shadow levelling up and isn't really that memorable by itself, but I felt like using this screenshot since she dinged off killing that champion droid on Tython, and killing that has often been a milestone for my lowbie Jedi. Too bad the 4.0 changes have made it completely trivial and therefore a lot less interesting.


I've written about the guy who "stole" my name (incidentally, he seems to have stopped playing in KotFE, or at least he was still level 60 last I checked) but I don't feel antagonistic towards people who have a name that is only similar to mine - in fact the opposite is the case and I find it highly amusing. A good example here is Master Shin the Guardian, whom I met in a couple of random warzones. I had incredible fun yelling out things like "don't die, Shin" or "great job, Shin" while my guildies rolled their eyes at me.

IntPiPoMo count: 67

21/06/2016

Still Operational

I haven't written about operations for a while, even though I still run them at least once a week. The more cynical among my readers might say that there's nothing to talk about because Bioware hasn't released a new operation in over a year and hasn't even hinted at any future plans to do so. However, my ops posts have rarely been about content releases and more about progression anyway. And despite of the general doom-and-glooming going on in regards to ops, my guild continues to be entertained well enough by them. Sure, we've had some old hands hang up their hats not long ago, but we've also had fresh, enthusiastic recruits, so things have evened out. Churn is always a reality for guilds, and we haven't really experienced any more of it than in previous years.


I've mentioned before that I've been kind of surprised by how little I actually seem to mind having to re-learn bosses that we previously downed when they were easier (because we could outlevel them by 5-10 levels). It's just fun to hang out with my guildies, and spending our time re-learning how to beat Thrasher on nightmare mode is as good an excuse to do so as any. What I do miss though is the excitement of a new boss kill, because that's definitely not present in quite the same way anymore. No achievement pop-ups, no useful gear drops for my main, no glowing pride that makes me want to make a video of the boss kill... because I probably made one months or even years ago already.

I think the main thing that keeps us going right now is the sheer wealth of fights we still have to "re-do" or even beat for the first time. 4.0's re-tuning has caused some odd shifts in difficulty as well.

Eternity Vault/Karagga's Palace: Not much news to report here - still the easiest ops by far and very much worth a visit when either one is the featured hardmode of the week and can be farmed for easy 224 loot.

Explosive Conflict: This place was such a pain in the butt on NiM when it was current content, and this experience has largely been re-created in 4.0. However, in one of the aforementioned difficulty shifts, the dps check for Firebrand and Stormcaller has become ridiculously intense now. It used to be that if you could kill Zorn and Toth you were also fine for the tanks in terms of dps, but this is no longer the case. Our guild's second group has beaten the fight, but even they admit that it's incredibly hard and that they've had to rely on "cheese tactics" such as using a Guardian tank's saber reflect for insane extra damage. My own group has sort of shied away from even trying it again because we are usually so far behind on dps that we don't even hit the enrage but rather end up with mechanics overlapping in bad ways before we've even hit the first defensive measures phase.

Terror from Beyond: We've had some goes at the second encounter on NiM and in somewhat of an inverse situation of the above, the Dread Guards don't seem nearly as much of a road block now as they used to be. However, I think we still kind of remember those days all too well and it makes us a bit timid when it comes to investing progression time here. Plus, even if we got them down we'd then have to face Operator next, who is quite a pain on NiM as well.


Scum and Villainy: This op seems considerably easier on NiM than it was in its original incarnation, because I remember back then we couldn't even down the first boss until nearly a year after its release, by which time we were overgearing the place by several tiers. This time however we are actually already up to working on the Cartel Warlords... whenever we can actually get to them in any given week, because killing everything leading up to them - while proven to be within our capabilities - is still far from smooth sailing. I'm not too hopeful for Styrak on NiM though, considering that we sometimes still run into the enrage even on hardmode when people aren't fully on the ball.

Dread Fortress: There's something about second bosses, because once again few of us really seem to have the stomach to work on Draxus - I can't actually comment on his post-4.0 difficulty, but I do remember all too well how much of a pain he used to be at level 55. The way the fight is split into waves that require people to learn a perfect rotation of interrupts while splitting their damage just right is simply super annoying. Having to wipe every time a single person messed up a single interrupt is a special kind of tedium.

Dread Palace: Sadly, this place has been a complete no-go for us as the very first boss hits so hard now that our tanks go squish in the blink of an eye. There was some talk about having them re-gear in a way that's otherwise sub-optimal to increase their endurance but in practice it's just ended up being another fight that we've postponed until a later date.

Ravagers: The two 3.0 operations at least are the one place where we can do "real" progression as I had only got the first two bosses in Ravagers down on hardmode during the Shadow of Revan patch cycle. Torque HM was a genuine progression kill for me in 4.0, but most of my group had already got it before KotFE's release so nobody felt like having a big celebration. Now nobody wants to spend time on Master and Blaster because it's supposed to be oh so hard and will take us forever to learn.


Temple of Sacrifice: In another example of strange re-tuning, the Revanite Commanders, who gave us massive trouble pre-KotFE, were apparently nerfed in some manner so that they are now ridiculously easy compared to the fight's previous difficulty level. We used to wipe and wipe and wipe on these guys... but when we first went to ToS HM after 4.0, we one-shot them, and that with several people in the group who hadn't even attempted the fight before. My one and only piece of genuine progression since 4.0 and it was depressingly anti-climatic. This of course leaves us with nothing but Revan himself in this operation, who is supposed to be the hardest fight in the entire game, so... probably not our best avenue of progression when looking at all the other areas in which we still fall short.

While we are certainly not bored, I'm still hopeful that Bioware will eventually decide to add more operations to the game again - and hopefully do better at making them fun than they did with the last couple, whose enjoyment (for me anyway) suffered a bit due to nonsensical circle mechanics and bad difficulty tuning.

02/06/2016

Little Things

I've previously bemoaned the lack of time I have for creating SWTOR videos these days, which - while not a main focus for me - is still an enjoyable pastime every now and then. Since I took this week off work, I therefore decided to go through my "backlog" of random recordings and finally make them into proper videos. So far I've been quite pleased with the results, though I'm not done yet. What's funny is that I found a mention of me wanting to make a cinematic video of Scum and Villainy as far back as June 2013! Better late than never, as I always say (plus the actual footage was "only" recorded three months ago):



In other news, we had a slightly irregular patch day yesterday (it being a Wednesday), and it was once again time for a new Knights of the Fallen Empire chapter! It made me think about how even if I don't agree with every part of the new direction the game has taken since KotFE, I definitely like getting new patches on such a regular schedule. It just gives the game this feeling of being very alive and there being plenty of things to do (even if I personally don't want to run every single alt of mine through the new storyline). Pre-KotFE the time between content patches had been on a steady increase for a while.

More frequent patches also mean more frequent quality of life improvements, such as another bay for our legacy cargo hold. I was actually struggling with this only a few weeks ago, agonising over what I had to move out of my legacy bank into an individual character's storage because I was running out of space. The new bank tab has brought welcome reprieve from that.

Also, more hair options for everyone! Here's a funny thing: When I play different MMOs, I re-use character names quite liberally, however I don't usually try to "re-create" a character in its entirety, giving it a similar look and abilities as they've had in another game. There was one exception though, a Sage alt whom I decided to make similar to my old night elf priest from WoW for some reason. I tried to bring to mind elven face markings by making her a cyborg with implants in roughly the right places, but my nelf's long blue hair turned into a stumbling block early on. Long hair was eventually added, but oddly it was the colour that turned out to be a problem, because even though blue was added as a colour as well and could be applied to the new hairstyle, this only worked on humans (???). Well, with this patch they finally did away with this and a bunch of other silly restrictions, much to my delight, so now my cyborg Sage is about as close to resembling my nelf priest as she's ever going to be (unless they add a single over-the-shoulder braid hairstyle I guess).


Funny how it's often the little things that can make you the most pleased with a patch.

08/11/2015

When Old Raids Are New Again

Before Knights of the Fallen Empire launched, I made an announcement on our guild forums that we were going to take it easy for the first couple of weeks of the expansion, since we wanted to give everyone the time they needed to finish the new story and get comfortable with any changes before we were going to organise any group content. But something funny happened: Everyone completed the new storyline really quickly, and then they wanted to raid.


My pet tank and I both had the week of KotFE's official launch off, and after having gone through the story in early access week, we were free to organise operation runs every single day of the week. In fact, these runs were so popular that we frequently had to upgrade the ops size to 16-man, something that we haven't had to do in quite a while. We all knew that those energy levels wouldn't and couldn't last, but it's still been exciting to feel that renewed enthusiasm in the air. It's been fun to run story mode operations with people that aren't usually around that much and to hear everyone's laughter on voice chat.

I haven't had a chance to see all the changes that Bioware has made to the old operations yet, simply because I haven't had a chance yet to run every single op on every single difficulty since 4.0. (In fact, the only nightmare mode I've set foot in has been Dread Fortress to kill Nefra.) But a few things have already been apparent either way.

First off, all the story modes have been subjected to a whole bunch of new nerfs, mostly by making abilities that used to kill people a lot less dangerous or by removing whole mechanics or even phases of a fight altogether. Examples of these include, but are not limited to:

- In EV, the area where the pylon will strike in the last phase of the Soa fight is now highlighted by a glowing blue circle, which has changed the fight from being very difficult to tank (due to the high demands in terms of spatial awareness) to laughably easy.


- In KP, killing the Fabricator droid requires no puzzle solving anymore; any of the consoles can be fired at any time.

- In TFB, Kephess doesn't connect to the pylons anymore during his first phase and just stands there like a dummy. I'm not entirely sure this isn't a bug though.

- In Scum & Villainy, during the Oasis City infiltration, more than one group of people attacking a strike team doesn't trigger the alarm anymore, so you can basically run in as a full group and just steamroll everything together if you like.

- In the Dread Fortress, the way to Gate Commander Draxus isn't barred by a puzzle anymore. Oh, and the exploding droids don't kill people any longer! (R.I.P., most awesome way of killing your guildies.)

- In Temple of Sacrifice, only four people (on 8-man, might be more on 16) need to get the cross mechanic on Underlurker right anymore, the rest can do whatever they like.

I'm not sure that all of these changes were needed or even good ideas, but on the whole I see them as a positive thing. I've always said that story mode should be accessible and easily puggable, and a lot of these changes do help with that, especially by removing mechanics that required the group to be somewhat more co-ordinated that your average pug group usually is. As long as they are still there to challenge us on hardmode, it's fine.

I pugged Temple of Sacrifice as a dps last week and it was an extremely smooth run, an experience that I would have considered unthinkable in this operation pre-4.0. Then again, maybe I just got lucky, as my team did seem to be particularly competent in that case. I also noticed that bolster works really well - when I joined the group I was a little taken aback that one of our group members had only 20k health, considering that a decently geared level 65 character sits on 75k+ at the moment, but once inside the operation they were no weaker than anyone else.

Also, running hardmodes with my guildies has been surprisingly fun so far. I was really worried about how it would feel to wipe on content again that we could easily overpower only a month ago, but so far it hasn't been too bad. For EV, KP and EC in particular it's been so long since they were progression content that they do actually feel pretty fresh again. We've also had some people in our runs who weren't even around when these were "serious" content, and many old-timers had genuinely forgotten a lot of the mechanics.


Karagga HM down with only one man left standing - could be a scene from 2012, but actually it's from two weeks ago.

I'm proud to say that I remembered most of these mechanics. In fact, it was a real joy to do so! Not long ago, Azuriel wrote a post about that sad feeling you get when all that knowledge and skill you acquired while playing a game becomes useless. Doing these old operations again has had pretty much the opposite effect on me: I get to feel important and clever because I still know these things! It sure felt grand to get back into the groove of repeatedly solving the Fabricator puzzle as quickly as possible, or dancing around the Firebrand tank on the ground while dispelling myself. I've got skills, man!

Admittedly I've been less keen on getting back into the 3.0 operations and the ones on Oricon. Somehow those still feel too recent, and I'm still just a little tired of them. But it really helps to have such a huge selection of operations at max-level right now that are all viable ways of gearing up - even if we ran an op every single night of the week, there wouldn't be any repetition and we wouldn't cover everything. That variety really helps to keep things interesting.

So far the fact that we've all been there before hasn't put too much of a dampener on our mood. Ops nights are a strange mix of waxing nostalgic, actually reliving some of the fun, and getting to grips with the way our characters, our group setup and the encounters have changed. I expect that in the long term, there will be annoyances once we run into our first progression wall, but so far it's been surprisingly fun for what's effectively recycled content.

Oh, and of course Bioware managed to (re-)introduce a couple of bugs again, never mind that some of this content has been in the game since lauch. My favourite are what we've come to call "Schrödinger's platforms" in EV, both on the Gharj and on the Soa fight - they only appear for you if you look at the ceiling to watch them fall down, otherwise they remain invisible to you!

26/07/2015

Blog Stuff: Twitter & YouTube

I remember a few years ago, when Twitter first started to become a thing among bloggers, there was a lot of discussion about whether it was replacing blogging or whether it was merely a complementary form of communication. I've certainly seen some bloggers "disappear" onto Twitter in my time. However, regardless of whether one thinks that Twitter contributes to the death of old-school blogging or not, it seems to have become pretty widely accepted that having a Twitter account for your blog is a thing, even if you only use it to promote your blog posts. Personally I held out for quite a while without one, but by now more than two and a half years have passed since I created my own. These days I see very few holdouts that blog without having a Twitter account as well.

I've come to accept it, but I have to admit that Twitter still hasn't grown on me. It's just too chaotic, which is why I can't bear to look at my Twitter feed for any length of time. Random cat pictures are mixed with real life announcements and gaming achievements, and it's just too hard to follow any kind of narrative. I guess I could see how it might be entertaining to look at on your smartphone during your commute on the train or something like that, but I don't have a smartphone and when I'm at my desktop, with the option to play a proper game or blog, Twitter just feels like a waste of time most of the time.

I'm not even sure it's that great for blog promotion to be honest. I can see that I get a fair amount of traffic from it, but I'm not sure how "valuable" those clicks are. What I mean is that there have been times when I've posted the link to a new blog post on Twitter and got people replying to just the headline, blatantly showing that they hadn't bothered to read the actual post. That kind of thing is a bit disappointing.

Sometimes genuine readers also decide to reply to the post via Twitter instead of via the comment section, which always makes me a little sad because it limits discussion, and unlike the comments on the blog post, which are stored with the post for as long as the blog exists, Twitter responses tend to disappear into the aether and are hard to track down later on.

Still, there are some perks to using Twitter as a blogger. Sometimes when I'm having a moment that makes me feel like shouting out into the world, without having enough to say to make a blog post out of it, Twitter does the job quite nicely.
Also, while I find that you can't communicate very effectively via Twitter, it is great for simply connecting to other people. The #SWTORFamily hashtag is a great example. Whenever I find a great blog post somewhere else, it's nice to be able to share it around by re-tweeting, even if I don't have anything else to add. Twitter is also a great source of SWTOR community news... such as that Njessi of Hawtpants of the Old Republic is back in game, woo!

In other news... YouTube! I can't believe it's been over a year since I last posted a video here! I still enjoy making them but have been somewhat starved for time since I started working full time, and video-making can be quite time consuming, even if the result is very basic. However, until very recently I also had an even more pressing problem: lack of disk space. I had to give up creating videos of our operations boss kills because every couple of attempts my hard drive would be full and I'd have to go delete things again or stop recording... but you never know which attempt is going to be the succesful one! It just didn't work.

Fortunately this has been resolved with a new disk which is currently solely dedicated to Fraps and lets me record things to my heart's content again. It's just a shame that I can't promote them more because YouTube broke Blogger's YouTube sidebar widget some time ago. You can still see the newest videos by going through the Google+ page on the sidebar or straight to the channel page, but of course updates are not as prominent there as they were on the widget.

Here's our latest "new" boss kill, featuring some eighties rock! Surely you can't go wrong with that?

02/05/2015

Day 10: Death

This is the tenth and last post in my 10 Days of SWTOR Screenshots challenge. Click on any screenshot to see a larger version.

Strictly speaking you never "die" in The Old Republic, because it wouldn't make sense lore-wise. You only get "defeated" - but "I'm dead" is just so much easier to say.

Last time I went through this challenge, I was still relatively new to the game and I was still constantly discovering new and interesting ways to die. After more than three years of playing however... well, not so much anymore. My alts rarely die while levelling unless my companion decides to charge off and overpull, or something respawns on my head at a very inconvenient moment, and neither is generally very interesting (just annoying). So when it comes to looking at interesting ways of dying, operations are the way to go these days, because that and PvP are the only places where you're expected to die frequently, regardless of your skill.


For example, if a boss or an add has a particularly powerful knockback, your body can end up landing in strange places. Pictured: me staring at one of my guildies on his Sniper alt, who had somehow managed to die above Draxus' gate in Dread Fortress.

 

A line that you'll often hear in operations is: "Slash stuck, everyone!" The /stuck command, which moves you if you get physically stuck on an obstacle somewhere in the world, has the nice side effect of killing you if you're in combat at the time. This has led to it seeing lots of use in operations to get people to "die up quickly" when it becomes obvious that a fight is going to be a lost cause and it's better to start over.

Some time ago a visual bug was introduced which causes your character to not fall over when you /stuck - on your screen at least. You still die and fall down on everyone else's monitors. This can lead to some strange images, like this one of my trooper seemingly "defiantly" standing up to a roaring Thrasher, even though I was already dead at the time.


While wiping quickly is good form for regular raiders, sometimes trying to stay alive for as long as possible is just too hard to resist, just to see if you can. This is particularly fun on a Sage, since their Force Barrier (which grants complete immunity to all effects for its duration) allows them to survive for a little while even when things have gone majorly pear-shaped, so you can briefly enjoy the illusion of being extremely powerful... until the bubble runs out.


When you're dead and know that you won't receive a combat res, that's a great time to take screenshots, especially if other people are slow to type /stuck (or the group is genuinely still trying to down the boss). From a vantage point on the floor, any boss looks even more imposing than usual, and you can capture all kinds of heroic last stands... or the moment just before a missile is about to kill your fellow healer.

I hope you all enjoyed (or at least didn't mind) this series. The posts for it were a lot easier and faster to write than many of my usual, (trying to be) more thoughtful ones, and I thought that it also provided a good opportunity to talk about random gameplay observations that usually wouldn't warrant a post of their own.

28/01/2015

Adventures in Old Content

After the release of 3.0, when it turned out that Bioware had forgotten to adjust the commendation drops for certain types of content to the new level cap (meaning that old flashpoints and operations actually gave better rewards initially than the new ones), people asked me repeatedly if I wanted to join for some classic ops runs to min-max my commendation rewards, but I pretty much always said no at first. After more than a year of having nothing to work on but Dread Fortress and Palace, the last thing I wanted to do as soon as we got some new content was go back there! And how long have Terror from Beyond and Scum and Villainy been in the game now? No, thanks.

Of course, two months later the shine of the new operations is starting to wear off and I feel ready to mix things up with a run of classic content again every now and then. It's been interesting.

One of my main concerns in regards to the 3.0 combat changes had been how they would affect ops encounters that relied on interrupts and dispels to have very specific (shorter) cooldowns. As it turns out, Bioware applied a simple if not very elegant band-aid to at least some fights (I only noticed it in Dread Fortress and Palace, though that doesn't necessarily mean that it wasn't present elsewhere). What happens is that as soon as you start the encounter, you'll receive a buff called "Classic Encounter" which resets your dispel cooldown to what it used to be for the duration of the fight.


It works well enough and was probably a lot easier to implement than going back and adjusting the fights to the new cooldowns, but it's a bit clunky as the buff doesn't appear until you pull - so you may very well be scratching your head just before the fight (like I did), wondering how you're supposed to deal with the required dispels. Also, as far as we could tell it doesn't affect interrupt cooldowns, even though the shorter cooldown on those also used to be pretty crucial to some fights.

On the Raptus fight in Dread Palace we also ran into a bug that was supposed to have been fixed in a recent patch, namely that the healing challenge is acting wonky and the NPC you're supposed to heal pretty much dies in the blink of an eye, making the challenge impossible to pass. You can still complete the encounter afterwards (at least on hardmode, which is what we did), but it sure felt odd to encounter new bugs in old content.

The thing that I found the most striking though was that all the hardmodes we did for the various classic ops weeklies were still pretty hard, even at level sixty. As seasoned veterans of the fights we generally made it through them without too much trouble, but it someone messed up too badly it still resulted in a wipe.

I couldn't help but think that this doesn't make for a great environment for casual players interested in operations at the moment. Several fights in the new story modes are hard enough to be pug killers, yet it seems that people can't even go back and steamroll the old content for a couple of easy comms. This is quite a contrast to 2.0, when both TFB and Scum were pretty accessible on story mode, and by which point Eternity Vault and Karagga's Palace could easily be pugged even on the highest difficulties. (Explosive Conflict not so much, but that wasn't as much of an issue simply because there were other options.) I'll admit that it's been a while since I last pugged an operation myself, but at least from the outside the pug scene for operations looks pretty dire at the moment.