Thursday, 30 October 2014

Enohar's Revenge - Iron Invasion

Poisoning ogres' cooking pots is now part of the work of our 'heroes' in the Blasted Lands. Enohar Stormbrew, whose sister (I didn't catch her name) was killed in Nethergarde Keep, wants to take revenge on the Dreadmaul Ogres who came through the Dark Portal along with the new orcs. And the only way she knows is to poison their rat stew.

"The poison will slowly eat away at their insides. Causing a prolonged and painful death, just like they deserve. Please, for my sister".

Paoquan did not have the stomach for it. He was quite happy to fight the ogres, but poisoning their food? Not for him. "Family, friends, food. These are what matter most". No. He could not bring himself to use such dirty tricks.

I am a little less squeamish. The ogres have long been the enemies of humans and fought on the side of the orcs during the second war. In sororal solidarity, I acceded to Enohar's request.  All the same, I regret it now. It seems to be a tactic more suited to the scourge and their forsaken brethren than to heroes of the alliance. Our paladins, I am sure, will take the same view as Paoquan.

Monday, 13 October 2014

A question of Valor

With one day left to spend your valor points or have them converted to gold in 6.0.2, I am busy trying to upgrade my gear: I found it easier to earn VP than lesser charms of good fortune, so I reckon I might as well make the most of them today. I'm not short of gold, anyway.

Incidentally, it was reported that adventurers who started on the legendary quest will still be able to complete it, if they do so before 13 November, and those who have not yet started will not be able to acquire the quests. But what if you're on "A test of valor"? How can you complete this?

Wednesday, 17 September 2014

A weight lifted

I recently became a Conqueror of Orgrimmar. What a relief I felt! I didn't realize how tense and weighed down I was at not having defeated Garrosh until that weight was lifted. I'm sorry, though, that King Varian Wrynn saved Garrosh from Thrall's justice.

In fact, I'm with Lady Proudmoore on how we should proceed: for the first time since the Second War, the Alliance has won an advantage over the horde, due to their internecine rivalries and their disloyalty to their own warchief, Garrosh. It is the perfect time to drive back the invaders from the elven lands of Ashenvale, Darkshore, and holy Azshara; to re-establish the city of Theramore; and to make common cause with the Scarlet Crusade in freeing Lordaeron from the control of its undead abominations. Having killed Garrosh, and with the horde in disarray, we should first establish Orgrimmar as an alliance city.

Light grant that King Varian sees the sense of this.

Tuesday, 12 August 2014

Orson calling Mork

Returning to planet Ork.

Nanu, nanu.

Friday, 1 August 2014

The Curse of Naxxramas

Many years since I was last there, I'm back in Naxxramas. This time it's only a game: Hearthstone. It's great to be back, actually. I've been playing Hearthstone since its release, and as anyone who plays it knows, the challenge of the game is in building decks. Once you have those decks built, actually playing them against an opponent is not tricky. The tricky bit is in building the deck in the first place: selecting the deck of 30 cards from which the cards you play against your opponent will be randomly chosen.

At first, players naturally crowd-source decks from the internet. Let me tell you that while these decks are better than a beginner could build, they are still of variable quality, and once you get a little experience, it's more fun to see how you can improve on those decks. And since its a game of PvP, I'm not going to publish my best decks and let my opponents have an advantage; and I imagine most other players are the same: your edge lies in your decks.

Some people call the deck-building part of it the meta-game. Not quite. The real meta-game is in watching what decks are popular, and building decks to counter them. For instance, a few months back Murlock decks were popular: a warlock class with a hand full of murloc cards. The idea behind this deck is that the murlocs on their own are pretty weak, but they buff each other so if you can get several on the board, they become very powerful. And the warlock is ideal for getting several on board, because his special class power is to draw more cards, so he will have more cards in his hand to choose from than his opponent. So during the deck-building game you had to always bear in mind the likelihood of meeting a Murlock, and that led to decks that had plenty of low-level board-clear, or decks that were heavy on board control.

At one time, nearly a quarter of the opponents I was fought were using Murlock decks. And then the Murlock faded in popularity, and so many of the decks that had been built to counter them were now not as well-suited as they could be to the next flavour-of-the-month build (currently frost mage), and so players altered those decks accordingly. Knowing this, I recently built myself a classic Murlock deck that is wiping the board, since everyone is trying to counter frost mages now, not Murlocks.

Anyway, that's all by-the-by. I wanted to talk about Naxxramas. This is a PvE adventure in Hearthstone, player against the massive intellect of Blizzard's AI. Before Naxxramas, Blizzard provided 9 expert AI opponents (one for each class), and when you built a deck, the first stop was to see how well it fared against those nine. If you couldn't beat those opponents, you would be toast against real opponents.

Now with the introduction of Naxxramas, new AI opponents have been added. The first wing opened last week, for free: the Arachnid Quarter, where we met Anub'rekhan, the Grand Widow Faerlina and the giant spider Maexxna.. It was fantastic to meet them again in Hearthstone. The designers did a great job of providing them with a personality and a deck that matched them in real life. And the deck each got had new cards, and each of these bosses has new abilities, which provided the real fun of the encounter. Suddenly, all the decks you had, all the counterplay you had imagined, it all went out the window. Suddenly you were playing against decks and abilities you'd never seen before.

There are two levels of difficulty: normal and heroic. Your good decks can probably get you through normal without needing to edit them, but for heroic mode, you absolutely needed to tailor a deck to the boss you were about to face.

For instance, Maexxna has a class ability that she uses on every turn (for free): she wraps two of your cards in a cocoon and returns them to your hand (this is in heroic mode, now). Anyone who fought Maexxna in real life will smile at this, remembering the wipes that ensued as half of your team became entombed in those cocoons of silk, their health ticking away! Anyway, Maexxna's hearthstone ability means that every turn you have two fewer cards on your board to counter the opponents that she puts on the board, and you hand is getting fatter and fatter as cards accumulate. As you can only hold ten cards in your hand, pretty soon you are burning draw cards.

The secret to dealing with Maexxna is this: build a deck that has no draw powers, because you won't have a problem filling your hand (draw powers are cards that you play whose side-effect is to draw another card from your deck into your hand). So out with Arcane Intellect or Northshire Cleric, for instance. Fill your deck with minions that have a battle-cry (an effect that takes place as soon as you place them on the board), and with spell cards. Use your battle-cry minions two at a time to to silence her minions, or to heal yourself, or attack Maexxna (luckily she doesn't use many taunt minions - tanks) and use the spell cards to destroy or neutralize the minions she has on the board. On her turn, you get your two minions back to re-use! This is where Ironbeak Owl and Voodoo Doctor really shine.

Each boss needs its own counter-strategy, and building decks to counter these bosses has really revitalized the game for me.

Moreover, the bosses drop loot when you defeat them, in the form of new cards that can be used in your decks when playing against other opponents. That has shaken up every deck you've built. Every internet deck published before these new cards became available is out-of-date. I love it. For instance, the Nerubian Egg has really reduced the value of your board-clear cards, while at the same time making silences more valuable.

Tobold is pretty annoyed about the pricing structure. Each wing except the free Arachnid wing costs €6 to enter, or 700 gold. Tobold thinks this is a lot of money to spend on playing 3 new decks. As gold is earned in-game, I doubt many will be paying euros, dollars or pounds. We've known this was coming for a long time, and like many of you, I've been building up a war-chest to pay to unlock each wing. The people who will be paying real money are those who didn't have the patience to build up a war-chest, or those who play so casually that they didn't play enough to build up a war-chest. This is great. Those players are paying for my enjoyment, and I thank them for it. It's a win-win situation. They don't benefit by getting better cards than me (we both earn the same loot rewards from defeating these bosses), so I am not at a disadvantage by not paying dollars; and they are not at a disadvantage to me because they didn't have enough time to build up sufficient gold to unlock the wings and benefit from the loot-cards. I can't see what Tobold's gripe is.

Here's what I would pay for, though: space for more decks. At present, you have nine decks you can build, one for every hero class. That means of you want to build a special frost-mage deck to take down Maexxna, then you have to record an old deck, because you'll be replacing it. In World of Tanks, I happily pay real money for extra garage spaces, so I don't have to discard old tanks just because I'm getting a new one. I'd pay blizzard for storage for my decks, too.

By the way, the plague quarter is open now. I love Heigan's ability: deal damage to your left-most minion. Remember the Heigan dance, and how there was always somebody too slow to move into the right sector before he burned the sectors beside it?

Monday, 21 July 2014

Blood Wall

I'm sure you're as enthusiastic about Camelot Unchained as I am, and noticed the recent slide pack about character progression in CU. One slide in particular caught my attention. The one that says:
Our mantra is "Use it to improve it!"
In other words, to improve a skill, just use it, and you will get better at it. Sounds like a great idea doesn't it? the more I use a sword, the better at sword-fighting I get. the more I cast fireball spells, the better I get at casting them.

While that sounds good, it reminds me of another game that tried that strategy. Do you remember Blood Walls in Darkfall Online?

Blood Walls, for those who have forgotten, is lines of clan members standing facing each other continually hitting each other with weapons to improve their weapons skills, and yet others heal them continuously to improve their healing skills.

It was the ultimate grindy experience, and one that lent itself to macros and I dare say botting. But it was required behaviour if you wanted your skills to be as good as your enemies. While enemy clans and alliances were doing it, your clan had to do it as well, or find yourselves at a disadvantage in battle.

So what started out as a good idea - improving skills through just playing the game - turned into a nightmare of unavoidable grind for everyone. Darkfall Unholy Wars had to get rid of this system before its players got rid of Darkfall. I hope Camelot Unchained has learned this lesson.

Saturday, 5 July 2014

A Titanic Struggle

Do you think Rob Pardo's resignation is because he's hacked off that he's not going to get a chance to make Titan?