Eliot Lefebvre

Senior Reporter

Eliot Lefebvre has been writing on Massively Overpowered since it was created after a long and illustrious career of writing about video games for half a decade on some other site that you might have heard about. He currently pens Wisdom of Nym for Final Fantasy XIV, WoW Factor for World of Warcraft, and the rotating adventures of Choose My Adventure. He also shares writing duties on Perfect Ten and writes some nonsense for What Are You Playing. No photos of him standing next to Abraham Lincoln have surfaced, coincidentally.

Personal blog: Eliot-Lefebvre.com
Twitter: @eliot_lefebvre

Wakfu targets the Huppermage for its next update

One of the hardest things to change in game design are elements that work but could be working better. The Huppermage in Wakfu serves as a prime example. It’s not that the Huppermage is useless or can’t be really good when played with skill; it’s just that the class has some issues with very rigid rune management, a lack of damage output at low levels, and small effects requiring lots of effort to set up. Hence why the team is rebalancing the class with the game’s next major patch, which you can test now.

Among the changes already open for testing are reworks of secondary elemental effects along with a more straightforward elemental mastery system, generating based on the last rune generated rather than all of the runes possessed at any given time. There’s also a smoother ratio of spell damage to cost. You can check out the full set of changes in the official patch notes, or you just download the test client and find out that way.

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Final Fantasy XI brings back its annual doll festival

For the many Japanese players of Final Fantasy XI, the annual doll festival feels entirely familiar and normal. For most of the international players, it feels kind of weird and unfamiliar. And yet everyone can enjoy it because it means that you have a chance to play with dolls in a video game. Who could be anything less than delighted about that? Hopefully not you, dear readers, as the game’s doll festival is coming back around on February 26th for everyone to enjoy.

Event moogles (those harbingers of antics) will be appearing in Bastok, San d’Oria, and Windurst, located in two districts and offering players festive items such as your very own doll display. Consider that this month’s login campaign also offers a chance to get your own Lilisette doll; it seems thematically appropriate. Collect your dolls! Display them for others! Do some research into this holiday that may be unfamiliar to you! It’s all in fun.

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Wisdom of Nym: Actual mechanical issues for jobs in Final Fantasy XIV, part one

There are a lot of people who are quick to complain about issues with their personal favorite jobs in Final Fantasy XIV. No matter what job you’re playing, there are people that will eagerly point out all of the screamingly wrong things with the job whilst completely ignoring how well the jobs actually do work together. When you can seriously clear stuff with anything, someone is doing something right, and that’s why a lot of the complaints come down to “well, I don’t like it, so it’s bad.”

However, that doesn’t mean that the game’s jobs are devoid of mechanical issues. They’re pretty well balanced at the moment (not perfectly, but acceptably so), but each job does have certain mechanical issues that are probably going to need to wait until the next expansion to really be properly fixed up. So, while that next expansion is probably a bit more than a year away now (June 2019, I’d imagine), let’s take a look at the actual mechanical issues facing all 15 jobs.

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EVE Online balances ships and adds the Monitor to its March patch

Even if you’re not familiar with how battles work in EVE Online you can probably still guess at what “headshotting” means for the game’s large-scale battles. Command ships offer major benefits for fleets working with them, and trying to take out that command ship can often end the fight right then and there. The next patch is adding a new sort of ship designed for combat to prevent headshots, the Monitor. It fits no weapons or drones and can only fit a few modules, but it’s incredibly durable for its size and features several options to elude pursuit. It’s not the only option for commanding a fleet, but it should serve as an excellent way to mix up strategies.

The various other balance changes should also mix things up by extending the lock range on tech 1 battlecruisers and giving attack battlecruisers more maneuvering ability with micro jump drives, along with several specific balance shifts for specific ships. Check out the full rundown to see if you’ll need a new strategy for the ship you’re flying when the March patch lands. Whether or not this will address the game’s current enormous bot problem is another story altogether.

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Neverwinter details the creation of the Atropal boss

The Atropal boss in Neverwinter is not something you want to run into in a dark alley. Heck, it’s probably not something you want to run into anywhere, for any reason, at any point in time. It is a pretty disturbing-looking monstrosity, that’s the point here. And there’s a whole development blog available now about how the boss was designed, so if you’re wondering how a boss gets from its concept art (which may have just been a used tissue) to a finished model, it’s well worth a read.

You’ll also learn something about how skeletons and rigs work in the game, as the Atropal is based off of a heavily modified human male skeleton. Yes, it’s very different, but all of the fundamental parts work, so it’s just a matter of tweaking limb size appropriately and giving it a truly disgusting appearance. If you like reading up on how bosses get put together, it’s well worth an examination.

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The Daily Grind: Are there MMO characters you don’t want to play but wouldn’t delete?

My primary servers on World of Warcraft are easy to spot, because they both have a dozen characters on them. Then there are a few other servers with single characters left there. These are characters I haven’t played in years, characters I no longer wish to play, but ones I keep around just because. Some of them just look really unexpectedly nice, some of them have the advantage of familiarity, and one of them is an Orc Warrior named Grignr.

If you don’t understand why that’s important, a bit of searching will explain.

Anyhow, none of these characters factor into my playing or overall plans; they’re just characters I can’t bring myself to discard. So what about you, dear readers? Are there MMO characters you don’t want to play but also can’t bring yourself to delete? The sort that will forever sit there, unneeded for play, but making you happy by their mere continued existence in some small way?

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WRUP: The definitive tier list for the old men hanging out at the corner deli edition

Garbage Tier: Jim-Bob
None of Jim-Bob’s rants go anywhere, his grandchild pictures are severely lacking, his accent is grating, and worst of all is that all he ever orders is black coffee and a pickle. Completely worthless in any competitive match.

Bottom Tier: Moishe, Andy, Piotr
Moishe is basically Hiram with slower speech and an ugly walker with halved tennis balls, while Andy and Piotr both have fun stories but only a handful of them. In addition, Piotr’s mid-range control options are weak enough that he does poorly in several matchups.

Mid-Tier: George, Jimmy, Junior, Hiram, Joey
People have argued that George and Junior should really be down at bottom tier, because when they get a bad matchup against, say, Carl or “Boats,” they really have a hard time holding up. But they can all hold their own, and George especially is so dominant against Piotr that it feels wrong putting him in the same tier. Plus, all of them always have candy.

Top Tier: Petey, Carl, “Boats,” Lou
No one would argue with Lou or “Boats” being here. Lou has so many great stories about being in public works for 47 years that he almost gets up to perfect tier, and Carl and “Boats” have a few dominant matchups and no really bad ones. Also, Petey and Carl both have those really nice walkers.

Perfect Tier: Malone, Gus
Not only are these two the undisputed kings of the deli, they even show up for comments in What Are You Playing. What a pair of guys, am I right?
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World of Warcraft is using new damage formulas in the Battle for Azeroth alpha

It’s going to be easy to ignore new formulas in World of Warcraft: Battle for Azeroth for a little while. After all, you’re dealing with a big across-the-board numbers squish along with a new expansion, so you’ll probably be focusing more on your individual abilities feeling like they do the right amount of damage per hit. But there’s been what appears to be a pretty major under-the-hood change in the game’s damage calculation. Whereas previously abilities that didn’t use your weapon didn’t care about weapon damage, it appears that everything in Battle for Azeroth uses weapon damage as an important component of its overall damage.

How does this affect you? From a moment-to-moment standpoint, it might not, but it does important work in addressing the disparity between classes like Warriors and classes like Monks. Most Monk abilities were not weapon strikes, so weapon damage didn’t actually affect their overall damage heavily and more attack power was the only real factor; by contrast, most Warrior abilities scaled with weapon damage all along. Going forward, if both classes scale based on weapon damage, it means that they’ll both need to assign roughly the same amount of weight to getting better weapons. It’s not something you’d notice unless you paid a lot of attention to damage formulas and specific gear importance, but it’s still an interesting change.

Source: Wowhead

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Choose My Adventure: Wrapping up our adventures in Project Gorgon

There’s a familiar situation to players of tabletop games wherein a sidequest becomes more important than the main quest, and you wind up taking further sidequests on in order to advance the original sidequest. And if things go egregiously awry, you start asking yourself what you’re actually pursuing the sidequest for in the first place. The first arc of Darths & Droids does a pretty good job of illustrating this phenomenon.

Anyhow, that’s where I wound up with my last week of Project Gorgon. It wasn’t that I didn’t have self-determined goals, it’s that most of them required a sidequest to complete a sidequest to complete a further sidequest so that I could… start grinding. It was all functional, but it kind of felt like staring at the bottom of a cliff knowing that I had a limited amount of time to actually scale that cliff, and not being able to quite muster the enthusiasm when I know that I’ll never get all the way up the cliff in time.

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Final Fantasy XIV announces an end to congested worlds and restricted housing sales

The launch of Final Fantasy XIV’s new housing plots came with an additional restriction: Players weren’t allowed to purchase these new plots as individuals, just for free companies. Similarly, the launch of Stormblood brought a similar restriction, as players on designated “congested” worlds could not make new characters on those worlds or transfer characters to those worlds. But on February 20th, both of these restrictions will be lifted. Players can once again transfer to congested worlds, buy individual houses, and dress up in moogle outfits as tanks.

Actually, players could do that last one before.

Players will still be restricted to only owning one house per server on a given account, so the opening of plots doesn’t change that; similarly, there will still be preferred worlds for character creation, and if population disparities rise again the same countermeasures will be put back into place once more. However, for the time being, players will be able to get together and play more easily. In the end, isn’t that all anyone really wants?

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Stardew Valley multiplayer beta is due out for the spring

If you’ve long looked forward to farming with and marrying your friends in Stardew Valley, the day is inching ever closer. While the game’s multiplayer side has been delayed on multiple occasions, it’s aiming for a beta test starting this spring, so players can take advantage of all the patch features included therein. That includes playing together, new crafting features to distinguish belongings, and yes, the ability for players to marry one another instead of town residents.

No word yet on whether or not multiplayer will also allow you to have illicit marriage affairs after marrying your fellow players, but we’re going to go ahead and say that falls a bit outside of the game’s scope.

The patch will also add language support for French, Italian, Turkish, and Korean, so further players can enjoy more localized languages in addition to all of the multiplayer functionality. Again, nothing is certain quite yet, but if all goes according to plan the testing of multiplayer is just around the corner.

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Allods Online outlines the upcoming Spark Talents system

Why should you stop advancing your character in Allods Online just because you’ve hit the level cap? The game’s next major update is going to let you keep advancing with the introduction of new Spark Talents. Your Spark Level is unlimited, increasing steadily as you earn more Spark Experience; each level requires an escalating amount of experience, but the rate of acquisition is also slowly improving over time.

So how do you get this experience? By doing stuff, naturally. Daily adventures, winning rated combat, completing daily quests, and several other repeatable activities earn you more experience. You can also assign rubies to talents as your level increases, unlocking bonuses to item acquisition, special toys, and of course various bonuses to stats and special abilities. Check out the full rundown if you can’t wait to level up your character, only even more now that you finished the first round of leveling.

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PlayerUnknown’s Battlegrounds has a roadmap for 2018 coming soon

So what’s actually going on for PlayerUnknown’s Battlegrounds? Most of the news we’ve heard about the game this year has been focused around jumping to more platforms or adding more anti-cheat measures, not actual balance tweaks or anything of the sort. The good news is that there does appear to be a plan, and players can rest assured that it’s going to be talked about very soon. Community manager Sammie Kang has promised players that it will be released jut as soon as the details are finalized.

Meanwhile, the game’s numbers on Steam have dropped for the first time since launch, which prompts all sorts of speculation about what might have caused the sudden drop. It could be the lack of development communication, or it could be the anti-cheat measures, or it could be the approach of the game in a localized version in China, or the mobile version of the game (also in China). It could even be coincidence. But we can all start trying to build a narrative about it now, just to occupy ourselves.

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