When both teams lose, who wins? That might sound like an oxymoron, but the latest Overwatch adjustment to competitive play is aimed at exactly that scenario. It’s possible when playing on maps with an Assault component like Hanamura to have both teams fail to capture an objective at all… which raises the question of who wins. In an effort to make things fair, a change was already made so that the team which made more progress would be declared the winner… but that led to a problem wherein it was essentially a job for defenders to always have someone on the capture point so the attackers couldn’t make progress.
The next change upcoming requires at least 33% progress on the capture for it to “count,” meaning that if the enemy team slips someone on for a tiny sliver of capture, they’re still behind. So if both attacking teams manage to partially capture the objective, but one hits 10% and the other hits 40%, the team who hits 40% wins the round. The various potential tie scenarios are all discussed in the official rundown, which should put your mind at rest if you stay up at nights thinking about this problem.
Are you cooperative or competitive in EverQuest II? Do you like to work with others or work against them? The good news is that according to the newest producer’s letter, you’ll have an opportunity to do both with the game’s new “co-opetitive” challenges. (That’s their term, not ours.) You’ll work together with your group to clear content, and in the process you’ll be hindering and trying to go faster than other groups doing the same challenge. The rewards are new loot, including the upcoming Familiars, companions that can allow you access to stat boosts and the like.
The game is also offering a free level 100 boost token for players with accounts existing before April 20th, or players who make a subsequent account with paid membership time before the promotion starts up on May 2nd. There are also plans in motion for the game’s upcoming expansion and a new time-locked expansion server with special Heritage quest rewards. So there’s a lot to look forward to on the game’s live servers for the next couple of months, whether you like being part of a team or working against a team. Or both.
It’s been a while since Armored Warfare first discussed its upcoming “Balance 2.0” adjustments for the game’s mechanics, but the first pass has been added to the game with patch 0.19. The patch adjusts tank gameplay extensively while simultaneously adding 26 new tanks to play. But that’s not all the patch includes; there’s also a new PvP map, two new PvE missions, a new Skirmish mode, and a new Global Operations match. That’d be enough for a patch even without all of the balance changes.
Also, that isn’t the end of the story; the game is already previewing its next major update, which will include more balance changes, a new Garage interface, another new PvE mission, and new UI elements. So the big stuff just keeps rolling along. You can check out a trailer for the most recent patch just below, and you already know what to look forward to after you’ve finished up with that.
The bright side for environmental artists working on Neverwinter’s
next module is that so much of the content takes place in familiar areas. That means you can reuse old maps without designing everything from the ground up. But how do you take those areas, make them look creepy, and then drop them back into the game? A new post by environment artist Ryan Dao walks through the process of taking existing locales and giving them a coat of evil paint
. (Which is paint that looks evil, mind you, not paint which shows up when adjacent clerics use Detect Evil.)
It’s interesting stuff not just for fans of Neverwinter but for anyone interested in the process; Dao talks about putting together environmental objects, then using bits and pieces of those objects to kitbash further pieces of decor to create a unified look while also streamlining the process. You can also see plenty of before-and-after shots for comparison purposes, so it’s definitely a process that works.
The last patch for Final Fantasy XIV
before the expansion has been released. Does it contain unexpected in-depth content to delight and amaze players who had expected nothing of the sort? Of course not. Let’s not be silly. It does, however, give you a bit more reason to run the stuff that’s already in the game
. Weekly loot and token restrictions for Dun Scaith, for example? Those are gone. Micro tomestones? Easier to get, making 260 weapons easier to get by extension.
Speaking of those weapons, you can upgrade them now in Idyllshire more easily, now that Shire weapon upgrade items can be purchased along with the armor and accessory upgrade items. It’s also easier to move through the stages required for your Anima Weapon if you’d like a bit of catch-up there, as well. So while you’re flitting about for the last two months until the expansion, you can get more out of every run you take part in; that’s a good thing, all told.
You there! When you play World of Warcraft, are you just focusing on Nether Portal Disruptors on the Broken Shore? Well, stop that; do other stuff too. And to make sure that you don’t want to do that any more, the latest round of hotfixes for the game adjusts the rewards for said disruptors, adding in lots of war supplies and dauntless tokens while removing any and all Netherchunks and Sentinax beacons. So hopefully now it’s just something you’ll want to do when it’s up, not something you wait around for.
The hotfixes also make Witchmatron Magora far more sturdy while adding in significant damage buffs for Fire Mages, Enhancement Shamans, Outlaw Rogues, and Marksmanship Hunters. You can check out the full list of hotfixes on the official site, although you probably shouldn’t do so while waiting around for Nether Portal disruption to take place. That’s not as rewarding any more, remember?
And lo, it did pass that a select group of players of Diablo III were invited to test the Necromancer in the beta version of the game’s next major patch. And those players did test, and they experimented, and there was much rejoicing. But then Blizzard did decree that the Necromancer would be removed from testing for an unspecified timeframe as of today, and Blizzard didst encourage its testers to continue testing, but without the new class.
Now there was time when those who had seen the message (and those who had not, for it could only be accessed by those in the test) didst debate why the Necromancer was removed. And one soul rose with a speculation, saying this: “Could it be that the Necromancer is going to undergo major changes and the developers don’t want us testing it until then?” And many did raise their voices in assent. But then one soul offered a different idea, saying this: “The developers want us to be testing the other parts of the patch and this is the only way to be sure that happens.” And many more did raise their voices in assent. And the speculation reigned, for all that was known for certain was that it would indeed be removed from testing for a time.
The first major WildStar patch of 2017 unlocked the Primal Matrix and added the Prime difficulty level for select dungeons. What’s next for the game? According to the newest state of the game letter, it’s time for even more Prime difficulty, including Prime difficulty raids! No longer will you have to suffer through the normal difficulty raids like some sort of sucker, assuming you could actually get a full raid group together to even take on the content, much less clear it.
The Prime difficulty is also coming to other dungeons and adventures over the remainder of the year. The other big addition is the new Communities feature, allowing players to come together and collaborate on housing plots instead of working separately. If you’re tired of how easy the raids in WildStar are, we’re sure you’ll be happy at the thought of making them even harder. If you’re not a big fan of the difficulty hike at this point, though… well, there are more Primal Matrix levels coming, so that’s something?
The next major season patch for Star Trek Online
introduces players to a major new system: War Games. The whole point is good-natured competition in PvP or competitive PvE:
“This new type of queue allows two five-person teams to battle head-to-head in competitive PvE scenarios. To keep players on an even playing field, a new Player Potential system has been introduced that will match players of similar skill in the same matches. The War Game system will also have a new reputation tied to it, including for the first time ever, class specific-ship and captain gear. Captains can mix and match new gear they earn from any class and also have the option to specialize. To support the new War Games system, a full rebalance pass has been made to ground and space combat to ensure that no matter what choice captains make when outfitting their skills or ship, it isn’t a wrong one.”
But what sort of rewards are available? Why, the ones the latest official post details, naturally. Expect a new space set, new ground sets, new consumables, and so forth. Each of the sets is also built to be desirable in competitive scenarious, as well; the ground set, for example, offers big bursts of temporary hit points when you take severe damage, allowing you to survive sudden ambushes more easily. Check out the full rundown of rewards if you think shooting at your friends’ ships sounds like fun and games.
It’s time to start dredging up corpses and making them do what you want in Diablo III, because the Necromancer closed beta has arrived. Of course, it is a closed beta, so if you haven’t been invited to test the new class you’ll have to just watch other people testing it. Still, you can look through the full list of Necromancer abilities to get an idea of what it’ll be capable of once you do get to play it in the future. It’s necromantic stuff, you know.
You can also test the rest of the patch as well; it might not contain any more corpse-animating weirdos, but it does contain new Challenge Rifts, new Adventure Zone maps, and various quality-of-life improvements and fixes. Obviously, those aren’t the things that will draw the most attention, but they’re all still there. And who doesn’t want more adventure zones to explore with the eventual and inevitable Necromancer? No one.
The latest big patch for Blade & Soul has arrived, and it brings with it some major changes. Class trees and skill points, for example, are gone altogether. In the place of this progression system is a new one that’s meant to be more intuitive and streamlined. There are also new Hongmoon levels available, and you can earn them while exploring the new Celestial Basin region, so you’ll have plenty of time to decide for yourself if the changes are really a marked improvement or not.
The patch also adds two new dungeons, the depths of Naryu Sanctum and the heights of Mushin’s Tower for groups and solo players, respectively. There are also overhauls to items and the upgrade material system. Check out the full set of patch notes for more details on the changes, which are substantial; it’s going to make leveling a very different experience, but it looks like you’ll have plenty of extra stuff to do while leveling.
At first it was called the Paragon. Then, players revolted, and it was renamed to the Valkyrie. But whatever you call the newest class in TERA
, it still spins around with a sharp bit of metal on the end of a stick and slashes the heck out of things. What else could you want? Hands-on experience? We have that
. A video guide on how the class plays? Sure, why not, you can check that out down below so you know exactly what you’re getting into with the biggest feature of the game’s latest patch
The patch also rebalances lower level dungeons while allowing the ability to mount within. Monsters in the open world have also been made a bit tougher, so you’ll really need to put your Valkyrie through her paces; you have an extra character slot with this patch, to boot, so you’ll be able to make one. Check out the full set of patch notes and get ready to start stabbing with a glaive.
One character build cannot be used for everything in Neverwinter
if you want to be the best at what you’re doing. Certain situations require different gear, different Feats and so on. The Shroud of Souls update announced yesterday
promised a solution to that problem with the addition of Loadouts, and the latest development update
explains exactly how players will use the feature to quickly swap from one build to another in the blink of an eye.
Players will automatically be granted one additional loadout slot when the patch launches, with a grand total of eight available (the remaining six are purchased in the cash shop). Upon first swapping to a new loadout, it works like a full respec, allowing you to change your powers, boons, feats, ability scores, gear, and so forth. Subsequently, you can swap between loadouts at any campfire or safe zone, allowing you to have a separate setup for solo play, group play, PvE content, PvP content, or whatever your heart desires.