The estimation is that it would lead to an overall 37% reduction in potency, a significant change that seems to be warranted pending more general player feedback. To that end, feedback on the proposed change is being solicited now. One can imagine the effect this might have had on the game’s latest big conflict at UALX-3, which the community has dutifully summarized for those wondering what was lost in the latest stellar dust-up.
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
The prepatch for World of Warcraft: Battle for Azeroth is out now, but the expansion is still a bit further off, so players have questions about it. For that matter, players have questions about the changes made since the prepatch hit. The latest Q&A video just below covers a number of questions, but if you don’t want to watch the whole thing, you can get caught up with the summary of events. And several of the issues with the prepatch are ones that will be remaining in place. For example, Legacy loot mode? That’s working as intended and shouldn’t be available for Legion dungeons and raids in BfA.
The issue with artifact appearances changing your offhand as well as your main-hand is also a limitation of how Artifacts are coded; that having been said, transmog limitations are being examined, especially for Fist weapons. The developers have also considered doing a level squish instead of just a stat squish, partly in response to the perception of more levels without much actually happening during them (there’s a desire not to add more talent bars, for example). Check out the full video below or the full summary on Wowhead.
Healers are important in Overwatch, but they also have the potential to get out of hand. Sure, it’s good to be able to patch up your teammates, but it’s not fun to play a match where you can’t actually damage the other team; at the same time, it’s not fun to play as a healer and watch your options be “slightly slow down team deaths.” In order to avoid these hypothetical scenarios, Blizzard is adjusting most of the game’s support heroes in the next patch.
Ana’s ultimate will get a healing component, Lucio gets additional shields and range, and Moira gets additional resource regeneration, all of which should help cover blind spots in these character toolkits. By contrast, Brigitte’s Shield Bash is getting its cooldown increased and Mercy is having her healing beam very slightly lowered in potency, which already has people on the forums happily explaining that Mercy is now completely useless. (Which has happened with every Mercy adjustment ever.) Check out the exact numbers and developer philosophy on the forum thread.
Hey, kids, did you know that players feel more like a community when they’re working together rather than constantly fighting one another? Of course you did, you’ve paid attention to more than two decades of MMOs teaching this exact lesson. But it appears that Rare was absent during those days of design school. A recent interview on the post-launch environment for Sea of Thieves reveals that the game’s team more or less completely changed the plan for the game once it became clear that, gasp, communities form when people work together:
We looked at the game just after launch and thought: players want to enjoy the fantasy of broadsiding other ships, so it makes sense for AI to take the brunt of that: if you’re giving people the creative outlet of attacking a common foe, it’s going to reduce the wish for dominance over other players.
It’s going to be most relevant next week, but honestly I’m not even a little bit sad at the thought of Darnassus burning in World of Warcraft. Seriously. I’ve hated that city and the tree it’s sitting on since the game launched, and if Battle for Azeroth delivers me nothing else I like I’ll consider it a net positive because Darnassus has burned. But if something happened to Ironforge? I’d be sad. I already was sad when my beloved Wetlands got pretty trashed back in Cataclysm.
Any MMO you play for a while has certain locales you get more or less attached to. After years in Final Fantasy XIV there’s a whole lot of feelings for me attached to Mor Dhona and Ul’dah; by contrast, I wouldn’t really miss chunks of Gridania. I have never cared about the faction stations in Star Wars: The Old Republic, but I loved Dromund Kaas and I want to live on Voss in real life, much less in the game. What about you, dear readers? Where are the spots you most identify with in MMOs?
The last patch for Darkfall: Rise of Agon had a whole gaggle of stuff in it. There’s even a video walking through all of the stuff contained therein below, if you want to check it out. But that’s all in the past now, and so the developers are looking ahead to future additions and improvements for the game. First on the list? The Relic system, which will allow players to pick up powerful Relics and attune to them, thus building characters in new and interesting ways and differentiating individual playstyles further.
The team is also hard at work on building the game’s dynamic housing system, allowing players to drop houses anywhere they’d like within the game world. That ties into expanded territory control mechanics in the game, as well as the upcoming Clan Platinum currency for purchasing clan-related things like siege weapons. So when you’re done enjoying the newest features the patch has to offer, you can start peering into the game’s future and get excited about that.
The latest edition of Crowfall’s regular Patch Notes from the Future is not looking very far into the future. It’s actually close to looking into the present because patch 5.7 is very close to deployment. And since there’s been some time with 5.7 in development, a lot of the patch notes had already been read off before the most recent show. But it is available in archive form (you can watch it just below) and it does contain new stuff because apparently patch 5.7 just keeps getting bigger.
For example, the crafting disciplines and associated stats are being rolled into the game with the patch. The systems to alter those stats are not being included, but the stats will be there as part of the game’s UI to explore. There are also elements like decay rate and mega deeds slipped into the workings of the patch, but why take our word for it? You can see the whole rundown in video format just below.
The patch includes new duo content, new raids and elite raids, and a new alert as part of the overall story arc. There’s also the new Augment system in the game, replacing the old R&D system and equipping various Augments directly to your character. Check out the full patch notes to know what you’ll be diving into, and then go hang out with a bunch of teenagers.
Most MMO dungeons are normal songs. You start out and you have a pretty clear picture of the beginning, middle, and end; they don’t really change up much. But the endless dungeon is like improvisational jazz. Sure, there’s a beginning and often a fairly reliable end, but the space in the middle can be filled with all sorts of things. You don’t even know what’s going to be there until you’re already in the thick of it. It could be filled with creme! (Probably not, but hey, life is weird sometimes.)
Our reader Arsin asked us a while back about MMOs with endless dungeon modes of some sort, and well, we do our best to find these things out. The goal here is to have an online-only game with randomly generated content between the start and end. Arguably some of these might not fit your personal criteria, but that’s all right; there’s plenty of variety here!
Today is the day of World of Warcraft turning to the first page of Battle for Azeroth with the expansion prepatch going live today. Next week sees the story buildup kicking into high gear. But if you’ve been holding off on trying the expansion until the Allied Race requirements (added several months ago) were eased up… well, you’re going to be waiting quite some time, as the official word is still that there are no plans to ease the requirements for unlocking Allied Races.
Players who wish to unlock Highmountain Tauren, Nightborne, Lightforged Draenei, or Void Elves will still need to reach Exalted with a specific reputation for each and finish a story achievement, just as before. (The other allied races will have other requirements and can be unlocked once the expansion is live.) Of course, this isn’t actually a change; players have had these requirements in place since the pre-purchase bonus was announced, and that means several months to unlock the races. If you’ve waited in hopes that it would be easier by the expansion launch, though? Not going to happen.
For those of you doing the math at home, that evens out to being six characters slots with freeform options for $120, the same as individually buying six freeform slots (it’s $60 for three), plus a whole bunch of other goodies on top as well as a monthly stipend in perpetuity. Is it worth it? That depends on you; it’s certainly an open question how much cool stuff you can expect to be added to the game in the future, if anything. But in terms of dollar-for-dollar value, it’s competitive with other things you can buy from the game.
So it turns out the developers behind Worlds Adrift have all melted in the midst of a London heat wave. It’s very sad, as they point out on the latest development entry on the official site. You may wish to stop reading this post and play an appropriate song on the bagpipes. Despite being reduced to a liquid, however, the team has continued working on the game and is hard at work finishing the new creature refactor while completing the loot accumulation on island for patch 0.24.
Work is also progressing on fixing the resources dropped by creatures across multiple biomes, as well as things like chat functions working properly on new servers and fixing various bugs. You can see the full rundown of things being developed on the official site, with a fair number of fixes and improvements slated for 0.24 and a few more features expected further in the future. Assuming that the now-melted team doesn’t evaporate, anyhow. (It’s a real risk.)
Want to know more about crafting and building in Fractured as the game has passed its 75% funding mark? Good news, you’ll have a chance to find out more about it live today as part of the game’s newest livestream. The stream starts at 4:00 p.m. EDT on the game’s streaming channel, so you can check it out, ask questions live, and do all of the things you normally enjoy doing through livestreams.
Assuming that what you normally enjoy doing isn’t disgusting. Please don’t be gross in stream chat.
There’s no scheduled run time, but you can imagine it’ll probably be about an hour of answering questions and leading into details about player-run towns. If that’s not what you care about, this likely won’t have a lot of interest for you… but for everyone else it should be plenty of fun information about making things.