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Drexyl Nox
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    Emoticonius
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  • In Warlords Battlecry 3 I've been experimenting with the various spheres of magic and the abilities. I first started off with the various magics that deal in summoning. With each level, summoning spells allow you to summon more units at higher levels than previously possible. A great danger for summoning, is that those using the Poison sphere, can cast the "Poison Gate" spell, which poisons all units summoned. The duration varies with the level of the spell, but it is not good.

    Necromancy
    I made an Undead Necromancer and trained him until he could cast all 10 spells at level 10. Necromancy isn't exclusive to the undead, but they can utilize it best and get a synergy bonus during hero creation, boosting your base stats. Necromancy is good for flooding the land with hordes of undead, achieving victory by overrunning your opponents with decent leveled units of various power. This is very easily achieved if you cast the "Black Portal" spell, which allows you to summon more undead units than normal at one time. I never raise the dead without it.

    The only units not primarily serving as combat units, that you can summon, are zombies. These are the builders of the Undead race. They do crushing damage, are resistant to all physical damage but are weak to all elemental damage. They also get the disease ability, which can infect enemy units if they attack. Targeting builders is not uncommon, as they are the backbone of every fight. They are slow moving but are actually one of the toughest of all the builders, not to mention cheap when producing them from the graveyard. They can be upgraded to scavenge resources from dead bodies, but this ability is wasted because the chances of a zombie coming near a corpse is slim to none. Whn it's raining, they get a combat bonus, so using the "Darkstorm" spell can make them formidable in the beginning of a fight.

    The weakest of the undead combat units, at level 1 of course, can be summoned at level 13, they are skeletons! Unfortunately they can't attack flying units, a vulnerability that easily leaves them susceptible to daemons, griffons, unicorns, harpies and the like. On the plus, you can summon 12 of them at a time when you have at least 10 skill points on Necromancy, so winning by sheer numbers is easiest with them when you set their behavior to rampant.

    Raising wights turned out to be disappointing. Unfortunately they only come in at a maximum of level 8, but being supposedly better infantry they aren't stronger than the skeletons.

    The "Raise Champion" spell was fun. It gives you the choice of summoning 4 advanced/elite units. The first of the 4 is are shadows. They're the advanced version of the wraith unit, which does cold damage and steals experience from every unit it kills, making it easy for them to level up. And like the skeletons, you can summon 12 of them at once. They come in at level 8 but they make up for it with unique abilities. The big difference is that shadows can attack flying units and when they attack they have a chance of freezing their victims, drastically reducing their movement speed and attack speed. Enemy heroes usually try to flee when this happens, making them easier targets. Sometimes they give up and just let the shadows kill them. Valuable units indeed!

    The 2nd of the 4, liches, are the Undead spellcasters. They attack by conjuring up fireballs and naturally, they are ranged units so they get the first shot on all close combat units and most heroes. They come in at level 8 as well however you can only summon 4 at a time. The kicker is that you can use them to garrison your towers, giving them fireball attacks and a large power boost. Essential to protecting your base from enemy attacks!

    The 3rd of the 4, vampires, are the generals of the Undead. Being generals it means they can convert mines just like your hero, which is good when you want to cover more ground when gathering resources. Vampires come in at level 8 and you can summon 4 of them at once. They can attack flying units as well but they aren't exactly heavy hitters. What they lack in attack power they make up for with the "Vampirism" ability. They steal health when they attack. It helps prolong their unlife and can even allow them to overwhelm many units. Their dark magic can also be helpful. They can summon bats to aid both himself and you. Bats aren't a huge threat, but they're good for scouting or distracting enemies while the vampire or yourself retreats to safety. Of course, like all magic, mana has to regenerate between uses, unless mana regeneration is high. I don't particularly like them though.

    The last of the 4, the Doom Knight, is my personal favorite of the Necromancy sphere. Doom Knights are elite infantry units, capable of attacking flying units as well, but also very capable units. It helps that they cause Chaos. They come in at level 8 and you can summon 4 of them at once. A full party of these, totaling 32, is enough to easily overrun enemy bases. Their resistance to piercing damage makes them a challenge for heroes, as most of the time enemy heroes deal piercing damage. Like most undead units however, they are weak to crushing damage, so ogres, air/earth elementals and especially most siege units can get rid of them rather quickly.

    If that isn't cool enough, you can use the "Call of The Dead" spell to raise the bones of any units in your command radius, friend or foe, to serve you as skeletons! It's good for turning the tide of a battle when you're on the ropes. Along with that, the "Strip Flesh" spell let's you turn enemy infantry into skeletons, drastically weakening them at the same time. Like all undead units, they gain a combat bonus at night, but are weakened during the day. This is good though because with the "Darkstorm" spell, you can change the time of day to night, as well as start a bone chilling downpour. In addition, you can buff your units with the "Vampirism" spell. This gives units in your command radius the ability to steal health when they attack. This can make all the difference in a fight, sending enemies running, or to their deaths where they can serve you. The downside to Necromancy is that there is only one direct combat spell, which is good for assisting your hero when he's under attack, "Ring of Ice." This spell send out a small shockwave of ice to hurt any buildings or enemies that it reaches. Many units are weak to cold damage so this can save your skin (or lack thereof.)

    Summoning
    The Summoning sphere is somewhat similar to Necromancy, in that it has a portal spell, "Circle of Power" to assist with summoning. The Summoning sphere however has a different variety of units that you can summon as well as a few non-summoning spells that can save you in the nick of time. In particular, it allows you to summon daemon units. Daemon heroes get a synergy bonus if they are a Summoner, so it is ideal.

    Like Necromancy, you can summon builders. Since this summons Daemonic units, you get yourself the Quasit. Quasits are easily some of the best builders out there because their high resistance, armor, decent damage and speed (for basic units,) combined with their Poison ability, lets them go toe-to-toe with basic infantry. Their good for building your base and if need be, defending themselves from basic infantry. Unfortunately like most builders, they can only attack ground units. At most you can summon 12 of them at level 8.

    Next in line are imps. They're basic missile units, which do cold damage but are also flying units, so basic infantry and some siege units can't fend them off. You can summon at most, 12 of them at level 8.

    The Summoning sphere is a multipurpose magic, as you can see with the "Eye of Oros" spell which summons floating Eyeball units. These aren't daemon units. They are actually plague units. They have no combat capability but they serve as excellent scouts. They have high speed and can travel on water as well. close combat units can't keep up with them. Setting their behavior to scout will send them out to search for the enemy while avoiding combat. You can summon 12 of them at level 8 I believe. I could be wrong about that though, my memory is a bit fuzzy. They are very useful.

    The "Soulharvest" spell summons a group of succubus. They're basic flying infantry. They are handy because they turn all units they kill into souls. Some Daemon units have the unique ability to eat the souls of their enemies, increasing their experience or if they are a spellcaster, restore some mana. Daemon heroes can restore mana by eating souls.

    The pinnacle this sphere of magic, is the "Daemongate" spell. This summons Daemons, advanced flying infantry. They do double damage against "good" aligned units. They can summon imps, restore mana by eating souls and cause Chaos, which nullifies all positive bonuses of opposing units as well as reducing both the armor and resistance of opposing units. The good resistance, armor and damage of these units make them fierce. Not to mention their ability to summon imps can shield him from anti-flying units, or just add to the devastation of this unit. You can summon a total of 4 of them at level 8 I believe, maybe level 12 or 13. I don't quite remember.

    Aside from that, Summoning magic has a few other perks. "Phanton Steed" buffs your cavalry units armor, speed and resistance. This helps protect them against crushing damage, which they are weak to. The "Blink" spell can be a lifesaver. It teleports you a short distance away, which is good when you're in a bind, like being surrounded by enemy units on all sides. The downside is that where it takes is completely random, so there is the possibility that it could send out of the fire and into the frying pan, so to speak. It's kind of a risky move, but worth it when facing death. Even more useful for escape is the "Home Portal" spell. This sends you to where you first spawned on the map no matter how far away you are. I would use this to escape rather than "blink" if you aren't at your own base, plus it saves you a potentially long walk back to your base, avoiding any danger. Finally there is the mighty "Banish" spell. This instantly kills all extra-planar units, such as daemon units, elementals and archons. Unfirtunately, this effects your own units as well, so if you aren't traveling alone, you should use this only when absolutely necessary. Higher level units might resist it, but most units below level 14 are defenseless against it if you can cast it at level 10, which requires 100 skill points on Summoning.

    Illusion
    Easily the most pitiful of summoning magics in regards to combat, is the Illusion sphere. It summons the weakest of creatures and has no spell to assist in summoning, so summoning is not it's strength. I use it for it's transformative capabilities instead. Users of the Illusion sphere can summon illusionary troops, which best serve as scouts or diversions. Illusionary units deal a pathetic 1 damage at all levels, have embarassingly low armor and resistance, but worst of all, low health. Aside from it's ability to summon Shadows and transformation spells, it is almost entirely useless.

    The "Spectral Horde" spell summons illusionary versions of whatever the basic infantry for your heroes race is. I made a Minotaur hero because they are excellent warriors with the unique ability to recover health by eating small animals such as sheep, seals, penguins and geese which roam the map aimlessly. The plus side is that you can summon a ton of these guys at once, 24 if I'm not mistaken. The duration of the spell is directly proportional to the level of the spell. At level 10 it can last a long time unless killed. They're good for roaming the map, scouting ahead. Put a group of these guys on rampant and they'll uncover a lot of the map before they die off.

    The "Dragonfear" spell summons an illusionary dragon, only 1 at a time, which can cause fear in opposing units. Fear forces them to run away from the dragon. It is a flyer that deals splash damage and what dragon you summon depends on your race. Each type of dragon has a unique ability: Fire can burn units, Frost can freeze units, Swamp can reduce armor of opposing units, and Dracoliches drain experience from opposing units. For this spell, the Dracoliche's ability is wasted since illusionary units cannot get stronger.

    "Call Shadow" summons a horde of Shadows, just like necromancy. However usually the duration and of the spell and number of Shadows summoned per use is dramatically lower than if it were summoned via Necromancy because the Undead can get abilities that increase the effectiveness of their own summoning. On the upside, you can use the "Light/Darkness" spell to change the time of day, increasing the combat of your Shadows just as Necromancers can.

    "Shadowform" increases the armor, speed and resistance of your hero just as "Phantom Steed" does for users of the Summoning sphere. "Scare gives your hero the ability to cause fear, which admittedly can be helpful against units that aren't immune to psychological effects. "Light/Darkness" changes the time of day between night and day, but can;t affect the weather. It's handy if you're fighting an enemy that gets a combat bonus from a certain time of day. The "Awe" spell gives your hero the ability to cause awe, which halves speed and bars ranged attacks. Used properly it can be a burden on your enemies. "Invisibility" however is very useful! You can travel the map alone and unseen, ensuring your safety from attack until you yourself attack, cast a spell or try to convert a building.

    The highlight of this sphere of magic however are the last 2 spells. "Mutate" allows you to transform enemy units into harmless animals! This is perfect if you're hero is a Minotaur because he can then feast on what used to be enemy units to regain his health. Very fun! "Transform" lets you transform your own units into different units, largely random. The higher level you cast this spell, the better units they become. Not to mention the level of your keep, the main building of your base, effects it as well. If you have a level 5 keep, you can change builders or basic infantry into elite warriors, even general units! This lets you create powerful armies at a low cost of resources!

    Use it the right way and you can turn your enemies into food while drastically upgrading your own units! Not to mention if you have any trolls, they can pick up the sheep made via "Mutate" and throw them at enemies for devastating damage! This also applies for catapults which can launch cows at your enemies, lol!

    Nature
    The Nature sphere is easily the hallmark of the summoning magics. Wood Elves get Nature magic by default and a synergy bonus to it if your hero is an Elementalist. So I created a Wood Elf Elementalist. Boy do I have fun with this combo! I hardly have to lift a finger to decimate my enemies!

    Combining Nature magic with the right abilities, like Elemental Lore, let's you summon the most powerful units around, aside from Titan class units. "Summon Sprite" let's you summon a Sprite, a basic Fey flying infantry unit. It's fast attack power makes up for the fact that it is relatively weak, like most Fey units. You can summon either 8 or 12 of these at once. I don't remember.

    "Summon Unicorn" let's you summon a unicorn, just 1 at a time. It is a Fey cavalry unit that can cast 2 healing spells. I feel they best serve as healing units rather than combat. Like any cavalry unit, it can't attack flying units.

    "Summon Treant" let's you summon a Treant, the advanced builder unit exclusive to the Wood Elves by normal means. It has an impressive build skill of 15, nearly twice that of any other builder and it serves as a good infantry unit, dealing crushing damage that is superior to all other builders! These guys are hands down the best builders in the game, despite the fact that they can't build walls or towers to protect your base. You can summon just 1 of them at a time at level 8, but these guys can be dangerous! They can even attack flying units! In addition, if you managed to build any Ancient Treants, they naturally have the ability to split into 2 Treants upon death! Pretty neat if I do say so myself.

    The very best of all summoning spells however is "Elementalism"! This lets you summon any of the 4 elementals in the game, 5 at a time even! I myself can summon any of the elementals at the maximum level for non-hero units, level 20! Air Elementals travel very fast, do splash damage and deal crushing damage! They are close combat units but boy do they do it in a big way! They can also travel on water, which gives them an edge. Fire Elementals are ranged units that shoot fireballs. They also have the ability to burn enemy units. Of all ranged units, I'd say they're second only to Water Elementals. Earth Elementals are deadly! They deal crushing damage, which is good for tearing down enemy buildings. And to make it more terrifying, they have the unique ability to deal quadruple damage on buildings! My level 20 ones deal a base damage of 98. That's 392 damage to buildings, making them capable of one-shotting most buildings! They may not be capable of attacking flying units, but they made up for it 10 times over! Water Elementals are in my opinion the best of the bunch when fighting enemy units. They are ranged units, but have less range than fire elementals. They deal cold damage and also do the most damage against enemy units. My level 20 ones do about 119 damage before any weaknesses or resistances are taken into account. They can also travel on water, which makes them more deadly against infantry and heroes because they can remain out of reach while attacking. I can decimate an entire map with just 5 of my level 20 elementals. I don't even have to move to win.

    Summoning spells aside, the Nature sphere has some useful spells. "Gemberry" heals your hero and nearby units. "Entangle" decreases the speed of all enemy units, which is great for preventing your enemies retreat or for allowing you yourself to retreat. "Shillelagh" increases the combat of your hero. This can make all the difference in a fight. "Wall of Thorns" let's you instantly produce a wall at the cost of mana rather than resources like stone or gold. Use this properly and you can secure your base pretty well against enemy attack or even seal the enemy within a certain area of the map! "Call of Lightning" is the 1 direct combat spell in the Nature sphere. It does electrical damage by striking all enemy units in your command radius with bolts of lightning. Very handy against large groups of enemies. "Change Weather" is easily the best among all spells that affect the weather or time of day. It allows you to change the weather to either 'Fine' or 'Rain' and the time of day to "'Day' or 'Night'. This is good because Wood Elves get a combat boost in 'Fine' weather. Not to mention you can take away combat bonuses from your enemy.

    Other spheres of magic, such as Pyromancy or Poison have 1 or 2 summoning spells, but they don't deal exclusively in summoning, so I didn't include them.

    If you want a hero that conquers via summoning, I recommend Nature magic above all the others. If you want a warrior that can hold his own, I  suggest Illusion magic because it is difficult to survive without some kind of magic and Illusion magic is in my opinion the most useful for a physical combat hero, since if a Minotaur, he can end up literally eating enemy troops for health and making terrifying warriors of the wimpiest of units, as well as giving himself a few useful buffs.
    “I support anyone’s right to be who they want to be. My question is: to what extent do I have to participate in your self-image?” - Dave Chappelle
    7:42 PM <Govindia> eh, i like the taste of nuts in my mouth



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    Emoticonius
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    Michi
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  • Currently playing through LEGO Marvel Superheroes, and so far enjoying it.  I had my reservations at first since it's my first LEGO game I've played through that provided actual character dialogue...but I'm still enjoying it immensely.
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    Michi
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  • After playing a game of Age of Empires 2 with Aragonn last weekend, I've been working on and off on improving my skills because I was rusty and I wasn't happy with my performance.

    I'm coming to the conclusion that I'm way to reliant on castles for defense and offense. In the past the enemy AI would only send a few units at a time for my castles to mow down, but now at the first provocation they send them en masse in huge waves strong enough to bring down castles without supporting siege equipment. I think I'm going to need to support my castles with walls, towers, and catapults to help mow down the units. I also need to advance through the ages faster...

    RTS is not a think I'm skilled at. :P


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    Michi
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  • I've been trying to resolve the issue with Hearthstone since it's refusing to install on my computer (curse you Wine!)...even though it's apparently compatible with my version of Wine.  :\

    *sigh*

    Outside of that, I've been playing through Super Mario Galaxy (just started 2 last night) until my Gamecube memory card gets here.  Then I can play some Skies of Arcadia, which I have been itching to play again for over a year now.
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    Michi
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  • After playing a game of Age of Empires 2 with Aragonn last weekend, I've been working on and off on improving my skills because I was rusty and I wasn't happy with my performance.

    I'm coming to the conclusion that I'm way to reliant on castles for defense and offense. In the past the enemy AI would only send a few units at a time for my castles to mow down, but now at the first provocation they send them en masse in huge waves strong enough to bring down castles without supporting siege equipment. I think I'm going to need to support my castles with walls, towers, and catapults to help mow down the units. I also need to advance through the ages faster...

    RTS is not a think I'm skilled at. :P

    Yesssssss...I finally beat the standard AI! The key was building defensive bastions at all entrances to my territory. These were castles with keeps beside of them ringed with walls and with additional archers within. They were able to survive masses of attacks. Then when I was ready to go on the offensive I placed a trebuchet beside it and pounded into their town to draw their armies and after those were mopped up I counterattacked with archers and pikemen.
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  • Played a Choose Your Own Adventure game called Choice of Robots...it was unexpectedly a heavy, heavy game. You start as a college student building your first robot, who becomes your companion through life. From there, well, just about anything can happen...but I was pleased with how my character ended up...married to a human guy, with my first robot companion and another I adopted later, as well as a human son...a household with a lot of love. It was both fitting and satisfying :)


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    Michi
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  • So my memory card finally came in!  I've been excited, playing both Legend of Zelda: Twilight Princess (GC version) and Skies of Arcadia Legends.

    Now the only trick is remembering to actually save.  I keep playing them late at night, falling asleep, waking up with the TV and game still on, turning the game off before saving, and then going back to sleep.  <.<
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  • So I ended up picking up Bloodborne and gave it a trial run last night to see how it felt.  I actually enjoy it quite a bit, despite it continuing to have the punishing death system via Dark Souls and I believe Demon's Souls (in other words, any experience you get will go away if you die, but you can get it back if you kill the creature that killed you...but if you die again before that, you lose that experience forever).

    So today, I decided to play it for real, starting with making a character at least somewhat looking like myself:



    Going through the different weapons (mainly between the Cane...aka the faster but weaker weapon, and the Saw Cleaver, the "balanced" weapon) I found that I liked the cane the best.  The cleaver (at least to me) didn't seem like it did much more damage than the cane does...and it goes a lot slower.  For every one hit of the cleaver would be three hits from the cane, which more than makes up for its lesser damage.  And for as slow as the cleaver is being as it's supposed to be a "balance" between the cane and the axe...I'd be a bit scared to see how slow the axe is.  :P

    That, and I like the fact that the cane can switch between being a fast sword-like weapon, and a whip for area damage.  :D
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  • I actually started playing Path of Exile with a new character today...since it's been about two years since I seriously played, it was interesting going through everything again. To be honest, I thought after two years there would have been more changes and additions, but what's there is nice. I really like the new (at least since I last played) master system. You find masters, you do their quests, and once you build enough reputation with them they become vendors and eventually 'find' a hideout for you, which is basically a house...or at least an area that's your own, that you can customize and add things to...and invite your friends too, so in a limited since it even has that "The Sims" build and show off your own creation feel. The side-quests themselves also add a little more variety to the game, though admittingly PoE needs much more in that area.

    Also liking that you can finally show off your characters on their website. I'm using Drakelight for this current play...Saranith and Wintermoot are old characters, and Arctom is the character I'm playing with Chanku (if he still wants to play more). As you can see, I really like the templar class...it's a str/int class, so you can do just about any build between warrior and mage. I'm going more of a mage route, but the ability to wear str-based armor really helps. Although I have a number of skills equipped and even more stashed, I'm mostly only using three.

    Raise Zombie: I like Raise Zombie over Raise Skeleton because unlike skeletons, zombies do not despawn after a set period of time, making them easier to manage and keep up. The skill allows three zombies at any one time, and the Herd the Flock skill allows another for a total of 4. I've also invested in upgrades to minion HP regen and damage, so at least at the current point in the game they're pretty durable and make for good crowd control. The only con when fighting monsters such as Flame Hellions that ignite the ground on death...they always seem to go right through the fire...

    Lightning Tendrils: I'm using this as my 'normal' attack, and it's been very effective at clearing out trash mobs. A second or two of this usually wipes them out, and I can cast this for a long time before I run out of mana.

    Molten Strike: This was my primary skill at the beginning of the game, but now it's my secondary for when I'm facing mobs with lightning resistance or in cases where I'm surrounded. Lightning tendrils only casts in front of you, while the magma balls usually go all around the monster you attack with it.

    So far I'm having fun, but Path of Exile tends to be unforgiving to players that casually build their characters. If my build actually sucks, I won't have any clue of it until I face the Act I boss, and it won't become a real problem until Act III...after lots of time has been invested in it. We'll see.
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  • I've been watching a lot of e-sports, especially Warcraft III and Starcraft II competitive plays, and I've learned a few basic rules when it comes to competing in RTS games:

    1) Aggression almost always beats passiveness...a primary goal of the game is the take the initiative and keep your opponent on his or her toes so they're always reacting to you. This requires a lot of speed from the start.

    2) The primary goal is to harass your opponent's economy by killing off their worker units...this deprives them of the resources needed to provide a decent defense.

    3) If possible, spread your attacks across the map so your opponent is never sure from where you will be attacking or what the next target will be. This even includes making unit-producing buildings in an obscure area of the map so that you're attacking from a surprising direction.

    I decided to put some of those rules into play against the AI in Age of Empires II, the only RTS game I'm decent at. It has this unit called the cavalry archer that is almost never used, but I thought would be excellent at slipping into enemy towns and poking holes through their villagers. Unfortunately it didn't work like that...the problem is that cavalry archers do not become available until the Castle Age, by which point other units/buildings become available that make htem useless for this purpose...castles can shred through them, knights and cataprhacts can chase them down, and villagers can garrison in town halls and towers. I ended up using them with my regular foot archers, which basically made them overpriced archers.

    If only you could build them in the Feudal Age...that would be a game-changer.


    I went all the way to Cassadega to commune with the dead
    They said "You'd better look alive"
    Wintermoot
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    PB
  • Paragons
  • Expansion #2 came out for Destiny this past week. It added a ton of new features and ways to play the game, and its all very exciting...

    BUT

    The biggest problems remain uncorrected. The story is depressingly disappointing, the cycle of endless grinding has been expanded further (see: Etheric Light), and the game's most premium content is unavailable to those like myself who don't have a dedicated group (Fire team) to interact with regularly.

    I know an overhaul of the game's story with a $20 expansion was never going to happen, but what the expansion included as far as story was just shallow. We learned nothing (or very little) about the new characters or areas. The next batch of new content is suggested to be MASSIVE, so hopefully I have more to look forward to as far as the story is concerned then.

    So, for the uninitiated, to progress past the level cap of 20, you have to gather Light, which is determined by the level of your armor. To upgrade your armor past a certain point, you need Ascendant materials, which you gain by completing the raids and strikes once a week. GRINDING.   With every update, the level cap is increased and the new armor has more light, meaning it requires more Ascendant materials. MORE GRINDING. With this update, you can upgrade all your armor to a higher light level with Etheric light, which you obtain by completing a weekly event. GRINDING REPLACED WITH GRINDING. I mean come on. It's not like replayability is a tough nut to crack after all these years.

    Finally, in order to even get Etheric light, I have to team up with complete strangers, since matchmaking isn't available for the events that reward it and doing it solo is inconceivable. I've met some great people in this game, don't get me wrong, and I understand that this games is meant to be enjoyed with a team battling what seem to be ridiculous odds, but this is downright annoying.  I find myself constantly having to be "sherpa'd" through the most difficult levels by more experienced players. Annoying.

    Even though, I keep coming back. When the grinding finally pays off, it pays off big. The game is excellent in rewarding you for even the smallest achievements. Stepping back to look at it, you feel like a rabbit chasing the carrot, except it's exotic gear and ascendant shards dangling from the stick instead of a carrot. But when you finally get your hands on a rare piece of loot, it is just so rewarding.
    PB
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    Laurentus
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  • That sounds pretty horrible, almost like mobile phone games that require you to grind ad infinitum to avoid paying a few bucks to progress.
    In die donker ure skink net duiwels nog 'n dop, 
    Satan sit saam sy kinders en kyk hoe kom die son op. 
    • Count of Highever
    Laurentus
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    Govindia
  • Former Citizen
  • Expansion #2 came out for Destiny this past week. It added a ton of new features and ways to play the game, and its all very exciting...

    BUT

    The biggest problems remain uncorrected. The story is depressingly disappointing, the cycle of endless grinding has been expanded further (see: Etheric Light), and the game's most premium content is unavailable to those like myself who don't have a dedicated group (Fire team) to interact with regularly.

    I know an overhaul of the game's story with a $20 expansion was never going to happen, but what the expansion included as far as story was just shallow. We learned nothing (or very little) about the new characters or areas. The next batch of new content is suggested to be MASSIVE, so hopefully I have more to look forward to as far as the story is concerned then.

    So, for the uninitiated, to progress past the level cap of 20, you have to gather Light, which is determined by the level of your armor. To upgrade your armor past a certain point, you need Ascendant materials, which you gain by completing the raids and strikes once a week. GRINDING.   With every update, the level cap is increased and the new armor has more light, meaning it requires more Ascendant materials. MORE GRINDING. With this update, you can upgrade all your armor to a higher light level with Etheric light, which you obtain by completing a weekly event. GRINDING REPLACED WITH GRINDING. I mean come on. It's not like replayability is a tough nut to crack after all these years.

    Finally, in order to even get Etheric light, I have to team up with complete strangers, since matchmaking isn't available for the events that reward it and doing it solo is inconceivable. I've met some great people in this game, don't get me wrong, and I understand that this games is meant to be enjoyed with a team battling what seem to be ridiculous odds, but this is downright annoying.  I find myself constantly having to be "sherpa'd" through the most difficult levels by more experienced players. Annoying.

    Even though, I keep coming back. When the grinding finally pays off, it pays off big. The game is excellent in rewarding you for even the smallest achievements. Stepping back to look at it, you feel like a rabbit chasing the carrot, except it's exotic gear and ascendant shards dangling from the stick instead of a carrot. But when you finally get your hands on a rare piece of loot, it is just so rewarding.
    I've  heard good things about the MP and the story.  I haven't  had a chance to try it yet.

    What system?   I am on the Xbox 360

    Sent from my Samsung Galaxy S4 via Tapatalk

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    Govindia
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    PB
  • Paragons
  • In a way, it is simar to a mobile micro transaction platform, except there's no way to get the unfair advantage over other players. I can't shell out $50 and progress to the endgame in a day, it takes work. So the fact that everybody is kind of in this together gives you a really cool community.

    Gov, I'm on PS4. The PvP multiplayer is a lot of fun. There's six subclasses to play as, and their abilities really come out in multiplayer.
    PB
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