Edit: I will do my best to keep this up-to-date. Any feedback, help and corrections are appreciated.
Edit 2 19/11: The post has now been updated for the 19/11 patch.
Edit 3 22/11: Edited with the correct value on Sigmar’s Radiance and Transfer Essence as per this post.
The latest series of patches on the Return of Reckoning server aim to fulfill the original design goal of melee healers and make front-line healing viable. These changes drastically alter the way the two careers are played, including spec, tactic and stat changes. Since they need to be fine-tuned for them to be viable without being overpowered the changes are ongoing and patches are applied daily. This combined with a new way of thinking when it comes to the playstyle of these two careers and easily confused aura names makes many players scratch their heads and rage in exasperation at the patch notes.
This totally isn’t a three years old picture recycled to fit my needs. No siree…
Rage no more! Here comes an up-to-date, albeit slightly condescending guide aimed at making these changes understandable to the dummies (I say this lovingly, really).
One of the biggest issues the Return of Reckoning project has been facing is reconciling with the fact that the majority of the population prefer playing on the winning side. In an open world PvP game with two – seldom evenly matched – fighting realms this mindset manifests itself in people logging off their characters on the losing side to participate in victories (and pertaining rewards) of the winning side. The fact that this behaviour is harmful to the stability of the server has been recognised from the very beginning by both devs and players and soon measures to prevent this from happening will be added to the game.
I’ve been glancing at my blog bookmark for a while now, contemplating dusting off the old rune carver. Over the past few years the need to chisel something down has always been counterbalanced by the shame of completely abandoning the blog and the fact that I simply don’t have anything constructive or fun to say. You see, I only blog about subjects that I find enthralling and exciting – subjects that I believe could sustain those feelings for quite some time. Subjects that could keep me actively blogging as opposed to tweeting a few tweets here and there. Warhammer Online made me feel like that. And you wouldn’t be reading these lines unless Warhammer Online awakened those feelings again.
Behold Return of Reckoning, a project aiming to revive and improve the long-dead Warhammer Online. And by my beard, it seems to be well on its way.
I have been playing a bit of D&D Neverwinter MMO (I swear it’s only a bit, I’m level 13) and I wrote up several paragraphs about the game. But then deleted it because I realised that the facts important to me can easily be summed up in a few words. So here it is.
Recently a game called FTL: Faster Than Light came out. I decided beforehand that I don’t like it. I don’t particularly enjoy roguelike games, so it was a given that I wouldn’t like this one. So what if it has a space theme to it and is basically a simulation of captaining a space ship? Oh I was wrong…
Image lifted off Steam cause my craptop spazzes out when I printscreen.
There was a GW2 beta event going on last weekend. Unfortunately I haven’t been invited yet (not that I would be able to participate much) so I’m stuck with sneaking peeks at the official ArenaNet stream. The more I see of GW2 the more I’m convinced it’s a love affair in the making. Let me tell you why.
Reusing old content because I’m lazy. And want to avoid being sued. There.