hot  /  reviews  /  videos  /  cblogs  /  qposts

MMO

Guild Wars 2's base game goes free-to-play today, no purchase needed

Aug 29 // Chris Carter
Opening up the conversation, O'Brien talked a bit about how the core message of the game is staying the same, despite the move to free-to-play. "We don't want to ask for more money, and all of the additional purchases will stay the same" he stated. Going on, Mike noted, "What we looked at after the release of the core game, is things like 'how can players catch up with their friends' and this new model makes that easier to do. We've always said 'if you wan't Guild Wars 2, just buy the game, and we'll provide free updates for it for months.' We'll continue to do that for Heart of Thorns: just buy the expansion, and you'll get every update for free." Another big new change is the addition of raids, which will make their debut in Heart of Thorns. Speaking on this new adventure, Colin Johanson, keeping with the spirit of the game, insists that "this is our way of doing things differently, even with the traditional format of raids with other MMOs. We're getting rid of barriers to entry. The way Heart of Thorns is built is by way of masteries, which will upgrade your character beyond the typical gear-based setup of other games. In that regard, raids will still be relevant six months later, and won't be completely replaced by a new tier of gear." Going on, Johanson stated that "although you can't necessarily PUG (pick-up-group) these raids, they are skill-based. In other words, you can use any combination of characters to complete them." Upon probing him a bit, asking whether or not it was difficult to design raids around the lack of a trinity (healer, tank, and damage), he responded with, "it's not necessarily tougher but balance them within our game, but they will be more fun since everyone can fulfill any role. You don't have to wait 40 minutes for your healer to get online, and you can use any class you want to play. It really is all about skill." If ArenaNet and their team can follow through with these promises, an accessible yet challenging raid scheme would be an enticing prospect for players old and new. I'm anxious to see what they come up with when Heart of Thorns finally comes out.
Guild Wars 2 F2P photo
Heart of Thorns still a paid expansion
Nearly three years after the release of Guild Wars 2, the base game is going fully free-to-play. Instead of following a method where users are required to purchase the core package before they are greeted with a subscrip...

Guilty Gear photo
Guilty Gear

Haha, Guilty Gear is in Phantasy Star Online now


Following BlazBlue
Aug 28
// Chris Carter
Back in July, BlazBlue invaded Phantasy Star Online 2. Now, Guilty Gear Xrd is getting a turn. Costumes for Sol, Ky (both male and female), Millia, May, and Elphelt are available as of the next update, scheduled for...
Final Fantasy XIV photo
Final Fantasy XIV

Final Fantasy XIV's 'Rising' event kicks off this week


Lasts until September 7
Aug 28
// Chris Carter
Starting this week and running until September 7, 2015, Final Fantasy XIV will run the "Rising" event, complete with rewards and a few "guest appearances." The items include two minions, and celebratory fireworks. The ev...
Steambirds Alliance photo
Steambirds Alliance

Spry Fox showing off bullet hell MMO at PAX Prime


Steambirds Alliance
Aug 26
// Darren Nakamura
Spry Fox (Triple Town, Alphabear) will be at PAX Prime, and in addition to the undoubtedly cute bear posters it's giving out for free, it will also be showing its newest title, Steambirds Alliance. In a newsletter, Spry Fox d...

Dragomon classes photo
Dragomon classes

Dragomon Hunter shows off monster hunting character classes


Chibi, colorful Monster Hunter-like
Aug 26
// Steven Hansen
That Monster Hunter-styled MMORPG Dragomon Hunter has put out a new video focusing on the available characters classes. All the classics are there: scout, mercenary, mage, buscemi, cleric, substitute teacher. The free-to-pla...
FFXIV photo
FFXIV

Final Fantasy XIV getting a 24-man airship raid, Pokemon-like minion battles


And a whole lot more
Aug 25
// Chris Carter
Final Fantasy XIV is already a rather large game thanks to the Heavensward expansion, but it's about to get bigger come patch 3.1. It was announced that in addition to new story quests, a new beast tribe questline is coming, ...
Final Fantasy XIV photo
Final Fantasy XIV

Final Fantasy XIV tops 5 million registered users


That's a lot of Chocobos
Aug 22
// Kyle MacGregor
Final Fantasy XIV has amassed more than 5 million registered accounts across the globe since Square Enix released the popular MMO two years ago, the publisher announced this week. That figure doesn't quite rival market leader...
Funcom photo
Funcom

Funcom's in a bad way after poor Lego MMO performance


Seeking merger, acquisition, or anything
Aug 12
// Brett Makedonski
Norwegian developer Funcom is seemingly in financial peril after its free-to-play turned pay-to-play game Lego Minifigures Online performed worse than expected. The company doesn't expect revenues from the Lego ...
WildStar F2P photo
WildStar F2P

WildStar's free-to-play closed beta is live today


Test out the free version
Aug 11
// Chris Carter
If you happen to currently subscribe to WildStar (or have obtained a code through other means), you're eligible to play the beta today, for the F2P version of the game releasing later this year. Alternatively, you can g...
Star Trek Online photo
Star Trek Online

Star Trek Online goes post-war in Season 11: New Dawn


A New Hope?
Aug 11
// Josh Tolentino
For the five years it's been running, Star Trek Online's story has been one of a galaxy at war. First it was a war between the Federation and Klingon Empire, then between an alliance of the Federation, Klingons, and Romulans...
Neverwinter photo
Neverwinter

Neverwinter: Elemental Evil expansion is coming to Xbox One next month


Slowly catching up to the PC version
Aug 07
// Joe Parlock
It was only a month ago when Rise of Tiamat, the fifth expansion for the free-to-play MMO Neverwinter, was released on Xbox One. At the time, I noted that while it was a decent update, it still meant the Xbox One version of t...
New Warcraft expansion photo
New Warcraft expansion

Blizzard reveals new World of Warcraft: Legion expansion


New Demon Hunter class!
Aug 06
// Chris Carter
Blizzard kicked things off today at gamescom with a new expansion announcement for World of Warcraft -- Legion. It will of course continue upon the story so far in Warlords of Draenor, and Illidan is back, baby! It...
Knights of the Fallen Emp photo
Knights of the Fallen Emp

New Star Wars: The Old Republic - Knights of the Fallen Empire trailer shows off gameplay


Back to 'BioWare-style storytelling'?
Aug 05
// Joe Parlock
BioWare has shown off some more of its upcoming Star Wars: The Old Republic expansion, Knights of the Fallen Empire, at gamescom. The newest trailer that actually shows gameplay can be seen above. The expansion will feature ...
World of Warcraft photo
World of Warcraft

World of Warcraft's at its lowest playercount since 2005


Lowest since vanilla WoW
Aug 05
// Joe Parlock
World of Warcraft isn’t at its strongest right now. In fact, according to Activision’s Q2 2015 Earnings Call, the subscriber numbers have dropped to their lowest point since 2005, with only 5.6 million subscribers...
Lord of the Rings Online photo
Lord of the Rings Online

The Lord of the Rings Online shuts down most of its worlds


Five worlds to rule them all...
Aug 04
// Joe Parlock
Looks like The Lord of the Rings Online hasn’t been in the best shape recently. Developer Turbine has announced it will be closing all but five of the worlds for each region. The only worlds that will remain open in the...

Review: World of Tanks

Aug 03 // Brett Makedonski
World of Tanks (PC, Xbox 360, Xbox One [reviewed])Developer: WargamingPublisher: WargamingRelease Date: July 28, 2015 (Xbox One)MSRP: Free-to-play (with microtransactions) Really, World of Tanks treads the line uneasily that all massively multiplayer online titles do: How do you make a game like this rewarding and nuanced for experienced players, yet inviting and engaging enough for a new audience? Extrapolating from that (and more importantly): How do you convert both Group A and Group B into dollar signs? Wargaming doesn't always do a great job of it, as its intentions often seem paper-thin. That aforesaid selfishness is where the moneymaking lies though, and it can come at the expense of the experience. World of Tanks on Xbox One gives people no reason to press forward except for personal gain. Being killed in a match means it's the end of that match as far as you're concerned. Sure, one could theoretically watch the rest of the round through the cameras of other players, but literally no one will do that. Instead, they'll head back to the garage, hop into another tank, and try again in a different match. This was my exact experience for much of my time with World of Tanks. After several hours of playing (but possibly more spent in loading screens), I checked my stats to see that I had a victory rate of just about 50 percent. That's not bad at all, but I had no idea. Worse yet, I didn't really care. I only cared about the currency dripfeeding into my account at the conclusion of each match. That's all World of Tanks wants us to care about. [embed]296821:59762:0[/embed] The last statement is made obvious by the way which Wargaming organically introduces players to some later-game content. During matches, it's not completely uncommon to come up against an opponent that seems literally invincible. Your ammunition will do next to nothing to it; it will dispose of you with the disdain of a Midwesterner swatting one of a thousand mosquitoes on a humid July night. That is your goal -- you want to be that guy. Make no mistake about it: World of Tanks is a continual left-to-right surge through a spiderweb of tanks you don't yet have, but might have very soon. Those first few come relatively quickly and the progression feels real. After that, everything gets slower. Each match contributes, but less so than before. Looking ahead through that web, some of it seems unattainable (or at the very least, extremely far off). World of Tanks wants your time or your wallet -- pick your poison. Fortunately, giving it your time isn't the worst option. World of Tanks can be rewarding. Every hit landed on another player is satisfying. Blowing them up is exponentially better than just damaging them. Surviving the entire match, destroying several on the other team, and/or capturing a base might just make you feel like you're General Patton. You start to think "I'm getting better. If I keep playing like this, those end-game tanks will be mine in no time!" These are the immutable highs of World of Tanks. It's simply enthralling when you set off on a literal warpath and cut down everything in your way. This is the meat of the game, and it's a prime cut. Excelling at tank-play against other humans feels very, very good. At this point, imminent defeat in the next match is all but assured. That's where World of Tanks is at its worst. Barring the progression frustrations, it's all too often that you'll feel like your opponents know something you don't. Their death machines are probably superior to yours, sure. Still, they'll angle their tanks in such a way that they never expose the weak part of the armor that you didn't even know was weak. They're really good, and you're not sure how to get to that level. The game doesn't teach you, and it doesn't seem like you'll ever learn on your own. It's very unintuitive. For everything that might appear impossible, what you do pick up on your own is invaluable. It isn't long before rushing in looks like a fool's game. Flank, hide, proceed with caution. These vehicles may be harbingers of destruction, but you can't treat them as such. Each minute movement actually means something when you're in the thick of it. These are the times when you'll feel a strategic sense in World of Tanks. Suddenly, things aren't so bad again. Everything seems possible, at least. And, that's what World of Tanks thrives on -- a cyclical mindset between frustration, slight progression, and back to frustration. There are intermittent spurts of elation peppered in occasionally in the event of an outstanding performance. Otherwise, it's right back to not quite understanding why others know more than you do. Which poison did they pick? Time or wallet? Or, heaven forbid, both? Anyone who truly appreciates World of Tanks won't need a review to guide them. They're already well beyond the long barrier to entry. Everyone else will likely find themselves similarly on the outside looking in. There might be something special to World of Tanks, but it's not something that's immediately apparent; it's something that only shows itself after a significant investment. The gameplay can be rewarding at times, but most won't have the patience (or the money) to ever get to that point. Thus, World of Tanks won't ever be more than a quick detour on the way to something that's easier to comprehend. [This review is based on a retail build of the free game downloaded by the reviewer.]
World of Tanks review photo
Pick your poison
World of Tanks is a selfish game. It acts selfishly in that it hides information from its players, expecting them to figure out any and all intricacies on their own. Similarly, it asks its userbase to roll into combat as...

Neverwinter: Strongholds might get me back into the game

Jul 31 // Joe Parlock
Building your Stronghold [embed]296961:59747:0[/embed] With the goal of providing “interesting and meaningful experiences to guilds”, the process of creating and upgrading your guild’s stronghold is at the heart of the expansion. All buildable structures and upgrades are ultimately decided by the leaders of the guild, but those goals are worked towards by every member through the “Coffers” system. Coffers are the total resources available to a guild to help build up their stronghold, and they’re separated into three categories: materials, which are found in the lands surrounding your stronghold such as lumber; treasures, which are earned by playing through the campaign zones of the wider game such as the Dread Ring campaign; and stockpiles, the normal loot, gold, and astral diamonds players earn throughout the game. Finding these resources ensures creating a good stronghold for your guild isn’t just a case of the leaders fiddling with the UI; every member of the guild would have a role to play, be it collecting resources or planning out where structures will go.  Once there are enough resources to build a new structure in the stronghold, or to upgrade an already existing one, the guild leaders can then start the work of upgrading, while also setting the next goal for the guild to work towards. However, the amount of upgrades you can apply to a structure depends on the overall level of the guild’s keep. While structures have a maximum level of 10, the keep can grow up to level 20. However, structures can’t out-level the keep, so sometimes an effort must be made to upgrade the keep rather than simply rushing for all the new and shiny buildings. As players donate these hard-earned resources to their guild’s coffers, they are awarded guild marks with which they can buy new gear and items for themselves at the marketplace. It’s a way of incentivising altruism among the guild, and is one of the few times in the game players can make decisions for themselves that aren’t directly linked to the decisions of their wider guild. Another way the guild must coordinate in building their stronghold is in the new added boons. Boons are passive bonuses granted to players, and in Strongholds, structures can be built to grant the entire guild specific types of boons. There are currently four categories: offense, defense, utility, and Player vs. Player (PvP). The catch is not every type of boon would available for a guild at the same time, as there are only a limited number of boon structures that can be made. This requires decisions to be made about how players within the guild will be buffed. An example given would be a raiding guild may put more emphasis into PvP or offensive boons to increase their power. The boons in each category would be optional for each individual player, however what type of boon is available is up to the guild. It’s a neat mechanic, as now other players who you’d regularly play with have an active impact on how your character works, and how these buffs influence your character may well change in the future. Should the guild decide to change an offensive boon structure to a defensive one, the boons you previously had would no longer apply. It’s interesting, however I could also see it causing some conflict within guilds. The area given to a guild to build its stronghold on is the biggest zone Neverwinter has ever seen: it is three times bigger than the biggest previous one. The zone is split into multiple, smaller themed areas, each with their own enemies and quests. For example, there may be faetouched areas, or there may be areas that are more desolate, and different enemies may be encountered in each one. It’s nice to see some variance in the zone, as Neverwinter does have a problem of each zone being its own themed thing that gets boring sometimes: the snowy zone, the desert zone, or the city zone and nothing but that. Some areas will be sealed off and hidden until the stronghold has been built up and expanded on, but what’s interesting is that the future of the zone isn’t entirely known even to Perfect World yet. The strongholds system is planned to be expanded upon over the course of at least the next two expansions: Strongholds and a currently unannounced expansion after that. According to them, being “done” with building a stronghold simply isn’t possible, as new structures and boons will be made available in future updates.  While there is a storyline planned out for Strongholds and the expansion after that, the specifics of what sort of boons and structures will be included in them are apparently down to player feedback and community suggestions. New Player vs. Environment Content Building up a guild’s stronghold isn’t the only new addition to Neverwinter. Alongside it comes a new range of player vs. environment content, much like in the previous expansions before it. However, a lot of this will still directly help your stronghold grow. Firstly, the act of actually acquiring your guild’s new keep will be part of a quest line that changes as the stronghold grows. At first, your guild and a travelling band of Orcs will both arrive at the same time, causing there to be multiple skirmishes and missions available. Finding guards, protecting farms, and driving off Orcs to ensure that your keep is safe in the early days. As the keep levels up, new enemies will start to appear in the zone. For example, the second phase of the zone involves mercenaries appearing to try and steal the keep from you, giving you multiple quests involving dealing with them. The zone’s campaign appears to play out in much the same way as previous campaign zones such as the Dread Ring have, however there is also the added dimension of it being dependent on your keep’s level. Of course, there will also be a series of daily quests available from your stronghold’s steward too, and they will also help guide players to the next of their campaign quests. Greed of the Dragonflight That’s all pretty standard expansion stuff: more of what Neverwinter players will be used to. What’s particularly interesting is the major new boss fight that occurs in the Strongholds zone. Dubbed Greed of the Dragonflight, the boss is designed to be played by guilds of 40 or more players who must coordinate and plan out how to take down four powerful dragons simultaneously across the map. If one dragon is killed, the other three will flee shortly afterwards, requiring guilds to figure out which players are best suited to take on each dragon, and make sure all four of them die at the same time. Doing so will net the guild huge rewards, some of the most powerful items in the game, according to Perfect World. However, failure to nab all for dragons doesn’t mean nothing was gained. Due to some guilds not having enough players to take down all four dragons, there is a sliding scale of what rewards are given. The more dragons the guild can kill, the better the loot given. What I saw of this event reminded me of my favourite bit of Neverwinter: the timed boss events. Instances are great, questing is fun, but seeing the alert to head to an area of the map to slay as big-as-hell lizard was always really cool to me. It’s involving, it’s hectic, and it looks as though adding in the extra element of needing to size up who takes on which dragon will make it all the more satisfying when the guild succeeds. The difference between normal timed events and Greed of the Dragonflight is that it isn’t only a timed event. Due to a large amount of player requests, Perfect World is allowing guilds to trigger the event manually whenever they like, and so it could become a pretty big part of guild social life somewhere down the line. A New PvP mode inspired by MOBAs Player vs. Player in Neverwinter has been the centre of Perfect World’s attention for a while now: originally offering a fairly basic 5v5 arena mode, an open-world PvP was later added in Icewind Dale, and of course Strongholds will be adding even more for those who like stomping other players. The PvP added to Strongholds is a 20v20 Guild vs. Guild mode, which when I first heard about it reminded me a lot of Guild Wars 2’s World vs. World feature. However, it appears as though the new mode is being more inspired by the likes of Dota and League of Legends. This isn’t a compulsory feature, guilds must queue up to enter the mode. Once in the game, guilds will find their strongholds and surrounding lands “glued together”, with a river separating the two. The MOBA inspiration comes on the emphasis of controlling the various lanes between the two strongholds, while pushing forward and sieging the enemy guild. Perfect World has also catered to smaller guilds that might not have 20 players online at a time. When in queueing, if a guild has enough players to spare, they will be transferred temporarily to the other guild and fight for them instead. It’s a nice way of evening the playing field, but it will also be interesting to see where their alliances lie once the match is underway. It’s worth noting I didn’t get to actually see any PvP in action, due to the problems setting up a game with 40 players just to show me it would’ve caused. As such, all of this is only how it was described to me by Overmyer. Final Thoughts As previously mentioned, I’ve got a fair amount of experience with Neverwinter, however the lack of something to keep me interested once I’d finished the story quests meant I dropped out of the game soon after. Guilds have always been something in MMOs I’ve had an interest in, but never found the right match – I always ended up in quiet, inactive guilds where nothing ever happened. Strongholds looks like it wants to solve both of my problems, while giving me more of the solo content that got me into the game at first. I’m somewhat concerned that finding decent guilds might still be tricky, but maybe the new toys guilds can play with will convince people to give running guilds a go. PvP has never been a big interest of mine. I got into Rift’s quite a bit, but still eventually found myself going back to questing. Neverwinter in particular has been quite notorious for equipment you can buy in the store being perceived to be more powerful than stuff you can earn in-game, which always put me off PvP. However, if it’s true that the rewards from Greed of the Dragonflight are some of the strongest in the game, it could go a way to fix that problem. Overall, I’m excited. I’m definitely going to be going back into it just to see how all of these new mechanics change how people interact within guilds, if at all. Plus Dragonflight is a condensed version of everything I like about Neverwinter, which is great. Neverwinter: Strongholds will be released on August 11 as the next free expansion on PC. Neverwinter is free-to-play on both Xbox One and PC.
Neverwinter: Strongholds photo
An in-depth look at all the new stuff
On August 11, Perfect World will be releasing the latest expansion to their Dungeons & Dragons-based MMO Neverwinter, Strongholds. With its action-based combat, fantastic locations, and relatively simple mechanics, N...

World of Warcraft photo
World of Warcraft

The World of Warcraft is getting a little bigger soon


More at gamescom
Jul 29
// Brett Makedonski
Blizzard has a new expansion planned for World of Warcraft, but it's holding its cards close to its chest. But, not that close! The developer's at least willing to admit that a reveal is imminent via a little tease. Whatever ...
Dragon Quest X photo
Dragon Quest X

Dragon Quest X now coming to Nintendo NX, PS4 (Update)


Wait, what?
Jul 28
// Kyle MacGregor
[Update: Speaking to IGN, Square Enix backpedaled, saying NX is only "under consideration."] In addition to revealing Dragon Quest XI, Square Enix just announced a pair of new platforms for its predecessor. Dragon Quest ...
Neverwinter: Strongholds photo
Neverwinter: Strongholds

Neverwinter: Strongholds coming August 11 - Come see the trailer


Sunday, Sunday, Sunday! L-L-L-LIVE!
Jul 24
// Joe Parlock
I’m excited for the newest Neverwinter expansion, Strongholds. Guilds have never really been all that important in Neverwinter, with most players blasting through the solo content and then going into the admittedly pay...
PSO2 in English photo
PSO2 in English

Phantasy Star Online 2 available in English with no modding (Update)


But there are some drawbacks
Jul 22
// Jed Whitaker
[Update: The IP block has since been brought back for some reason. Bummer.] Phantasy Star Online 2 has been out since 2012 in Asia but never made the jump to English-speaking countries officially until now, sort of....
Rustic photo
Rustic

Rust soft launches female avatars, 'you never had a choice'


Admins first, then organic dispersal
Jul 17
// Steven Hansen
Back when I was telling you about how Rust automatically generates penis size based on Steam ID, a footnote to that article was that female player models were on their way to the survival sandbox, too. Well, this momentous ad...
Dragomon Hunter photo
Dragomon Hunter

Dragomon Hunter puts Hatsune Miku in Monster Hunter


That name is art in its purest form
Jul 16
// Joe Parlock
Monster Hunter’s pretty big at the moment, isn’t it? With its unforgiving combat and fantastic enemy designs making it hugely popular, it’s no wonder other developers have been wanting in on some of the suc...
Elder Scrolls photo
Elder Scrolls

Elder Scrolls Online's Imperial City is DLC, costs roughly $20


2,500 Crowns
Jul 15
// Chris Carter
Elder Scrolls Online is still chugging along with its free-to-subscribe model on PC and consoles, and now you can get a look at the Imperial City pack, which is set to arrive on August 31 for PC, and September 15 on PS4 and ...
RaiderZ shutting down photo
RaiderZ shutting down

Perfect World is closing RaiderZ next month


It doesn't have a developer
Jul 13
// Jordan Devore
Come August, there will be one less monster-hunting game for PC. "Over the past weeks, RaiderZ has seen a few different instances where the game has had issues with the server," said Perfect World Entertainment in a blog pos...
Slay Momma, slay photo
Slay Momma, slay

Watch Dragon's Dogma Online beta gameplay right now!


Free-to-play, free-to-slay
Jul 11
// Jed Whitaker
The free-to-play Dragon's Dogma Online beta is now out in Japan on PS3, PS4, and PC for the lucky few who were selected to test it. Sadly the game hasn't been announced for other regions, but never say never. For the time being, feast your eyes on what you're missing out on.
Online game talk photo
Online game talk

Do you go out of your way to help people in online games?


Why or why not
Jul 11
// Chris Carter
As a general rule, I play online games by myself if at all possible. In Final Fantasy XIV, the game I've been playing most lately due to the release of the recent Heavensward expansion, I politely declined most groups to...
Trove photo
Trove

Trove, a Minecraft-like MMO, is out today from Trion Worlds


I think kids will dig this
Jul 09
// Chris Carter
I know it's tough to see "MMO" and "Minecraft clone" and not roll your eyes, but bear with me here. Trion World's free-to-play Trove is out today, and I gave it a spin this morning to see what it could do -- p...
League of Legends photo
League of Legends

'Online harassment is not an impossible problem,' says Riot


Online abuse drops to two percent
Jul 09
// Vikki Blake
"How do you introduce governance into a society that didn't have one before?" That's the question posed by - and to - League of Legends developer Riot, as it grapples with unacceptable behaviour and online toxicity.  Acc...

Final Fantasy XIV: Heavensward's Alexander makes raids much more accessible

Jul 07 // Chris Carter
Endgame raids have seemingly undergone a few changes since we last left the Binding Coil of Bahamut in Realm Reborn. For starters, you can use the duty finder to enter Alexander immediately after completing the roughly 10 minute attunement quest -- the only thing you need is Item Level 170 or above, and the main story completed. Square Enix noted that they wanted the base raid to be more accessible (with a tougher challenge coming later for static groups), and I think they succeeded with that goal. There are four wings in all so far (more will be added at a later date like Coil), and the first three can easily be completed with a pick-up-group, so long as everyone is on their toes. The first fight features two mechs which need to be kept apart by the two tanks, the second battle is similar to Turn 4 of the first Coil (lots of adds, but with a fun mech-suit twist for one DPS), the third features a really cool shape-shifting water elemental, and the fourth is against a giant structure that almost feels like a confrontation with Alexander himself. I like all of them in their own way, though the fourth is easily comparable to an EX fight, and will give pick-up-groups more trouble. Loot is handled differently as well, as every fight drops "tokens" that you can use to acquire Item Level 190 gear in Idyllshire. The accessories only need one token, but the left side armor pieces will need at least two, if not four. As of today, I won two rolls for the head piece token, granting me a piece of headgear -- I have two more "lockouts" that I need to complete for the rest of the week, at which point I can't earn any other gear in Alexander. Theoretically you can get three pieces this week, with one accessory token, one waist token, and two hand tokens (some tokens share loot tables, and the body and legs take four each). [embed]295523:59398:0[/embed] It's not a perfect solution, but I really prefer it to the old system. Previously, I was raiding in Coil with my old static, and we'd find that we'd frequently get doubles of unneeded gear, leading to some of our group not getting any pieces and falling behind by sheer luck. This is typical of the MMO endgame routine, but in recent years, many developers have implemented tokens to combat this -- it's nice to see Square Enix adopt it, just in time for the new Master Loot system to make raid lead's lives easier. The actual design of the dungeons themselves are brilliant, filled with steam pouring from pipes, metallic slides, and tons of personality throughout. It's a nice departure from the overused Allegan theme of Coil, and overall, I'm liking it a bit more. I also really like the soundtrack, as it gets me sufficiently pumped to take on the new encounters.  I'm happy with Heavensward's Alexander raid debut, and Savage mode is set to arrive in two weeks from today, which will bring about the aforementioned tougher fights, more akin to what a typical static group would expect.
Square Enix photo
I braved all four current floors today
Today marks the release of the Alexander raid in Final Fantasy XIV: Heavensward, a pretty monumental day for hardcore players. We've all been tirelessly working on our sets, ensuring that we make our way up to a respectable I...


Auto-loading more stories ... un momento, corazón ...