If issues one and two are any indication, I think â€œThe Sword of Justiceâ€ series will be both a highly entertaining read and also a great medium for advancing the lore of the Diablo franchise. So on both counts I applaud Blizzard and DC Comics. My only worry is that with only 3 more issues it seems like there is a lot of ground to cover to bring this story to completion. Of course who is to say that the story of Tyraelâ€™s sword will end with this comic series? Â And of course there is always the impending release date announcement of a certain video game that is sure to be chalk full of lore goodies.
Once I got past the introductory camp phase and onto Old Tristram Road, it was clear that Jayâ€™s tweet and the patch notes werenâ€™t just hot air. This beta test that I could previously play by resting my head on one side of my keyboard and rolling my face to the other and back was actually demanding my attention. The trivial AI found in normal kept the mobs from attacking in any sort of coherant or threatening manner, but the damage output is clearly more dangerous.
e, even with my seasoned StarCraft 2 APM paying dividends in a swift and efficient striking of the Q key to consume a potion. Countless hardcore characters will weep and perish in similar unpredictable situations that different boss modifiers will throw them into, especially in later difficulties where rare packs can roll more than 1 modifier.
Structured PvP (sPvP) in Guild Wars 2 can be a freeing experience for the veteran MMO player. Compared to ArenaNetâ€™s r/evolutionary vision for emergent and events-based gameplay in PvE and World-vs-World (WvW), the sPvP scenarios in Guild Wars 2 follow a more conventional design, which opens up a comfortable but still dynamic diversion for player-vs-player enthusiasts. On the one hand, ArenaNet has been lauded for its intention to shake up the traditional MMO mold as it relates to quest design and player participation in PvE areas. Rather than approaching Guild Wars 2 with the tried, true, and tired formula of centralized quest hubs and kill X, fetch Y activities, the Bellevue-based studio opted for a gameplay design based on dynamic content, wherein adventuring and advancement depend more upon tiered locational events than static quest givers. ArenaNetâ€™s game also highly encourages open grouping, doing away with conventional mob tagging, and incentivizing player collaboration.
Iâ€™m not saying the fight is disappointing with any of the dragons.Â I just feel the dragons should act more aggressively.Â The game with the best dragon combat, for me, was Skyrim.Â I know itâ€™s not an MMO, and I know that its combat is very different.Â But when a dragon takes to the skies and bombards me with fire and ice, I feel threatened.Â While playing during the first press betas, I talked with some of the developers who also enjoyed Skyrim.Â Iâ€™m not saying they need to do exactly what they saw there, but maybe expand upon those ideas.
The main reason I feel that this is an issue, is that ArenaNet has done a lot to make their MMO feel more like an action game.Â The fights against lesser opponents have that action like feel with dodging.Â Â But fighting against a dragon feels more like a more traditional MMO.Â It breaks the flow the rest of the game tries to establish.
Now Dragons arenâ€™t the only ones with this problem.Â I feel giants also suffer.Â A giant can take out half a group of people with one mighty blow, so I feel they translated its strength properly, but it follows a pattern with its attacks.Â Giants also have a very limited number of attacks, so memorizing all of them is actually pretty easy.Â I would love for the Giants to be revisited, and maybe gain a few more attacks.Â I think it would be awesome to see a giant swing a dead tree round, or maybe picking up players and throwing them!