Showing posts with label dread palace. Show all posts
Showing posts with label dread palace. Show all posts

14/06/2025

Dread Master Shintar

I have a somewhat strange relationship with operations in SWTOR at this point. I think most raiders would posit that for them, raiding is about some sort of progression: seeing the content, beating the challenge, getting the gear... and once you've hit your goal, you move on.

SWTOR doesn't really support that kind of attitude towards raiding anymore, or at least not if you're a long-term player. If you're coming to the game completely fresh, there's plenty to do and many encounters to work your way through, thanks to scaling keeping all the old content relevant, but new operations come out way too infrequently to keep existing players busy for very long.

I sometimes find myself wondering why I'm still so focused on that part of the game after more than a decade to be honest. I've seen all there is to see, many times, and while my skill at the game has improved over the years from sheer repetition, if I haven't been able to beat a higher-difficulty encounter that's been in the game for over a decade at this point, I'm not holding my breath that it's still going to happen.

I guess it's just a habit, a way of hanging out a few times a week, and the fact that Mr Commando and I do it together has led to a sort of feedback loop where we keep each other going even if one person's interest flags at some point.

That said, there's been turnover in the people we raid with over the years, and every now and then we'll get some fresh faces who haven't yet seen it all and who'll be excited to tackle this or that operation for the first time, and I'll be like "sure", because what else am I going to suggest?

In line with that we cleared Dread Palace master mode again a couple of months ago, and it actually went so quickly and smoothly (considering that some people had never done it before), that I found myself daring to hope for some personal progression for the first time in a while, because I'd never gotten the achievement for the timed run, which requires you to clear the instance within an hour.

Everyone was game for working on it, so we kept going back every week, just to get better at the fights and progress that little bit more quickly, with fewer wipes along the way. Progression was far from smooth, as some nights would see us one-shot the first four bosses in a timely manner just to keep failing on the final Council fight, while on others, we would mess up repeatedly at the very beginning and then never even finish the instance.

However, improvement did happen, and this Wednesday we finally got there. We were actually off to a very bad start at first and wiped twice on the very first encounter. We'd learned early on that whenever this happened, it was possible and indeed recommended to just reset the entire instance and try again from the beginning, but it still didn't seem to bode well for the rest of the evening. However, it turned out that the third try was the charm, and we then proceeded to one-shot every boss after that, including the Dread Council themselves.

Embarrassingly for me, I died a few seconds before the end because I got into healer tunnel-vision mode, focusing so hard on keeping someone else alive that I missed my own health getting dangerously low - oops. Fortunately we'd basically won at this point so it wasn't a big deal; it just made my "victory" screenshot look a bit awkward.

The Dread Master achievement pops up at the end of the Dread Council fight in master mode Dread Palace. I am dead, while the rest of my group is alive.

A guildie also recorded the whole run and uploaded it to YouTube if you're curious, though he failed to record his own voice so some bits of conversation may sound like non-sequiturs without the inclusion of his comments.

Anyway, it was just nice to have one of those little success stories to share, as they've become more and more rare for me at this point.

12/08/2022

A History of Story Mode Ops Difficulty

One of the downsides of playing the same MMO for a really, really long time is that you're likely to see certain bad ideas get repeated after a while. I'm guessing this happens because by a certain point you've probably been playing longer than some devs have been working on the game, so that they don't have the same context and experiences with the whole of the game's history as you do.

If you're a content creator like me, you also have the "bonus" of having receipts, meaning you can refer back to old blog posts and go "yep, this was already a bad idea back in 2012, and we said so at the time too". This might sound like it should be satisfying, but in practice it's honestly just deflating to constantly have to repeat yourself and wrestle with the same issues over and over again.

The specific subject that has made me think about this in the past two weeks is the difficulty of story mode operations. When SWTOR came out back in 2011, many people burned through the available raid content really quickly, complaining that it was both too easy and that there was too little of it. This was not my own experience, since I took my time levelling and didn't step foot into an operation until February 2012. And when I did, I loved it. We didn't kill Soa on our first night because everything was so new to us, but even then I noted that he was "still not too bad" and two weeks later I reported that my guild had cleared both EV and KP on story mode.

Explosive Conflict released in April, and I didn't write about clearing it on story mode until the beginning of June, noting that "story mode feels considerably overtuned". For people who weren't around back then this might sound a bit weird if you only know the operation in its current iteration, but back then, a lot of the mechanics that now only exist in veteran and master mode were also part of story mode, plus the gear requirements were pretty tight. Still, I didn't mind too much at the time and I had fun. It was a different time, and we were all still figuring things out - including Bioware. (I'll just say that my complaint from that post that "with 1.3 not containing any new raid content, PvE endgame will be a bit dry for the next couple of months" seems hilariously quaint in hindsight.)

My first experience with Terror from Beyond was a bit messy since it came out around the time that my first guild fell apart, meaning that my first visit there was a semi-pug and we only got two bosses down, but even then I noted, "the people who had told me that Terror from Beyond was a return to easier story modes were not wrong."

When I got to run Scum and Villainy for the first time in April 2013, I once again loved it. We only killed five out of the seven bosses during my first night, but that seemed to be down to the unusual length of the ops more than anything else.

When the two Oricon operations were released in October 2013, my first runs of them, into which we mostly went blind to allow ourselves to be surprised, were amazingly fun. I wrote about my first trip to story mode Dread Fortress (which we cleared in one evening) in this post and commemorated my first trip to Dread Palace with a short video called "Dread Palace in less than 100 seconds" which mostly involves a lot of giggling and squealing and finishes with one of my guildies going "best op ever".

It was as if Bioware was incapable of creating an operation that I didn't love at first sight - until the Shadow of Revan expansion that is. My post about Ravagers and Temple of Sacrifice was called "New Ops: Good Stuff, Needs Some Work" and primarily for one reason: the difficulty. "Sword Squad and the Underlurker in Temple of Sacrifice were probably the worst in terms of requiring both a high damage output as well as flawless coordination. These are not bad things... for a hardmode. But for story mode, which is meant to be the easy way of seeing the content, easy enough that you can do it in a moderately competent pug, this is an absolute killer."

I also still recall my first night in Temple of Sacrifice very vividly, because I still remembered the fun we'd had clearing the Dread ops for the first time and started recording our run initially... However, after several wipes on Sword Squadron I turned the recording off because fun levels were plummeting through the floor and I didn't really want to create any lasting negative memories of that night (as it turns out, that didn't entirely work). Underlurker was eventually nerfed, and significantly at that, though Sword Squadron can remain a bit of a pain in terms of damage output.

This is when the dark times of no new group content additions for several years began, and I later wondered whether it was a coincidence that this came about after these two operations. When we finally got our first new operations boss in the form of Tyth in April 2017, I noted while looking back: "I still think less of Ravagers and Temple of Sacrifice to this day due to their awful initial tuning, which hasn't actually been adjusted all that much even now, not to mention their propensity for pointless red circle syndrome. Frankly, I wouldn't be surprised if those two operations were at least partially to blame for Bioware's decision to not add any more of that type of content for a long time - raids that unfriendly towards both casual players and mid-level guilds can't have boasted particularly high participation numbers."

As for Tyth himself though, I was once again in love, and why? "When I first went in with my guildies to kill him on story mode, he absolutely melted. [...] "That was way too easy," I heard some guildies mutter, but I was wide-eyed with delight. That's exactly how story mode should be to an over-geared, organised and well-practiced group, or else it will be a killer to pugs. In fact, I'm sure there are pug groups wiping on him even now. And that's okay, because this game isn't about always succeeding at everything on the first attempt. But he should be well within reach of even casual players sticking their noses into a story mode for the first time, and that's how it should be."

The piecemeal releases of later bosses in the same operation had me a bit more sceptical in terms of their difficulty tuning, but Izax was pretty cool. I particularly gave Bioware credit for managing to create a fight that was both very involved but still casual-friendly by employing a little trick: "My favourite part of Bioware trying to make this ridiculously long and initially somewhat complicated fight more casual-friendly without neutering the basic mechanics is that while the encounter is active, the cooldown of all combat resurrections - which is usually five minutes - is reduced to thirty seconds. What this means is that the devs could allow certain mechanics to kill people without frustrating the whole group by enforcing a wipe. As long as you still have control of the fight overall and your healers/res-capable damage dealers are on the ball, you can allow people to fall over and get them up again a ridiculous amount of times. The death still teaches a lesson, leaving the victim with another repair bill and probably feeling slightly sheepish, but things keep rolling and remain fun for the group as a whole." Sadly this mechanic broke at some point and has remained unfixed for years as far as I'm aware, which has made the fight considerably less casual-friendly in later patches.

With the release of Onslaught we got the Nature of Progress operation, for which I had a lot of praise again, though there were a few criticisms too... one of them once again - surprise, surprise - the story mode tuning: "Story mode is no Gods of the Machine for sure (thankfully!), but fights like the two gauntlet bosses still require an amount of co-ordination that I wouldn't expect to find in your average pug. This strikes me as a shame as it once again means that the content will remain inaccessible to many more casual players even on what's supposed to be the easiest difficulty, which is particularly sad considering what a fun operation this is."

There is a very clear theme in all of this: I like my story mode operations to be easy. I think the name story mode more than implies that it should be easy, with its primary purpose being to allow people to see the story. It's okay to have some mechanics that can kill people, and there's nothing wrong with some wiping while you're still figuring out basic mechanics and/or if you're in a pug, but a co-ordinated group of guildies on voice chat should surely be able to breeze through without any major issues and while having a good laugh.

I understand there are incentives for devs to make even story mode somewhat more difficult, for example to prevent people from rushing through the content too quickly, or because it's much easier to sell people on the idea of nerfing something that's initially too hard than the other way round. Though honestly, I've never ever felt bad about an operation supposedly being too easy on story mode. Easy is fun and inclusive and allows for a bit of silliness.

Also, first impressions are important, and if an operation gets a bad reputation early on, it can put people off for a looong time. Ravagers and Temple of Sacrifice aren't viewed as particularly tough after some nerfs and almost eight years after their introduction, but Gods and Dxun are still places that people avoid due to them feeling like too much of a hassle even on story mode. Dxun story mode was actually nerfed pretty considerably with the launch of 7.0, but it took months until people even started to notice because they just reflexively didn't even want to spend as much time there.

Why am I telling you all this? Because by this point, ten days after 7.1, I would have expected to give a brief summary post of what the new operation "R-4 Anomaly" is like, but my regular ops team - used to raiding veteran and master modes - still hasn't been able to kill the last boss on story mode after five nights. We obviously get the mechanics by this point, but we just can't meet the dps check and get overwhelmed by adds at the end. As the fight takes about ten minutes, it's particularly "fun" to go through all that over and over again, just to then wipe with the boss at 0.3% health. It simply overshadows everything else I might have had to say about this new operation.

I'm sure we'll get there eventually, even if it's by sheer luck, but either way it hasn't been something I would call a fun experience. Plus for me it's extra frustrating that I've basically been telling Bioware to not make freaking story mode ops so hard for a freaking decade, and yet here they are doing it again, worse than ever. I just don't understand.

09/06/2020

Swtorista hits 100k subscribers, I get to run DP with her

I posted about the way Swtorista celebrated hitting 20k YouTube subscribers back in 2017, I posted about her hitting 50k last year, so it only seems appropriate to post about her hitting 100k this year - and not just because I got to be a special guest of honour (gasp)!


This time around she decided to celebrate the occasion with a twelve hour long stream this past Saturday, and being her usual community-minded self, lots of people were invited, including me! Unfortunately I had to decline her original proposal to join for a dedicated segment about content creators because it was scheduled to start at 4am my time... and while it technically would have been possible for me to stay up that long on a Saturday, I'm too middle-aged at this point to do without sleep for that long.

She was undeterred by this however (how is that for making someone feel special) and invited me to a different, earlier event instead: a 16-man ops run with her guild and some other guests I knew, such as Intisar and Ajay (I don't know if they also had issues attending the other segment). I was more than happy to join for that, especially as I knew that I was going to miss the by now traditional mass emote event due to it colliding with my regular ops time.

I hadn't played Shintar the Cathar trooper on Star Forge since before Onslaught, and while level 70 was technically high enough to enter DP story mode, I decided to put the little bit of extra effort in to get her to 75 before the event. Plus I also wanted to have the taxi and quick travel points on Oricon unlocked, just to make sure I wasn't going to end up being one of those people who go: "Oh, I haven't done Oricon on this one yet! Can I have a summon?" (You know who you are!) Someone offered a guild flagship transport anyway so it wouldn't have mattered, but I was still satisfied to hit 75 a few hours before the start of the run.


Running the operation with Swtorista and her guild was fun and... interesting. In a way her guildies reminded me a lot of my own, not necessarily in any details of their personalities, but let's just say that there were a lot of "archetypes" present that I certainly recognised, such as:
  • the one who realises that their level 75 alt doesn't even have a ship so they can't be summoned
  • the one with the character named and dressed according to a silly theme
  • the one who likes to do funny voices on voice chat
  • the one who likes to make dirty jokes on voice chat
  • the one who doesn't talk much but tops the dps meters and is always the first one to make a beeline for the right objective/target, providing guidance for the less attentive players
Honestly, that alone would have been worth a chuckle, but the whole run was pretty good fun too.

I had told my own guildies about the event as well, and a few of them even came to watch the stream and say silly things about me in stream chat, which made me feel all warm and fuzzy inside.

I also recorded the event from my point of view and uploaded a video of it again:



Originally I was going to call it "highlights" but considering that it's still about half the length of the run I think referring to it as a condensed version of the event would probably be more honest. Swtorista also uploaded an unedited version of the whole thing on her own channel (though it starts a bit after mine) if you prefer that. Plus she posted a Twitter thread documenting everything else she did that day if you want to check it out (she did do lots of cool stuff).

Anyway, many thanks to Swtorista for inviting me (some of my guildies think I'm super famous now, haha) and what can I say but to the next 100k subscribers?! Just don't forget to leave yourself some time for just playing the game too, girl!

04/08/2019

Master Mode Dread Council

Mine and my guildies' ambitions to knock out as many ops achievements as we can - before the coming expansion potentially makes the fights more difficult again - continue. The latest encounter to fall to our might was the Dread Council in Dread Palace on master mode. Unfortunately I didn't get a kill video of this one as I noticed halfway through the fight that my GeForce experience had unexpectedly stopped working, and then that very same attempt - which hadn't even felt all that great up to that point - unexpectedly turned into a kill.


The thing that made this fight particularly interesting to me is that it's one that I'd never even tried before we started working on it this time around, not even back when you could over-level the operation. I'm actually not sure why, as we did kill the first four bosses back then, but that's just how it worked out.

I also didn't really do any research on the fight or watched videos about just what was different compared to veteran mode, so I was utterly delighted the first time we reached the end of the phase with the two ghosts, when Styrak and Brontes did something totally new that they don't do on either of the two easier difficulties: they repeated additional mechanics from their solo fights in Scum/Dread Fortress. Specifically, Styrak does his "now you'll see real power" move where he grows big and you get surrounded by small copies of him that try to trap you, and Brontes summons little reaches that connect through deadly electrified beams just like she does during the first transition phase of her solo fight. I thought that was a great example of how you can make a nightmare mode fight feel different and exciting beyond just making everything more deadly, something that SWTOR hasn't traditionally been that great at.

As a healer, I didn't find the fight particularly interesting in terms of my role - the main challenge was spacial awareness, as the group has to spread out and move around a lot, so when death marks go out you have to be able to quickly run across the room to be in range of everyone you need to cleanse before they die.

That said, there is something fascinating about the fight when you watch it, which is why I'm actually a bit bummed out that I missed the opportunity to record our first kill. It's quite "dance-y" in some respects, but everyone has to do a different dance while making sure not to crash into anyone else. I always particularly enjoy watching the tank who has to handle Bestia solo run across the room like a headless chicken to get her debuff to drop off, just to then get punted all the way back to where they started. It helps to know that actually, their running isn't as random as it looks, as they have to make sure to keep a distance from the other bosses so that Bestia doesn't buff their damage, and they have to position themselves just right before the punt so that they don't go flying over the edge to their death.

Speaking of people falling to their deaths, you only die from fall damage if you're already on less than half health when you go over the edge, so every time a wipe was called it became a bit of a fun challenge to allow your health to get low enough so that you could jump off and die without incurring repair bills, but before the abilities of the masters themselves had a chance to kill you.

Also, for some arcane reason related to how it's programmed, we soon learned that every set of Brontes' reaches that spawns gives 625 Conquest points when it disappears again. I've never counted, but I think you get at least a dozen spawns throughout the phase, if not more, which meant that each attempt that at least saw us through the reaches phase (even if some people died in the process) gave a huge boost to our guild's Conquest total. Not something you can easily farm specifically for Conquest gains, but it softened the blow of each wipe to know that we'd at least contributed something to the guild in the process anyway.


Oh, and when the masters finally died they dropped a cybernetic rancor mount, which was won by one of our tanks. Looks pretty spiffy!

21/06/2016

Still Operational

I haven't written about operations for a while, even though I still run them at least once a week. The more cynical among my readers might say that there's nothing to talk about because Bioware hasn't released a new operation in over a year and hasn't even hinted at any future plans to do so. However, my ops posts have rarely been about content releases and more about progression anyway. And despite of the general doom-and-glooming going on in regards to ops, my guild continues to be entertained well enough by them. Sure, we've had some old hands hang up their hats not long ago, but we've also had fresh, enthusiastic recruits, so things have evened out. Churn is always a reality for guilds, and we haven't really experienced any more of it than in previous years.


I've mentioned before that I've been kind of surprised by how little I actually seem to mind having to re-learn bosses that we previously downed when they were easier (because we could outlevel them by 5-10 levels). It's just fun to hang out with my guildies, and spending our time re-learning how to beat Thrasher on nightmare mode is as good an excuse to do so as any. What I do miss though is the excitement of a new boss kill, because that's definitely not present in quite the same way anymore. No achievement pop-ups, no useful gear drops for my main, no glowing pride that makes me want to make a video of the boss kill... because I probably made one months or even years ago already.

I think the main thing that keeps us going right now is the sheer wealth of fights we still have to "re-do" or even beat for the first time. 4.0's re-tuning has caused some odd shifts in difficulty as well.

Eternity Vault/Karagga's Palace: Not much news to report here - still the easiest ops by far and very much worth a visit when either one is the featured hardmode of the week and can be farmed for easy 224 loot.

Explosive Conflict: This place was such a pain in the butt on NiM when it was current content, and this experience has largely been re-created in 4.0. However, in one of the aforementioned difficulty shifts, the dps check for Firebrand and Stormcaller has become ridiculously intense now. It used to be that if you could kill Zorn and Toth you were also fine for the tanks in terms of dps, but this is no longer the case. Our guild's second group has beaten the fight, but even they admit that it's incredibly hard and that they've had to rely on "cheese tactics" such as using a Guardian tank's saber reflect for insane extra damage. My own group has sort of shied away from even trying it again because we are usually so far behind on dps that we don't even hit the enrage but rather end up with mechanics overlapping in bad ways before we've even hit the first defensive measures phase.

Terror from Beyond: We've had some goes at the second encounter on NiM and in somewhat of an inverse situation of the above, the Dread Guards don't seem nearly as much of a road block now as they used to be. However, I think we still kind of remember those days all too well and it makes us a bit timid when it comes to investing progression time here. Plus, even if we got them down we'd then have to face Operator next, who is quite a pain on NiM as well.


Scum and Villainy: This op seems considerably easier on NiM than it was in its original incarnation, because I remember back then we couldn't even down the first boss until nearly a year after its release, by which time we were overgearing the place by several tiers. This time however we are actually already up to working on the Cartel Warlords... whenever we can actually get to them in any given week, because killing everything leading up to them - while proven to be within our capabilities - is still far from smooth sailing. I'm not too hopeful for Styrak on NiM though, considering that we sometimes still run into the enrage even on hardmode when people aren't fully on the ball.

Dread Fortress: There's something about second bosses, because once again few of us really seem to have the stomach to work on Draxus - I can't actually comment on his post-4.0 difficulty, but I do remember all too well how much of a pain he used to be at level 55. The way the fight is split into waves that require people to learn a perfect rotation of interrupts while splitting their damage just right is simply super annoying. Having to wipe every time a single person messed up a single interrupt is a special kind of tedium.

Dread Palace: Sadly, this place has been a complete no-go for us as the very first boss hits so hard now that our tanks go squish in the blink of an eye. There was some talk about having them re-gear in a way that's otherwise sub-optimal to increase their endurance but in practice it's just ended up being another fight that we've postponed until a later date.

Ravagers: The two 3.0 operations at least are the one place where we can do "real" progression as I had only got the first two bosses in Ravagers down on hardmode during the Shadow of Revan patch cycle. Torque HM was a genuine progression kill for me in 4.0, but most of my group had already got it before KotFE's release so nobody felt like having a big celebration. Now nobody wants to spend time on Master and Blaster because it's supposed to be oh so hard and will take us forever to learn.


Temple of Sacrifice: In another example of strange re-tuning, the Revanite Commanders, who gave us massive trouble pre-KotFE, were apparently nerfed in some manner so that they are now ridiculously easy compared to the fight's previous difficulty level. We used to wipe and wipe and wipe on these guys... but when we first went to ToS HM after 4.0, we one-shot them, and that with several people in the group who hadn't even attempted the fight before. My one and only piece of genuine progression since 4.0 and it was depressingly anti-climatic. This of course leaves us with nothing but Revan himself in this operation, who is supposed to be the hardest fight in the entire game, so... probably not our best avenue of progression when looking at all the other areas in which we still fall short.

While we are certainly not bored, I'm still hopeful that Bioware will eventually decide to add more operations to the game again - and hopefully do better at making them fun than they did with the last couple, whose enjoyment (for me anyway) suffered a bit due to nonsensical circle mechanics and bad difficulty tuning.

21/06/2015

Back to Old Haunts

I'm still very excited about Knights of the Fallen Empire, but I feel that at the moment, too much about it is still unknown. Speculation like me commenting about the possibility of faction barriers disappearing in my last post can end up being refuted the very next day. The devs have promised that they will give us more information on all aspects of the new expansion over the course of the next couple of weeks/months, so I guess I'll wait until that time to comment on the more important changes.

Meanwhile, it's been almost two months since I expressed some dissatisfaction about the current difficulty level of operations. As is sod's law, we got a new boss kill two days after I made that post, but since then things have been stalling again. Our attempts on the Revanite Commanders always fall apart in the last phase. On Torque we haven't had as much time to practice since he was bugged for a while so that his flame vents were invisible, but he feels like a very tough fight too. I think there's still a chance that we might get either of those two fights down before the expansion, but it's not guaranteed. Either way, the fights after that are guaranteed to be road blocks for us, as they are known to cause even players who are much more skilled than us considerable difficulties.

The release of the Monolith boss on Ziost didn't offer much of distraction either. On normal mode he doesn't drop anything we can use, and on hard mode he's just as hard, if not harder, than the bosses we are struggling with right now (if you are following the mechanics as intended). There's been talk about how you could ignore the mechanics and brute-force your way through the fight with an extra healer, but I've heard people say that this has finally been patched out now... either way it's not a particularly appealing progression path either.

I've really been struggling to stay motivated and maintain my operations attendance, especially with the way Bioware has been keeping quiet about when we can expect new group content to dig our teeth into. At least we know now that things will be shaken up in October, even if we don't know what Bioware's exact plans for operations are in the expansion.

Fortunately my guildies and I seem to have found a way to distract ourselves while still keeping busy within the game, and that's by going back to old operations and knocking out achievements that we haven't got yet. We're not the only ones who have chosen to go down this path either. Pre 3.0, we were 4/5 in Dread Fortress NiM and hadn't killed anything in Dread Palace NiM. We've gone back there a few times since then and killed Bestia, Tyrans, and made some very good progress on Brontes. After how sluggish things have been in "proper" progression, it's been great fun to make so much more tangible progress again in such a short time, even if it's on old content.

It's been fun too - the fight mechanics are far from negligible even now, but considerably less deadly, thanks to our increased health pools. Combine this with dps requirements which are much easier to reach with our higher level gear, and you get a fun learning experience for all. I found Dread Master Tyrans to be a particularly fun fight, since you can now mess it up in a lot of (often amusing) ways before wiping the group: unintentionally falling down, removing the wrong tile, placing fires all over the place etc. It was good for quite a few laughs.

 
Not even sure how we did that...

How are other guilds dealing with stalling progression and having little information about what's to come?

28/01/2015

Adventures in Old Content

After the release of 3.0, when it turned out that Bioware had forgotten to adjust the commendation drops for certain types of content to the new level cap (meaning that old flashpoints and operations actually gave better rewards initially than the new ones), people asked me repeatedly if I wanted to join for some classic ops runs to min-max my commendation rewards, but I pretty much always said no at first. After more than a year of having nothing to work on but Dread Fortress and Palace, the last thing I wanted to do as soon as we got some new content was go back there! And how long have Terror from Beyond and Scum and Villainy been in the game now? No, thanks.

Of course, two months later the shine of the new operations is starting to wear off and I feel ready to mix things up with a run of classic content again every now and then. It's been interesting.

One of my main concerns in regards to the 3.0 combat changes had been how they would affect ops encounters that relied on interrupts and dispels to have very specific (shorter) cooldowns. As it turns out, Bioware applied a simple if not very elegant band-aid to at least some fights (I only noticed it in Dread Fortress and Palace, though that doesn't necessarily mean that it wasn't present elsewhere). What happens is that as soon as you start the encounter, you'll receive a buff called "Classic Encounter" which resets your dispel cooldown to what it used to be for the duration of the fight.


It works well enough and was probably a lot easier to implement than going back and adjusting the fights to the new cooldowns, but it's a bit clunky as the buff doesn't appear until you pull - so you may very well be scratching your head just before the fight (like I did), wondering how you're supposed to deal with the required dispels. Also, as far as we could tell it doesn't affect interrupt cooldowns, even though the shorter cooldown on those also used to be pretty crucial to some fights.

On the Raptus fight in Dread Palace we also ran into a bug that was supposed to have been fixed in a recent patch, namely that the healing challenge is acting wonky and the NPC you're supposed to heal pretty much dies in the blink of an eye, making the challenge impossible to pass. You can still complete the encounter afterwards (at least on hardmode, which is what we did), but it sure felt odd to encounter new bugs in old content.

The thing that I found the most striking though was that all the hardmodes we did for the various classic ops weeklies were still pretty hard, even at level sixty. As seasoned veterans of the fights we generally made it through them without too much trouble, but it someone messed up too badly it still resulted in a wipe.

I couldn't help but think that this doesn't make for a great environment for casual players interested in operations at the moment. Several fights in the new story modes are hard enough to be pug killers, yet it seems that people can't even go back and steamroll the old content for a couple of easy comms. This is quite a contrast to 2.0, when both TFB and Scum were pretty accessible on story mode, and by which point Eternity Vault and Karagga's Palace could easily be pugged even on the highest difficulties. (Explosive Conflict not so much, but that wasn't as much of an issue simply because there were other options.) I'll admit that it's been a while since I last pugged an operation myself, but at least from the outside the pug scene for operations looks pretty dire at the moment.

30/09/2014

Victory at last

This Sunday my guild finally killed the Dread Guards in Terror from Beyond on nightmare mode. A couple of people had done it before, but for me and the majority of the group it was the first time. This finally ends a personal vendetta of mine that has lasted for more than a year.

You see, this fight was progression for us back in July last year. We spent the better part of two months wiping on it without really getting anywhere close to defeating the encounter. When Oricon came out, we were happy to move on to the two Dread operations. We did come back to TfB NiM a few times, and did better every time the more we overgeared it, but we still couldn't quite beat those bloody Dread Guards. Therefore finally achieving victory, even if it happened about a year too late, still meant a lot to me.

These guys were still no slouches either. We mostly did okay on the first two phases, where we had previous struggled with a lack of both healing and dps, something that was relatively easy to overcome with better gear. But the third phase was still manic, as there are just too many things going on at the same time: red circles, adds, Kel'sara's yellow beam, Force Leech... can't pay attention to everything at once! When we finally got the kill, half the group was already dead - and that while wearing gear that's six to twelve item levels higher than the stuff that drops in there.

I can definitely see why the hardcore raiders loved this tier - and why less than two percent of the game's population actually played it. Maybe that number is up to three percent now, who knows. Either way: haaard.


I like the little "+100 prestige" pop-up there... I didn't even notice that while playing.

I realise that once again I haven't actually written about my group's ops progression in a while. I think the last post on the subject was this one back in June, which consisted of me moaning about how the removal of the Nightmare Power buff didn't really seem to make us that much better at killing Draxus.

We did get over that hump eventually and then got up to 4/5 relatively quickly... but since then things have stalled somewhat to be honest. While we can kill the first four bosses in Dread Fortress on nightmare now, it's not always a perfectly smooth experience, usually leaving us with a limited amount of time for attempts on Brontes. We've also had many weeks when important group members couldn't make it and we had to make alternate arrangements, without even getting to the last boss. We never even tried to kill anything in Dread Palace nightmare with the Nightmare Power buff active. We gave Bestia a shot shortly after the buff was removed, but even then the fight still seemed hard enough that it didn't feel worth it to shift our progression from Fortress to Palace.

I think I'm probably not the only one who's just a bit tired of these bosses at this point - not of the game in general and not even of running operations, just of the Dread Masters. We've been fighting them for a whole year now, and even with the various levels of difficulty the experience was bound to become stale eventually. Part of me is actually glad when we can't do progression on Oricon some nights and have to entertain ourselves elsewhere for the evening, like we did in TfB on Sunday. Sure, I've done TfB way too many times as well by now, but at least not every week for the past year.

27/05/2014

What makes for a good boss fight from a healer's PoV?

The other week Healing SWTOR wrote a list of their "top 5 SWTOR bosses to heal", and when I commented on it (because originally they forgot to actually add a fifth one to the list) they asked me about my own favourites. I couldn't think of an answer right then but decided to give it some more thought.

As it turns out, I found it really difficult to come up with a ranked list of bosses. Most of the time when I enjoy a fight, it's not for any reason related to how it feels to heal in particular; it's enjoyable in any role. Likewise, whenever I find an encounter annoying, it's usually not just because of what it does to the healers. Exceptions exist but they are rare. One example I can think of is the Terror from Beyond, which is a brilliantly engaging fight from a dps point of view (in my opinion) but boring as all hell to heal, because a lot of the time there just isn't anything to do for the healers.

Still, it did get me thinking about the general subject of what makes an encounter fun from a healer's perspective. In the end I came up with the following criteria for myself:

It mustn't require too much or too little healing.

Now this is obviously very subjective depending on skill, as one person's "too much" might be another player's "just right". I do think there are some fights that really stand out as hitting either extreme though.

Olok the Shadow in Scum and Villainy, to me, is an example of a fight with almost non-existent healing requirements. Now, that fight has other problems, most importantly that it's just too long and uneventful in general, but it's particularly bad from a healer's point of view because a lot of the time you just feel redundant. Both the upstairs and the last phase cause very little damage and you'll probably spend a lot of time just standing around and adding lacklustre dps out of sheer boredom.

It's a bit harder to qualify when the incoming damage during a fight becomes too much, but I remember the Dread Guards on nightmare indeed feeling like a nightmare to me, because even if I spammed heals like crazy until I was out of ammo, it never seemed to be quite enough, and I just became more and more stressed out with every attempt.

There needs to be a rhythm to the damage patterns.

Healing in SWTOR is a very rhythmical activity from a mechanical point of view, simply because of the way resource management works, and good encounter design takes advantage of that: for example by including times where you have to heal extra hard, burn cooldowns and so on, as well as times where damage is lighter so that you can recover a bit if you overextended your resources previously.

Dread Master Brontes is a good example of a fight with a great rhythm. It starts out easy with some damage on the tanks and tentacle dodging, then things ramp up a little once the failed clones spawn. While dps down the droid adds, the healers can recover a bit if needed or help by adding a little bit of extra damage, but from then on things just keep getting crazier until the fight ends in a mad climax of people being bounced around every which way and taking lots of damage in the process. When you get her down at the end of that, it feels like a great achievement.

It doesn't always have to be that complex either. To use an older and simpler example, take the first boss in Eternity Vault: he alternates between phases of doing light damage and phases of doing lots of damage throughout the fight pretty much until the very end.

Bonethrasher in Karagga's Palace on the other hand is an example of a fight with a fairly poor sense of rhythm, since it's more or less the same from start to finish and he attacks people completely at random.

There should be things to do other than heal.

As much as I love healing, whack-a-mole and all, if I don't have to pay attention to anything else it gets boring pretty quickly, and circles on the ground only provide a limited amount of distraction in the long run. There should be something else that I have to pay attention to at least at some point to the fight: maybe we all have to change position together, maybe I have to add a bit of dps during a burst phase, or maybe a button needs pushing at a specific moment. Just... something.

Prime examples of this: Soa with his platform jumping and Operator IX with all the colour-related mechanics.

Dispels should be handled with care.

Now this is something that's only become a bugbear of mine quite recently. I always thought SWTOR took a reasonable enough approach to dispelling since it had cooldowns on dispels from launch, making it clear that they weren't something intended to be spammed. And then... they gave us fights like Nefra in Dread Fortress, who puts a DoT on the whole raid something like once every thirty seconds. If you have a group where nobody but the healers can dispel (which I often do) you end up hitting it pretty much on cooldown, as well as hating all your dpsers for having rolled classes that can't cleanse at least themselves.

There are other ways to make dispels annoying too, such as on the Dread Council. Tyrans only casts his death marks about once a minute, but on hardmode they need to be dispelled asap or the afflicted person dies. Now, having an unforgivable mechanic like that isn't necessarily bad, but just like on Nefra, requiring more dispels than you are guaranteed to have dispellers can cause group make-up to increase pressure on the healers dramatically. On that particular fight it's also an issue that you're supposed to dispel things in a predetermined order (if you are limited to two dispellers) because it can be really hard to tell some debuffs apart, even if you increase the icon size to its absolute maximum on the UI. Making me feel like I'm fighting the UI instead of the boss is never fun.

Compare this to, for example, the person who needs to stay on the ground on Firebrand and Stormcaller in EC NiM. At level fifty, not dispelling the debuff there led to guaranteed death as well, but you only needed one person to take care of it (which could be done by any healer with no issues), and the bright yellow beam gave an obvious visual cue even without having to squint at debuff icons.

Basically: if there are dispels to be made, they shouldn't be so numerous as to require your healers to hit their dispel more often than some of their heals, and if there are any dispel-or-die mechanics, they should be obvious from a UI perspective and again, not so numerous as to punish groups with fewer dispels.

13/05/2014

Nightmare Operations - Operations Nightmares

It's been a while since I've written about my PvE endgame progress. Two months ago I noted that we finally killed Brontes on hardmode and predicted that we should be able to get the Council too before 2.7 released. I was right. In fact, as soon as we got the Council down once, we were able to repeat that kill pretty consistently in the weeks afterwards, while Brontes is still giving us trouble on our farming runs. I just don't know what it is about that fight.

We also went back to give Scum NiM another go and actually got the first boss down. We also had some decent tries on Titan 6 that night but messed up too many times to really get anywhere. I still can't believe how hard those 2.2 nightmare modes are, even now! Just... mad props to the people who cleared this when it was current content.

Ever since the release of nightmare mode for Dread Fortress, we've been working on that. We got Nefra down on our first night - she's comparatively easy, as you just need two people to learn a new trick for nightmare mode and everyone else can basically continue playing as if it was hardmode. Since then, we've been working on Draxus.


Oh that Draxus.

He's one of the trickier bosses on any difficulty really, due to the consecutive add waves requiring different people to do different things, but on nightmare all this basically gets tuned up to eleven. The most glaring example is that using an interrupt locks you out of interrupting anything again for the duration of that wave, so you have to set up whole rotations including tanks and healers. It's pretty nuts.

We've been making some progress, but it's slow. I hope that we don't end up with another Dread Guard situation. (We spent over two months trying and failing to kill these on NiM, until the release of Oricon "saved" us by giving us something else to run. I still haven't got that kill.) Especially since it looks like the next new operation is still going to be more than a few months away.

Then again, we might actually benefit from what they are doing with Nightmare Power this time around, as they've announced that the buff will already be removed in 2.8. While fights like Draxus are very much about execution, having less health to burn through and taking less damage would still work to provide a bit of a buffer to make unforgiving mechanics a bit more forgiving, maybe allowing the raid to recover from a mistake that would previously have been a wipe. We'll see.

All I can say is once again that I'm quite in awe of the people who clear this content with ease. I listen to people like Mae from TOROCast and her slightly exasperated complaining about how these new nightmare modes are way too easy because it took her guild only two days to clear them (or however many days it was, a small number in any case) and my mind just boggles.

I believe that all the people in my ops group are good players - they know how to gear, how to play, how to execute tactics... but we all make mistakes. And that seems normal to me, whoever doesn't make the occasional mistake? Miss an interrupt, taunt the wrong thing, stand in the wrong place at the wrong time? Well, on fights like Draxus NiM, every one of those mistakes will wipe the group, even if it was just one person getting one small thing wrong. I guess true NiM raiders don't make mistakes, or at least it must be extremely rare.

04/03/2014

Operations Progression

This past Sunday my 8-man ops team finally downed Dread Master Brontes on hard. I say "finally" even though we didn't spend that many nights wiping on her, but whenever we did it felt a bit like we were struggling more than we should have - if that makes sense - wiping a lot to repeating the same mistakes over and over, until we finally found just the right way to handle each phase. I won the Volcanic Kell Drake pet that she drops as well, so double yay for me!


That leaves the Dread Council itself in Palace hardmode as the only encounter in this tier that we haven't downed yet. With how many different moving parts that fight has, I expected it to be a major pain in the butt, but after actually seeing it for the first time and judging by some comments I've seen from others, it might not turn out to be as bad as I thought. Seeing how nightmare mode Dread Fortress isn't scheduled to come out for another month, we might actually complete the current highest tier while it's still current! Off the top of my head, I can't think of a time I ever managed to do that before, either in SWTOR or back in my raiding days in WoW. I'm quite giddy at the thought.

Then again, the question of what the current highest tier is is a bit relative. Dread Fortress and Palace may well drop the best gear in the game right now, but my guild has only killed a single boss in TFB NiM, so that content continues to sit there, taunting us. The other night we went in with a bit of a hodgepodge group and almost got the Dread Guards down, but only almost. Scum nightmare is even worse: the last time we went in there, already wearing a lot of 78 gear, we tried to one-tank the first fight to maximise our damage output and still failed on both mechanics and dps. (Mind you, that one felt to me like we should be able to do it with a bit of practice, but still... it's a bit discouraging to fail on the very first boss of the previous tier once you outgear the fight, even on NiM.)

I'm not sure how happy I'd be to go back to TFB and Scum to work on the nightmare modes there now. I mean, they are great operations and I love them both, but TFB originally came out one and a half years ago. We learned it on story, we wiped on and later farmed it on hardmode, we spent two and a half months trying and failing to kill the Dread Guard on nightmare, until Oricon came out and brought blessed relief in the form of a much-needed change of scenery. Having three difficulty tiers to progress through within the same operation is just a bit tiring. I mean, the gear we have now should make it considerably easier, but we've already seen that the fights from that tier remain challenging even once you overgear them, so it would still be proper progression with lots of wiping.

From that point of view I'm not really looking forward to the release of Dread Fortress and Palace NiM either to be honest. We just don't have a history of being very successful in nightmare modes, and considering that we still struggle with the ones that we already outgear, I can't see us doing very well in nightmare mode Dread Fortress when it gets released in April. Here's hoping that Bioware will surprise us and give us a completely new operation sooner than expected... and for now, we still have a Dread Council to defeat.

15/01/2014

Just Another Dread Palace Pug

I was happily PvPing away by myself tonight when a guildie asked me whether I wanted to come along to a 16-man Dread Palace pug. Since it had been a while since I had done a 16-man, or a pug operation of any sort, I agreed to come along for a change of pace. Not to mention that it promised a chance at finally completing the Oricon story chain on my Scoundrel alt (who had already done the Fortress part, but not Palace).

As these things pretty much always go, it took a while to get a full group together, but having anticipated as much, I made good use of that time taking care of a couple of things away from my keyboard. Once the group was full, we started clearing trash with a very optimistic attitude... just to run headfirst into a metaphorical brick wall in the form of the first boss. This wasn't a good sign as she's pretty easy on story mode, at least compared to some of the other bosses.

After two or three wipes people started to drop out in annoyance, but my guildie, who had somehow ended up with leadership of the group, kept refilling the empty spots quickly, pulling in more friends and acquaintances in place of complete strangers and handily improving the average skill level of the group in the process. Eventually we got the first boss down, and the next three followed without too many issues, which completed everyone's weekly quest as well.

But then came the last encounter - the council fight - and it was still as manic as I remembered it. We wiped, we dithered, we wiped, we had to replace more people, we wiped again, and the mood in the ops group was growing increasingly restless. With how long it had taken us to get the first boss down and to rotate people in and out, we had been at it for three and a half hours already. Some people wanted to go to bed, and others questioned whether there was even much of a point in wiping to the last encounter when it wasn't needed for the weekly. I was a bit torn myself, feeling increasingly tired myself but also hating that feeling of "giving up" so close to the end.

In the end we agreed on one last try, with the group down to fifteen people already. Initially we seemed to be doing alright, with only one or two random deaths, and overall we were more in control of the fight than during previous attempts. Then the Dread Masters all jumped to the middle, a bit earlier than we would have liked, and massive AoE began draining away people's health faster than the healers could replenish it. One by one people dropped and there were still too many bosses alive.

Eventually there were only four players left standing, two dps and two healers, still facing two bosses doing damage to them.
Then we were down to three players.
Then two players.
Another boss went down, leaving only Dread Master Calphayus up, but still draining away the last two players' health.
Chat was filling with mixed messages as people were expressing disappointment about us wiping while others were still hoping that we'd manage to win somehow. And then...


It was just a story mode pug, but those of us who were on voice chat together laughed and cheered as if it had been a hardmode kill. It was an epic ending to an evening fraught with the typical difficulties brought on by pugging raids, and that ending alone managed to make the whole experience worth it. Don't get me wrong: completing my story quest and getting some loot was good too, but honestly, I would have done it just for that screenshot. If only I had had the foresight to record the whole thing...

05/11/2013

Thoughts on Dread Fortress and Palace

When Oricon was first released, I made a post about my first impressions of Dread Fortress, and a few days later I summed up my initial experience of Dread Palace in a short YouTube video. I did want to spend a little more time talking about both operations though, seeing how they wrap up a  story arc that has been running through the game for more than one and a half years now.

I don't actually have that much to add to my Dread Fortress post, because it still sums up my thoughts about the story mode operation pretty well. The only thing I forgot to mention was the hilarious exploding droid trash leading from the second boss to the fourth, which seems to regularly leave up to half of our raid dead on the floor. It initially gave me flashbacks to the first hallway of trash mobs in WoW's Tempest Keep back in Burning Crusade, and how the melee regularly cried that they might as well just stand back and do nothing for all the good they did. Of course the difference is that the exploding droids can be rendered completely harmless by a bit of coordination of stuns; it's just that most of the time people don't seem to want to put that much effort into handling trash.

On hardmode we're up to Corruptor Zero at the moment, whom we haven't downed yet, which hasn't been helped by some hiccups with our roster as well as the fight seemingly changing with every patch - and it's not always clear whether the changes are intentional or bugs.


As for Dread Palace, when we entered it for the first time, someone commented that it seemed a bit lacklustre and tacked-on, what with the way it was designed as a straight hallway with five tunnels leading off to one boss encounter each. Oh, how wrong that turned out to be.

I have to admit that I ended up being really impressed by that instance. Bestia isn't the most imaginative of fights (tank swap, adds and red circles, yawn), but on pretty much all the other encounters the developers have clearly gone out of their way to come up with something new and interesting.

Dread Master Tyrans was a real hoot the first time we faced him and realised that the floor soon started disappearing under our feet. Of course I seem to have a bit of a thing for falling floors, based on my love for Soa, but still... I wasn't the only one who was cackling maniacally when we found ourselves isolated on one last floor tile during our first attempt and managed to down the boss with only three people left standing.

Calphayus was sadly bugged the first couple of times we downed him, meaning that he didn't actually execute any of his special moves, and I've only got to see the fight in full twice since then. However, what I have seen of it definitely looks very unique and interesting. I'm still not entirely sure about everything that's going on with those crystals and that seed, and why they are so crucial to defeating the boss, but it's certainly an exercise in coordination (and an opportunity to recite endless Back to the Future quotes).

The Raptus fight mixes things up yet again with its individual challenges for each role, and it's pretty funny to see messages about your healer's incompetence pop up as raid warnings in the middle of your screen - and I say that as a healer myself! (As an aside, the forums seem to agree that the healer challenge is/was overtuned compared to the others.) As an added bonus, there's a (very easy) "bridge boss" as well - I believe initially we even had someone claim that the gap was too small to fall through, but then we had someone else promptly prove otherwise when we exited the area after the fight.

And then we have the final council fight, which I dare say manages to do the Dread Masters justice, which was not an easy feat considering how much build-up they've had as villains. If you watched the little video I linked above, you can hear the whole group howl with laughter and excitement when Styrak and Brontes make a reappearance, and the encounter as a whole is just absolutely manic. It's been a month and I'm still not entirely sure about everything that's going on during that fight each time.

In summary, I think that Bioware has done another excellent job with these two operations. There is less of a story-telling angle than in previous raids (with Scum and Villainy being the prime example of how that is done in my opinion), but they have clearly been learning from previous experience and are rebalancing things all the time. I found it quite noteable for example that there are no overly long stretches of trash in either instance this time, and from what I've seen after a month, none of the boss fights suffer from prolonged periods of repetition or tedium either. I'm looking forward to whatever the devs will come up with next, now that the Dread Masters have been dealt with.