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Cake day: July 2nd, 2023

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  • Remember when they snuck off on some escape ship to go get help for their crew in imminent danger and then decided to dick around on some horse racing casino planet? It’s like they completely forgot why they were there. I thought TLJ had some neat ideas but I don’t know how anyone can overlook that weird loss of urgency in the middle of the film. It’s like your house is on fire and your family is trapped upstairs, so you run over to a neighbor’s house to call the fire department, but you discover that they got some dog fighting thing going on in the backyard so you decide to go deal with that first, then you call the fire department but it turns out the dispatcher was in cahoots with the arsonist who started it in the first place, and then you return home with your tail between your legs and your mom didn’t even know you had left. The whole second act could have been a dream sequence and it wouldn’t have changed a thing.


  • If there is an opportunity to change the culture from within, you should consider that first. I’ve done some recruiting and I’ll admit the short stints don’t look great on a resume. It makes you seem like someone who is more willing to run from a problem than to try to fix it. Keep in mind that you may not need permission to do some of the things you want to do. Dress down a little - see if anyone cares enough to call you out. Set aside a few hours for innovative work. If you can’t get anywhere with that, then I’d agree - time to look for another job, and best to be honest about why you’re leaving. If you can speak to some of your efforts to improve the situation before bailing, that could definitely help to quell some concerns about your commitment.


  • More opportunities to change how our skills work and interact with each other. Maybe we can work with powerful NPCs to unlock thematic variations of our skills. Lorath for instance could teach a rogue how to make sigils, unlocking new Horadric variants for each of their trap skills. Taissa could teach a druid how to draw upon the power of the swamp, putting a regional twist on their earth skills. I feel like blizzard nailed it with the world building this time around, and I’d love for them to lean into that by making it a bigger part of our character progression in lieu of adding new classes.



  • Any other druid players totally content with these updates? Reading through the patch notes I found a lot to be happy about:

    • New items seem great for build diversity; not much synergy with current meta builds
    • Better loot from silent chests; might actually be worth opening now
    • Less monster wandering; might help werebear builds by making mobility less of an issue
    • More experience for completing whispers
    • Stronger Helltide monsters; unpopular opinion perhaps but they always felt a little too easy to me, definitely prefer a more challenging experience to match the apocalyptic atmosphere
    • More basic attack options; Storm Strike always had way too much utility to pass up, even after buffing everything else
    • Buffs to companion-focused aspects; might even see viable companion builds with the new malignant hearts
    • Buffs to unique chest pieces that are currently fun but underwhelming
    • More options for CC reduction; not enough to replace bulwark, but a step in the right direction
    • More dungeon loot

    In fact I have very few objections to these patch notes, nerfs included. Bulwark spam is killing my keyboard - I wouldn’t mind having to dodge am attack every once in a while. The cost of mystery chests seems awfully steep, and the XP bonus for completing a stronghold feels a little underwhelming, but otherwise these changes all seem great for build diversity.