Showing posts with label Hireling. Show all posts
Showing posts with label Hireling. Show all posts

Friday, November 18, 2011

Things I Like About Update 12

Wow, this one was a biggie. There happens to be quite a lot that I like about this update so let's just dive right in ok? (Note: I'm not even going to try to cover challenges just yet, those are getting their own post).

Character Renaming
Oh thank Pelor...sorry I mean Arawai...THIS is something I feel should have been included in the game a long time ago. Yeah, ORCSLayer69 may have seemed like a cool name for your human barbarian at one point but...well, that was before you realized the way you capitalized things helps to explain the origin of the half-orc race.

Spells
A few spells and their descriptions have been cleaned up, but what I like most are the changes to Flame Arrows and Conjure Bolts. The former can finally use masterwork arrows as a spell component AND lasts until logout (as opposed to the end of the instant). Suddenly I'm starting to consider taking it a lot more. As for Conjured Bolts, well, I don't know if you've played an artificer or rogue mechanic yet, but those repeating crossbows EAT crossbow bolts in droves. Well, now you no longer have to take up several of your slots just to make sure you don't run out in combat...they stack to 1000! Now if only they'd let us stick them in quivers too...

Items
Oh my wizard, no longer will you need be afraid of holding onto those motes of night and winter until the next festival...because they changed the weight on a lot of these items. I think the most notable change happens to be to the essences. At higher levels you require so many of these it hurts my mind sometimes, and that means that people with low strength (most of your archetypal crafters) suffer mightily by having to carry hundreds of them. But not anymore, thank you Turbine. My weak ass bard is grateful.

Pet
Um, I don't care about the other ones they introduced...I just love that I can make my defender destroy boxes again. I happen to HATE going around and breaking my boxes with my artificer...mostly because it takes a long time to do so with my bolts and I happen to be too lazy to switch to unarmed (even though I hotkeyed it). Now my pet will do that for me, resulting in a bonus to xp.

Clarity
So many things have been tightened up, in particular they did a nice job on the monk stances. Not that I play a monk anymore, but still, good job guys.

Hirelings
Poor hirelings
There are two things I like that they changes about how these guys operate. 1) Arcance casters will no longer rush into melee to use their ranged spells...oh thank god. 2) The little floating indicator thing (this goes for pets too) really helps my impatience. I used to hit those command buttons over and over again, now I can stop when I realize he's heard my command.

Now that I think about it, I guess I was the DDO Navi "Hey! Listen! Look! Come Here! Listen! Look!..."

Saturday, October 22, 2011

Things I Hate About Update 11 Patch 1

(Thank you to a reader who let me know this didn't go out like it was supposed too, sorry for the lateness of the post people)

So, you may remember me talking about the things I liked about the new patch for Update 11, however, there were some things I disliked as well.

Artificers and their Iron Defenders

"What? But you liked this Francis!" Well, not everything. I don't know if you've played an artificer both before and after the patch, but my little dog Rusty has gone full on retard since the patch went live. Sometimes he just sits their letting the enemy wail on him and not attacking back...and yes, he is in attack mode. Thank god the little guy has an insane armor class (I can't remember exactly...think it is in the low thirties at level 6...before buffing) otherwise he'd just be dead weight. Also, I suppose it could be worse, Rusty still uses Intimidate, so at least he's taking aggro off of me. Still, I hope this gets fixed soon because I'm sick of having to "jumpstart" my Iron Defender by clicking the "Follow" button. That will wake him up for all of about thirty seconds before he goes full on retard again.

Monsters

I know I know, this is silly of me, but they made it harder for monsters to get stuck in non-attacking mode. Why does this matter to me? Because sometimes I was able to sneak up on those suckers and take pictures of them before they grew lethal. It was really nice watching a wolf take a bath at the lake in Cerulean Hills for instance...wait, no that sounds wrong...

Crossbows

What? No more automatic reload if you've been out of combat? Oh come on, sometimes I forget whether my last click of the attack button was a reload or not, so now I run blindly into combat and...click...click, reloading animation time.

Hirelings

Hirelings now follow you closer than ever before. I can hear you people out there already "But Francis, that's a good thing, now they won't get stuck as often." That may be audience, although I doubt it. Give a sweettooth some candy, even if you give it a new wrapper and that sweettooth will still eat it. Likewise AI gets stuck, that's the way it is. So why do I hate this? Well people, because I play casters sometimes too. I like my defendery hirelings to get in between me and the enemies, and now they just don't create enough of a distance between me and my foes. I aggro them, they run past my hireling and right to me. I used to have enough time to finish them off before that, but no more.

Want to see all the changes that were made with the update? Click here to view the release notes.

Monday, October 10, 2011

That Part About Hirelings


As you may remember from one of the videos I posted earlier, friends don't let friends play solo. However, there are times in an adventurer's life when no one else is willing to join up or he may just want to be left alone.

The problem of course is that DDO was built as an MMO and so classes have certain roles to play in the game. Only rogues and artificers can disable traps, clerics and favored souls are the best at healing, a ranged ranger doesn't do well in melee...and for that matter any wizard caught in a melee should find another, less deadly, vocation.

There is an answer...actually a couple, to this dilemma. Today I want to talk about hirelings, and how they can solve this need for solitary questing. A hireling is a mercenary you can hire in DDO to do your bidding and help you out during an adventure. To purchase one you find a hireling vendor and then purchase a contract for the hireling you want, or alternatively you can purchase gold seal hirelings (we'll get into what that means in a moment) from the DDO Store. A hirelings contract takes up one item space and can be summoned at the start of an adventure, or anywhere within an adventure if you purchased a gold seal hireling.

The other big difference between a regular hireling and a gold seal hireling is that you are only allowed one regular hireling at a time. With a gold seal hireling you could conceivably create your own adventuring party by purchasing more than one in the store (though you are still limited to one of each unique hireling...no multiple Malorens for those of suicidal inclination for example).

Some of you, the anti-social and the arrogant, may be asking yourself why you should bother playing with others at all if their are hirelings available. I won't bore you with tales of the bond of friendship and how it can conquer even a beholder's eyerays...I leave that to Tea Gardner. What I will do is point out that it is expensive (in platinum for regular hirelings and turbine points for gold seal hirelings, ouch), and also that hirelings just can't do everything regular players can do.

You get a single bar to control that hireling with, the options every hireling comes with are "Attack", "Defend", Do Nothing, Go on the Offensive, Go on the Defensive, Use This, Come Here, and Stay. Hirelings can't swim, and so sink like a rock. Their AI is so bad they get stuck sometimes and it takes awhile to get them to come to your position, and they also only get a few of their class's actions to do. For instance, if you pick up a spellcasting hireling, say a cleric, he will only have about three to four spells which you can use. That isn't to say that he doesn't have those other spells, hell, I've seen hireling clerics cast those others spells, only that he may or may not cast them when he may or may not feel like it.

And those three to four spells? Well, there isn't even a guarantee they'll be the good ones. How does Heal, Mass Cure Moderate Wounds, and Raise Dead sound? Probably pretty good, until you realize that means no blade barrier, and no flame strike. In other wounds no offense, you may say that a cleric isn't that good for offense, but I beg to differ, especially when it comes to blade barrier...in fact I may have to have a post about blade barrier in the future.

Some other time.

So, hirelings can be used when you can't get someone else to play, or when you want to play by yourself, or when your party needs something shored up which they can't do...like a healer. A hireling can't compete with the versatility of a regular player, and wouldn't even know how to use that versatility if it did. Hell, some hirelings (I'm looking at you Maloren) are complete dicks who heal themselves BEFORE taking care of you. So think long and hard about whether you want to take one with you before you head out alone.

Some things to consider when getting a hireling are what role you need fulfilled. If you're a nice squishy caster who attacks at range you may need an aggro grabbing fighter to stay between you and your foes, likewise if your a 2-handed, light armored barbarian who loves flying into a rage and running through traps with wild abandon you may want to bring along a cleric.

Also, you should take a look at what those hirelings can do. For instance, some hirelings can summon creatures, that's like having a whole other party member (read decoy/bait/meatshield) join your quest. Make sure their abilities suit you, like having lesser restoration to fix the fatigue after a rage for the above barbarian or intimidate on that fighter. Perhaps you do well with criticals and can bring along a hireling who can cast hold person, or you need you tend to run out of spell points so you grab a cleric with divine vitality. Hirelings work well in a pinch to shore up those little weaknesses you may have.

So go out there and give them a shot...just, don't choose Maloren ok, unless you want to watch him laugh at you while you die.