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Mythic+ is both a blessing and a curse in WoW: The War Within’s endgame
Mythic+ is both a blessing and a curse in WoW: The War Within’s endgame I’ve always valued the rich variety of activities available in World of Warcraft , from raiding and PvP to Mythic+. However, my feelings about Mythic+, particularly in The War Within , are somewhat mixed these days. On the one hand, it offers an exciting way to stay engaged with the game, presenting numerous opportunities for progression. On the other hand, it brings along some significant pitfalls and challenges that are getting harder to overlook. Mythic+ often feels like a double-edged sword: while it provides endless chances for improvement, the accompanying issues make me question whether the rewards are truly worth the effort. The upside of Mythic+ in The War Within For many players, myself included, Mythic+ is a cornerstone of WoW’s endgame. I’ve sunk countless hours into Mythic+ dungeons over the years because, when everything goes right, it’s a thrilling experience that is easy to enjoy for extended periods of time. There’s nothing quite like pulling off a clean run on a high-level key with your group. It’s challenging, rewarding, and keeps the game interesting week after week. It's such a positive addition to WoW that it's practically become the main event... for better or worse. Image by Destructoid Constantly relevant content One of the biggest perks of Mythic+ is that it’s never really "done." No matter how many keys you complete, there’s always a higher level to push for, new strategies to figure out, and fresh affixes to tackle. This is perfect if, like me, you enjoy the grind. Every week feels like a chance to prove yourself again, and that’s a big part of the appeal. The way difficulty scales means there’s always something to challenge you, no matter how geared or experienced you are. A great source of Gear Mythic+ is also hands down the best way to get gear in The War Within . I’ve been able to gear up quickly just by focusing on these dungeons. The Great Vault rewards you for doing multiple dungeons each week, and the gear you get from it is often just as good, if not better than what you’d earn from raiding. For someone who likes mixing up endgame content, Mythic+ has become an essential part of my weekly routine. But here’s the catch… As much as I enjoy Mythic+, it’s got some major downsides that weigh on me more and more. First up is the pressure it puts on Raiders. If you’re part of a raid group, especially one aiming for Heroic or Mythic difficulties, running Mythic+ is basically a requirement to keep up in terms of gear. Unfortunately, this is where the grind starts to become... grindy , and that's not a good thing. Mandatory for Raiders In The War Within , the pressure to run Mythic+ is heavier than ever. If you’re serious at all about raiding beyond Normal difficulty, there’s genuinely no way to avoid Mythic+. It is a requirement. I find myself logging in not because I’m excited to play but because if I skip Mythic+ for a week, I’ll fall behind my guildmates. What used to be a fun challenge has become something I have to do just to stay competitive in raids. This shift—from raiding being the primary source of gear to Mythic+ taking over—is highly exhausting. You’re punished if you don’t like It Even if you’re not into Mythic+, you’re kind of forced into it. I know plenty of people in my guild who aren’t fans of the Mythic+ grind, but they have no choice if they want to keep pace. It sucks to feel stuck running content you don’t enjoy just to stay relevant. If you’re a good raider but don’t run Mythic+, you’ll still end up behind in terms of gear progression, and that creates this weird dynamic where players are punished for not liking a certain part of the game, or at least not wanting to grind it all the time. But, if you don't, you will absolutely suffer in the gearing department, and that just sucks. Pugging Mythic+ is the worst Then there’s the nightmare that is pugging (joining a random group of players). Some of my worst experiences in WoW have come from trying to pug Mythic+ runs. The random nature of pugging makes it super stressful, and when things go wrong (which they often do), it’s just a mess. The timer adds unnecessary pressure, and if it becomes clear that you won’t meet the timer, players tend to leave early. Who doesn't love that? I now avoid pugging unless I absolutely have no choice, which limits how much Mythic+ I can realistically do each week. Historically, pugs have never been 'the best' way to run anything in World of Warcraft, but current Mythic+ puts a bright spotlight on the aging problem. Screenshot by Destructoid Affixes feel like unnecessary difficulty More often than not, Affixes add a level of difficulty that can feel more frustrating than fun to play against. Instead of making you come up with creative strategies, they often just punish you for things outside your control. While The War Within managed to fix a lot of these problems, especially by adding buffs to the affix list as well, I feel the main issue remains. While I get that affixes are supposed to keep dungeons fresh, and they do, sometimes they end up feeling like they’re adding spiteful artificial difficulty for the sake of it, rather than improving the gameplay experience with something interesting. The problem with Raid Loot vs. Mythic+ Loot One of my biggest gripes with Mythic+ in The War Within , beyond what I've already mentioned, is how it overshadows raiding when it comes to loot. The amount of gear you can get from Mythic+ is ridiculous compared to what you get from raiding. You can run multiple Mythic+ dungeons a week and get top-tier gear from the Great Vault, while raids feel incredibly stingy by comparison. This insane loot disparity is a serious issue that cannot be ignored. Mythic+ Loot overshadows Raiding Currently, there's no limit to the amount of loot you can get from Mythic+. Between Raids and Mythic+, there is simply no contest. Raid loot, especially from Normal and Heroic, just doesn’t keep up in terms of power or number of drops. After a few high-level Mythic+ runs, the gear you get from raiding starts to feel underwhelming. It’s a shame because raiding used to be a core part of WoW’s endgame, but when Mythic+ is so much more efficient for gear, it’s hard not to prioritize it over raids. I genuinely don't blame anyone that does. Fix the Loot Disparity Blizzard has addressed this before, but it remains a big problem regardless. Raid loot should be more competitive with Mythic+ gear, especially at higher difficulties. They could increase the item level of raid gear or add special bonuses that make it stand out. Another option would be to limit drop frequency or how powerful Mythic+ gear is so it doesn’t completely overshadow raid rewards. I am not a fan of this option though, because I like that Mythic+ is a great source of additional loot. However, loot from Raiding currently serves only a niche purpose, and that makes the whole effort of putting a group together for a raid feel meaningless. The current disparity in loot between raiding and Mythic+ is pushing more players, myself included, to favor Mythic+ over traditional raiding. While I don’t dislike Mythic+ overall, it’s hard to ignore that raids take significantly longer to complete yet yield far less loot compared to a mode that not only offers better rewards but also an endless supply of them. This creates a serious imbalance that isn't being adequately addressed, leading to frustration for players like me who value the raid experience but aren't being properly rewarded for it. What needs to change in Mythic+ While I do enjoy certain aspects of Mythic+, it's clear that the system is in need of significant adjustments, and I’m confident I’m not alone in feeling this way. The current setup is unnecessarily punishing and stressful, especially if you’re not running it with a consistent group. If Blizzard wants to make Mythic+ more enjoyable and less of a chore, here’s what I think they should do: Get rid of the Timer Since the dawn of Mythic+, the timer has been a source of artificial difficulty for the game mode. For many players, it's one of the most stressful aspects of the system, and honestly, I think it should go. It discourages people from pugging and adds unnecessary pressure to every run. Removing the timer would let players focus more on learning the mechanics and working together without the constant fear of failure via the clock hanging over them. Instead, Mythic+ should emphasize minimizing deaths, rewarding teams with greater end rewards for fewer deaths. The challenge should lie in the difficulty of the encounters themselves, rather than in racing against a timer, which often shifts the focus to route optimization and speed rather than skillful play and overcoming tough content. Screenshot by Destructoid Rework Affixes Affixes need a complete rework. Instead of adding frustration, they should add a challenge that encourages teamwork and creative thinking. Blizzard should experiment with affixes that don’t just ramp up the difficulty but make the dungeons more dynamic and interesting. Introduce a Loot Goblin affix that adds a chance for one to spawn in your dungeon. If your team can kill it before it escapes, you'll earn an extra piece of loot. Another potential affix could make enemies explode a few seconds after death, adding a tactical layer to positioning and timing. The key is to move away from affixes that rely on random effects tied to timers: everyone uses addons to manage these anyway. Also, eliminate the flat stat increases to enemies based on affixes, as they add nothing but dull, artificial difficulty. End Key degradation Failing a Mythic+ run is already enough of a punishment in terms of wasted time. The extra penalty of key degradation feels totally unnecessary. Removing this would encourage players to push themselves to try higher keys without the fear of losing progress. Image by Destructoid In conclusion... Mythic+ is one of the most engaging parts of WoW’s endgame, but it’s about as far from perfect as it can get right now. The pressure it puts on raiders, the frustrations of pugging, the disparity in loot between Raids and Mythic+, and the stress caused by affixes and the timer all contribute to a system that is overwhelmingly problematic toward the player base . The proof of this statement is everywhere, even on the official WoW forums. With meaningful changes, Mythic+ could evolve into a truly balanced and enjoyable aspect of The War Within . As it stands, though, it remains a blessing rotting in a growing sea of decay, marred by frustration. The post Mythic+ is both a blessing and a curse in WoW: The War Within’s endgame appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 22
Top 10 quality of life changes in the 2024 DnD Player’s Handbook
Top 10 quality of life changes in the 2024 DnD Player’s Handbook In the decade since the release of the 5th Edition (5e) of Dungeons & Dragons , the TTRPG landscape has changed, and a surge of new players have come into the hobby from actual plays, podcasts, and media like Stranger Things and Honour Among Thieves . Accessibility has become a priority to bring new people in, and the Dungeons & Dragons Player's Handbook 2024 is a great example of how a classic TTRPG can still appeal to players who may never have touched a Player's Handbook before. 10. Annotated character sheet A D&D character sheet can be intimidating to a first-time player, so the Player's Handbook breaks down the sections step by step, with numbers that relate each section to the relevant part of the character creation process. The character sheet in the book also has details like whether a spell requires concentration ready to fill in from the class spell list, which simplifies bookkeeping and highlights key mechanics for new players. 9. Class summary page Even D&D veterans might struggle to call to mind every single subclass of the game's history, so the single-page summary of all included classes and subclasses is useful for everyone. It's particularly helpful for people who might have seen a class being played and want to try it for themselves or have no idea what they want to play and are looking for inspiration. 8. Detailed examples of play The classic 'example of play' script can be cringey to read, but it's also a great tool to teach people what to expect at the table. Each section of the script has an explanation of which rules the players are using and how they work, meaning that you can learn as you read. These days, most players are more likely to learn from an actual play, but those can be variable in terms of how complete their mechanical explanations are, so this example of play gets everyone on the same page. 7. Background ability scores Species ability score modifiers have been optional for some time, but now it is official: no longer are particular species just more suited to specific classes. Instead, ability score modifiers are linked to your character's background, with three ability scores to choose from. While this still provides some limits to spur creative solutions, it encourages players to think outside the traditional species + class combo and engage with their character's history. Image by Wizards of the Coast 6. Simplified subclasses D&D 5e 's wealth of subclasses started to become a bit unwieldy when spread across three major books and scattered across others, especially with the sheer number of Cleric domains presented in the original 5e Player's Handbook and added to over time. The D&D 2024 Player's Handbook has opted to have 4 subclass options for every class, and most are simplified to take only half a page, with an inspiring piece of character art on the other half. 5. Visual presentation of concepts Tabletop RPGs can be hard to wrap your head around for the uninitiated. Unless you've watched an actual play series or you know someone who tells you what the many different kinds of dice are, it can get confusing quickly. The D&D 2024 Player's Handbook uses neat visuals to illuminate some key concepts: one picture demonstrates creature sizes on a grid by using the flagstones under the characters and monsters. Making these connections between mechanics and story early on is a vital step in making TTRPGs accessible to everyone. 4. Feats are for everyone Feats provide fun ways to differentiate between characters and make great builds, but for the last decade, they have been an optional rule where a player can forgo valuable attribute score improvements for the sake of a really cool ability, often one that is more about flavor than mechanical optimization. Now, everyone gets a feat to start with based on their background, which replaces the highly variable background abilities from the original 5e Player's Handbook. While it isn't quite the free-pick paradise I wanted, having backgrounds linked to a central set of feats that can be accessed through leveling means that background feats can also be more effective, consistent, and evocative. Image by Wizards of the Coast 3. Rules glossary This is a common practice in TTRPGs, but it's still extremely good to see such a thorough rules glossary in an easy-to-find place. This also gives us some insights into plans for the future Dungeon Master's Guide and Monster Manual: the term 'Bloodied' originated in 4th Edition D&D to describe a monster having taken half its hit points in damage and is included in the D&D 2024 Player's Handbook , suggesting we might see the reintroduction of this valuable mechanic. 2. Summoned creature stats The stats for every creature that the players might need to know to play their characters are in the back of the Player's Handbook, from pseudo-dragon familiars to ponies. This quality of life change might be more of a concession to the staggered release schedule of the Dungeon Master's Guide and Monster Manual (planned for November 2024 and February 2024, respectively) than anything else, but it also happens to be a really neat resource for players. 1. Nuanced class spell lists It seems obvious, but the addition of schools of magic and a few codes to the class spell lists (representing specific material components, ritual casting, and whether a spell requires concentration) is wildly useful. The ability to scan down your class's spell list with that information ready to hand often makes complex spell management much faster. It will be interesting to see whether this is also true of spellcasters in the Monster Manual , as that would be a boon to overworked Dungeon Masters! The post Top 10 quality of life changes in the 2024 DnD Player’s Handbook appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 19
10 delicious vampire TTRPGs for Halloween
10 delicious vampire TTRPGs for Halloween Anyone with a penchant for dark, brooding monsters will be spoiled for choice over the next six months, with the final season of What We Do in the Shadows airing in October, the remake of Salem's Lot already making the rounds in theatres, Robert Eggers' remake of Nosferatu slated for December 2024 and the third season of Interview With the Vampire winging its way to us in early 2025. TTRPG creators haven't been slacking on the vampire stakes, though: if you are hungrily awaiting the return of Lestat and Count Orlok, consider checking out these ten vampire TTRPGs. Whether you're playing alone or with your coven, you'll find something to sink your teeth into! Image by NerdBurger Games 10) Low Stakes (NerdBurger Games) Shows like What We Do in the Shadows and Being Human brought a fresh take on the vampire genre by playing up the comedy of vampire existence. In Low Stakes , you too can play a group of mismatched monstrous roommates who constantly struggle to engage with daily life. The challenges in Low Stakes are, as the title suggests, incredibly mundane. Your characters must master such dangerous situations as getting a new roommate, tracking down a lost pet, or having a very ordinary day. 9) Oops All Draculas! (Jessica Marcrum) In Oops All Draculas! , every character is a Dracula: an archetype based on one of the many depictions of Dracula across the decades. In this world, Draculas are stronger together, but alone, they are a danger to themselves and others, so they team up to solve problems. Unfortunately, their pack mentality often backfires spectacularly. Oops All Draculas! makes an excellent one-shot for a Halloween gaming session! 8) Vampire: The Masquerade 5th Edition (Renegade Game Studios) The vampire daddy of them all, Vampire: The Masquerade (known as V:tM ), keeps returning from the grave and is now in its fifth edition. Originally released in 1991, V:tM tapped into the vampire craze of the 90s and attracted role-players who craved the moral ambiguity of a monstrous protagonist in a world of supernatural politics. It also gave rise to the video game Vampire: The Masquerade - Bloodlines , a cult classic of the urban fantasy video game genre. Renegade Game Studio's 5th edition of Vampire: The Masquerade introduces new mechanics for a modern audience, while nostalgia fans can check out V20 , White Wolf/Onyx Path's comprehensive version of the original game's system and setting. Image by Renegade Game Studios 7) SAD VAMPIRE BOYFRIEND (Grant Howitt) SAD VAMPIRE BOYFRIEND does exactly what it says on the tin: you choose whether your character is a vampire or a mortal, teaming up with others to fight some threat to your existence or that of your love. Your moves are powered by pure angst, and there are even mechanics that can help you regain angst through brooding. A loving homage as much as it is an ironic take, SAD VAMPIRE BOYFRIEND is rules-light and fits onto one page. 6) Thousand Year Old Vampire (Tim Hutchings) One of the solo journalling TTRPGs that popularised the form, Thousand Year Old Vampire by Tim Hutchings, is about the endless slog of immortality. Play through centuries of life as the vampire protagonist loves, loses, and learns that eternity isn't all it's cracked up to be. A story about grief and the slow loss of self in the face of an ever-changing world, Thousand Year Old Vampire is a unique take on vampire fiction. 5) Undying (Magpie Games) In Undying , vampires are predators through and through. This diceless system guides players through the daily unlife of a vampire trying to survive in a city of predators, feeding on unsuspecting humans and warring over status and territory. Whether player characters succeed or fail against NPCs depends on whether they are higher or lower in status and how much blood they are willing to bet to achieve their goals. With downtimes devoted to the complex web of backstabbing, Undying models the idea of territory, control, and callous inhumanity that so much vampire fiction strives to explore. Image by SoulMuppet Publishing 4) Paint the Town Red (SoulMuppet Publishing) Described as a 'sad vampire RPG,' Paint the Town Red from Soulmuppet Publishing focuses on the best part of any vampire fiction: the parties. With an unashamed commitment to the melodrama of vampire romance, Paint the Town Red's sessions are wild rampages through your hedonistic, blood-soaked unlife. Players are encouraged to make their characters vulnerable, driven by passions that go too far, and revel in the consequences. You can get a free quickstart of the rules here, and check out the Backerkit campaign for the full release here . 3) Elegy (Moro de Oliveira) For those who love Vampire: The Masquerade and Vampire: The Requiem but struggle to find a coven to play with, Elegy is the game for you. Other solo games on this list depict a very specific facet of vampiric existence, but Elegy is the closest to the typical vampire TTRPG, with its webs of politics, conspiring factions, and mystical powers. Based on the Ironsworn system by Shawn Tomkin, Elegy presents a rich urban fantasy world and a variety of vampiric archetypes to live your best Interview With the Vampire unlife. 2) Hunger and Thirst (HyveMynd) While many other vampire TTRPGs have lengthy tomes, Hunger and Thirst from HyveMynd are two business card-sized RPGs that tell incredible stories within a few paragraphs. Both are solo journalling games about a relationship between a human and a vampire, with Hunger from the vampire's perspective and Thirst from the human's. Hunger and Thirst embrace the tension between desire and danger while also exploring consent in a mature and healthy way, all while keeping the rules streamlined and simple. 1) Vampire: The Requiem 2nd Edition (Onyx Path Publishing) Vampire: The Requiem was originally envisaged as a reboot of Vampire: The Masquerade , but very much became its own thing. Vampire: The Requiem introduces a range of political and religious ideologies that offer a multifaceted take on what a modern vampire society could look like. Driven by the personal Gothic melodrama of characters trying to retain their connection to humanity as their inner monster (and a predatory society) drives them to do increasingly inhumane things, Vampire: The Requiem remains one of the most nuanced explorations of vampires in TTRPGs. The post 10 delicious vampire TTRPGs for Halloween appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 19
How to find a Progenitor in Warframe
How to find a Progenitor in Warframe Without a Progenitor, you can never get your hands on some of Warframe's most powerful, destructive weapons. They can be tricky to pin down, but fortunately, I own most of the weapons in question and can explain how you can find one of these tricky enemies. Where to find a Progenitor in Warframe To interact at all with Warframe's Nemesis (Kuva Lich/Sister) system, you must first turn a Progenitor into a Kuva Lich (Grineer) or Sister of Parvo (Corpus). This is done by 'killing' a Progenitor and stabbing him with your Parazon. The next time this Progenitor appears, he will have a name, a staple Element (based on the Warframe you used to kill it), and a serious attitude for you to adjust. More importantly, though, successfully killing this empowered Progenitor will yield a powerful weapon with bonus Elemental damage tied to the Element the Lich/Sister was. Now, where exactly can you find a Progenitor to begin this process? Despite how difficult they seem to find, they are quite easy to cast out of the shadows. I'll break down the process for both the Grineer and Corpus. Grineer Progenitor - Kuva Larvling Screenshot by Destructoid To spawn a Kuva Larvling, you must first have completed The War Within main quest. Afterward, any Grineer mission that spawns level 20 or higher enemies will have a chance to spawn a Kuva Larvling. During any normal Grineer mission, if your screen begins to flash, you must slay 10 enemies within one minute for a guaranteed appearance of a Kuva Larvling. I've found Capture Missions on the Grineer Asteroid tileset the easiest mission type for spawning Kuva Larvlings, as you will have a near-infinite source of enemies coming after you even after you've completed the objective. Once one has spawned for you, slay it and stab it with your Parazon to turn it into a Kuva Lich. Corpus Progenitor - Candidate Screenshot by Destructoid Corpus Candidates are a bit more difficult to summon only because their requirements are a bit more strict. To spawn a Candidate, you must use a Zenith Granum Crown on any Corpus Ship mission and then reach Rank 1 rewards during the challenge. Kill the Corpus Treasurers that spawn to obtain Zenith Crowns. You must then use the Crown on a Gold Hand Tribute statue. Additionally, you must have completed The War Within and Call of the Temperstarii questlines before one can spawn for you. If you've managed to get this far, then the process for dealing with a Candidate is the same as with the Kuva Larvling. Slay it and stab it with your Parazon to turn it into a Sister of Parvo . What is a Progenitor Warframe? The last piece of the puzzle is the Warframe you use to kill a Kuva Larvling or Candidate. As I mentioned, the Element the resulting Kuva Lich or Sister of Parvo will have depends entirely on which Warframe you used to slay it, thus a Progenitor Warframe . If you're looking for a specific element from one of the weapons a Lich or Sister drops, ensure to kill their premature forms with the correct Warframe. Heat - Chroma, Ember, Inaros, Jade, Kullervo, Nezha, Protea, Vauban, Wisp Electricity - Banshee, Caliban, Excalibur, Gyre, Limbo, Nova, Valkyr, Volt Cold - Frost, Gara, Hildryn, Koumei, Revenant, Styanax, Titania, Trinity Impact - Baruuk, Dante, Gauss, Grendel, Rhino, Sevaogth, Wukong, Zephyr Toxin - Atalas, Dagath, Ivara, Khora, Nekros, Nidus, Oberon, Saryn Magnetic - Citrine, Harrow, Hydroid, Lavos, Mag, Mesa, Xaku, Yareli Radiation - Ash, Equinox, Garuda, Loki, Mirage, Nyx, Octavia, Qorvex, Voruna The post How to find a Progenitor in Warframe appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 17
Warframe – Focus Schools, explained
Warframe – Focus Schools, explained In Warframe , Focus Schools are Operator-based talent trees that provide significant buffs and additional mechanics to your standard Warframe's playstyle. There are five different schools so here's a breakdown of all five, and how they benefit you to invest into. All Five Focus Schools in Warframe The five Focus Schools in Warframe are all tied directly to your Operator, and provide meaningful buffs to both your Operator and Warframe alike. These are Madurai, Naramon, Zenurik, Unairu, and Vazarin. While you can invest in all five, only one can be considered Active , and only the active School will provide any benefits. Madurai Screenshot by Destructoid The Madurai School is primarily focused on greatly empowering your Amps increasing their damage output and energy efficiency while allowing you to apply damage amplification buffs/debuffs to yourself and enemies around you. It is an offensive school meant for players interested in using their Operator as much as their Warframe, switching in and out of Warframe-to-Operator form like a dance. The Key Focus nodes for Maduari are Inner Gaze, Eternal Gaze, Power Transfer, and Void Strike . Inner Gaze - Increase Energy for Amps and Void Beam Eternal Gaze - Increases Energy Regeneration for Amps and Void Beam Power Transfer - Increases Amp Critical Damage when swapping to Operator, and Casting Speed when swapping to Warframe Void Strike - Active ability that increases Damage by a percentage amount of the Energy consumed to use this ability These four nodes highly emphasize the offensive-swap gameplay required to reap the benefits of Maduari and should be invested first and foremost. Naramon Screenshot by Destructoid The Naramon School focuses heavily on improving the Offensive Melee and Mobility capabilities of both your Warframe and Operator while offering some light crowd control as side helping. The tree significantly improves Finisher Damage while also making Combos last longer. Active abilities focus on Mobility and Crowd Control. For players interested close-quarter combats, Naramon is absolutely the best choice. The Key Focus nodes of Naramon are Opening Slam, Power Spike, Sling Stun, and Killer's Rush . Opening Slam - When performing a Slam attack, automatically swap to your Warframe and gain Double Combo generation Power Spike - Melee Combos now decay slowly while out-of-combat instead of all at once Sling Stun - Active ability that increases the width of your next Void Sling, and hitting an enemy with a Void Sling causes them to take more damage from Finishers Killer's Rush - Starting a Finisher with your Operator automatically swaps to your Warframe, and your Melee Critical Chance is increased These nodes prioritize improving your Melee damage and emphasize the focus on getting up and personal with your foes. As such, they should be your priority if you choose to Focus on the Naramon school. Zenurik Screenshot by Destructoid The Zenurik School focuses almost entirely on granting you constant Energy Regeneration allowing you to use your Operator's and Warframe abilities as you please. As a Utility-based school, it is meant to be played secondary to your standard Warframe gameplay and provides significant Energy to nearby allies as well. The Key Focus nodes of Zenurik are Energy Pulse , Wellspring , and Hardened Wellspring . Energy Pulse - Picking up Energy Orbs provides bonus Energy over time. Wellspring - Active ability that creates a conduit of Energy that restores Energy over time when passed through. Works for you and allies. Hardened Wellspring - Using Wellspring within an active Wellspring increases its size and improves Ability Strength for all that pass through it. These nodes support the heavy focus on Energy that Zenurik offers its followers. If you're playing Warframes that want to use their abilities often, consider Zenurik as your school of choice. Unairu Screenshot by Destructoid The Unairu School focuses on improving your Defensive capabilities while also providing several extremely powerful abilities that can easily be used to cripple heavily armored or shielded foes. As a Utility-based school, Unairu's natural ability to deal with well-defended enemies allows followers of the tree to focus their weapons around other disciples rather than directly countering the enemies they face. The Key Focus nodes of Unairu are Poise, Caustic Strike, Magnetic Flare, and Stone Skin Poise - Gain total immunity to Crowd Control effects when transferring between Warframe and Operator forms Caustic Strike - Activite ability that launches an energy bomb that Strips the Armor of any enemies hit by it. Magnetic Flare - Active ability that creates a radical field that Disables the Shields of any enemies within Stone Skin - Provides an unconditional Armor bonus to your Operator and Warframe at all times These nodes heavily emphasize the value of choosing the Unairu School as your Focus. The versatility this school offers is unparalleled in Warframe and is a strong choice for those who desire not to have to build around the enemies they face, always having the answer to any problem in Operator form. Vazarin Screenshot by Destructoid The Varazin School focuses on dramatically improving your healing and ability to support allies through Health Regeneration and Immunities. As a Support-focused school, Vazarin has little offensive capabilities and should be played only as necessary, when healing becomes a requirement, as it does not offer much beyond this scope. The Key Focus nodes of Vazarin are Void Regen, Squad Regen, Mending Unity, Guardian Shell, and Protective Sling Void Regen - Regenerate Health over time, increasing the longer you remain in Void Mode to a cap. Squad Regen - When Void Regen reaches its Health Regeneration capstone, spread the effects of Void Regen to your allies with Affinity Range. Mending Utility - Improves the radius of your Affinity Range, making to easier for allies to gain your beneficial effects Guardian Shell - Activity ability that places an Immunity barrier on you and your allies within Affinity Range. The barrier is immune to all damage initially but can be damaged after several seconds have passed. Protective Sling - All allies hit by your Void Sling are granted complete damage Immunity for a short time and receive healing over time These nodes well-reflect the supportive nature of Vazarin Focus School and should prioritize first before taking anything else in the tree. If you're a player who loves to support the team, consider investing in Vazarin. The post Warframe – Focus Schools, explained appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 16
What is the Warframe 1999 release date?
What is the Warframe 1999 release date? Warframe 1999 is a unique upcoming update that sort of ties back to the events of Digital Extremes' Dark Sector . Here's everything we know about it, including when it is slated to release. When is Warframe 1999 going to be released? While there is no strict date set for the Warframe 1999 update, we do know that it will be coming in Winter 2024, which will highly likely end up being sometime in December. The update is slated to be rather beefy thanks to the subject matter, but we'll let you know the details once more have been released. Image via Digital Extremes Considered an 'expansion' by the developers, we got a sneak peek of the update during the Whispers in the Walls quest line. During this, players got to go back in time to the age of the very first Tenno, Hayden Tenno , who was, incidentally, the protagonist of Dark Sector . The segment was very short but gave a highly impactful preview for whats to come. What is Warfarme 1999? Warframe 1999 is an expansive update for Warframe that will contain a story quest relating to Dark Sector protagonist, Hayden Tenno. The '1999' portion relates to the year of the events of this questline, which is a massive jump back in time for players of Warframe . Image via Digital Extremes Unlike the rest of Warframe , Warframe 1999 will feature dark urban streets and 'modern-sci-fi' features over the high-sci elements the rest of the game already offers. Weapons and enemies will also feature a 'modern' sci-fi twist, that is sure to bring a unique experience to Warframe players, long-time and new. Image via Digital Extremes On October 16 , all Warframe players will get to try out Warframe 1999 early with a demo that highlights what to expect from the expansion. Participating in the demo will, additionally, earn all players the Protokil Longsword skin as a free additional gift. Simply claim it from your mailbox once you log in. To access the demo, players will need to have minimally completed the Awakening and Vor's Prize questlines, which is effectively the game's tutorial. You do not need to have completed Whispers in the Wall or any other questline in Warframe to participate. Warframe 1999 - Quest Prerequisites Screenshot by Destructoid If you're looking to play the full version of Warframe 1999 on release, however, there are several main story quests you need to have completed first and foremost. Vor's Prize Saya's Vigil Vox Solaris Once Awake Heart of Deimos The Archwing Natah The Second Dream Rising Tide The War Within Chains of Harrow Apostasy Prologue The Sacrifice Prelude to War The New War Whispers in the Walls The Lotus Eaters All of these quests can be accessed in-game via your Codex, and you also check your progress on them. Some may individually require additional prerequisites to begin, but you have time to get these all done before the official release of Warframe 1999 . The post What is the Warframe 1999 release date? appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 14
How to get an Archwing Launcher Segment in Warframe
How to get an Archwing Launcher Segment in Warframe Having access to an Archwing in open environments can massively save you transversal time in Warframe. Thus, getting an Archwing Launcher Segment should be a priority if you spend a lot of time planetside; here's how you can get one. Where to get an Archwing Launcher Segment in Warframe The Archwing Launcher Segment is an Orbiter modification that allows you to install an Archwing Launcher on your ship. This, as a result, will enable you to deploy your Archwing in open-field areas (Cambion Drift, Plains of Eidolon, and Orb Vallis). This is ridiculously useful for exploring those large areas, as moving on foot will waste a lot of your time. That said, there are two ways you can obtain an Archwing Launcher Segment. The first and easiest is to buy it directly from the Warframe Market. It costs only 175 Platinum, and while Platinum is Warframe's premium currency, you can earn it fairly easily by selling Void-related goods to other players. I recommend farming up a few rare items from Void Missions and then selling them off if you don't need them. Players are always looking for these trinkets (because of their rarity); thus there is always a decent-sized market for them. Screenshot by Destructoid The other method of obtaining an Archwing Launcher Segment is by joining a clan , researching it at the Tenno Lab , and then building it up from scratch. This method will take you considerably more time to complete, so I don't recommend going this route, especially if you're a solo player. If you insist, however, here are the required materials for research and crafting the component. Researching Costs: 20,000x Credits 2x Tellurium 5000x Polymere Bundle 800x Cryotic 600x Oxium 72 Hours (Real-time) Crafting Costs: 100,000x Credits 50x Grokdrul 50x Iradite 1,200x Oxium 12 Hours (Real-time) How to use the Archwing Launcher in Warframe Once you've crafted/purchased an Archwing Launcher Segment and installed it on your Orbitor, you can access the Archwing Launcher. The Archwing Launcher is considered Gear in your inventory, so you'll need to first place it on your Gear Wheel before you can use it. Screenshot by Destructoid When it is on your Gear Wheel, head to any open-field map and cycle to the Archwing Launcher on the wheel. Doing so will automatically deploy our Archwing on the map. You can stay airborne indefinitely, and you have infinite uses for your Archwing Launcher. You can also fire your weapons while it is deployed but cannot use your Warframe's abilities at the same time. You can, however, make use of your Archwing's abilities instead. The post How to get an Archwing Launcher Segment in Warframe appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 13
When can you pull for Camellya in Wuthering Waves?
When can you pull for Camellya in Wuthering Waves? Camellya is one of the most hyped characters upcoming in Wuthering Waves, and her arrival can get here fast enough. With her being announced as a playable character some weeks back, if you're wondering when you can actually start pulling copies of her, here's what you need to know. When does Camellya come out in Wuthering Waves? While Kuro Games has not given any details as to when Camellya will officially be released, she has been announced, which does imply a release sooner than you might think if you pay attention to how the banner system works in Wuthering Waves. When a character is considered the 'Featured Rate-up', it means they are currently on the banner and available to be pulled. Typically, banners last a few weeks a month, with two total banners taking up the duration of an entire major patch. We know for certain that Camellya will be released in Version 1.4 of Wuthering Waves. Currently, we are in Version 1.3, and the current Rate-up character is The Shorekeeper. After her banner ends, there's a high chance there will be a re-run of a previously released character since no second character was announced by Kuro Games for 1.3. Image via Kuro Games In a similar vein, there has been no second character announced for Version 1.4. Only Camellya has been officially announced, which suggests that she is the first character to be a Rate-up in 1.4. If this is indeed the case (which is highly likely at this point), that means that Camellya will release following the re-run character in 1.3. In conclusion, based on these insights, Camellya is highly likely to release on November 14 , which is just after the re-run character's banner ends and likely when Version 1.4 officially releases. The post When can you pull for Camellya in Wuthering Waves? appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 13
All new Incarnons in the Warframe: Koumei & the Five Fates
All new Incarnons in the Warframe: Koumei & the Five Fates With the release of Warframe 's Koumei & the Five Fates , several old and outdated weapons received brand new Incarnon forms, bringing them back into the limelight. If you're interested in these old favorites and want to pick them up for your use, here's how you can do so. Every new Incarnon and how to get them in Warframe: Koumei & the Five Fates In total, five new Incarnons were added with the update's release, and the weapons that received them have effectively been brought back into relevancy. Before I get into them, if you're not sure what an Incarnon weapon is, it is a system introduced into Warframe several updates ago designed to greatly empower old weapons so that they become viable once more. Typically, when weapons receive Incarnon forms, they become some of the strongest weapons in the game, often gaining significant new mechanics on top of all the buffs that come with them. That said, let's jump into which weapons received the polish this time around. Dera (Base, Vandal) Screenshot by Destructoid Both the Base and Vandal versions of the Dera have become eligible for Incanron empowerment. The Incarnon form of the Dera allows it to fire high-powered beams and gain base access to Magnetic damage typing. Note that the Dera can still be used as a standard laser rifle, and to gain access to the beams, it needs to Incarnon Transform first. Like all Incarnon weapons, you first need to build up its Incarnon Gauge before it can transform. This is done by scoring headshots with the base weapon. When you have enough Incarnon Gauge (it doesn't need to be full), pressing the Alternative Fire button will transform it. Some key notes about the Dera's Incanron Form: Uses a separate magazine from the standard Beams grant increased Punch Through, Damage, Critical Chance, and Critical Multiplier Reduced Status Chance and Fire Rate Gains Magnetic Damage To install the Incarnon on the Dera, you will need to use a Dera Incarnon Genesis , which is purchased for 120 Platninum from Cavalero in the Chrysalith. You will also need the following materials for the process: 20x Path Clamps 80x Eevani 70x Ueymag Sybaris (Base, Prime, Dex) Screenshot by Destructoid All three obtainable versions of the Sybaris have received Incarnon empowerment for this update. The Incarnon form allows the Sybaris to fire in four-round bursts and gain access to the Blast Status effect. To access this improved burst mode and the Blast Damage, the Sybaris needs to be in Incarnon Form after being charged up through headshots. Key notes about the Incarnon Form: Uses a separate magazine from the standard Gains Blast Damage and Blast Status is guaranteed on Hit Increases Damage, Critical Multiplier, and Status Chance Reduces Critical Chance To install the Incarnon transformation onto the Sybaris, you will need to use a Sybaris Incarnation Genesis , which can be purchased for 120 Platninum from Cavelero. You will also need the following materials for the process: 20x Path Clamps 150x Saggen Peral 70x Ueymag Cestra Screenshot by Destructoid The Incarnon Form of the Cestra sidearm allows it to gradually increase its Critical Chance the longer it is fired, uninterrupted. Unlike the previous mentions Incarnons, it does not gain any new status effects. Even so, this mechanic is a massive boost to the Cestra's damage thanks to how Criticals scale in Warframe. To gain this mechanic, the Cestra must be in its Incarnon Form, which is charged up by landing headshots. Key notes about the Incarnon Form: Uses a separate magazine from the standard Critical Chance is increased the longer it is fired Innately increases base Critical Chance, Critical Multiplier, Damage, and Status Chance Fire Rate is reduced Installing the Incarnon Form onto the Cestra will require using a Cestra Incarnon Genesis , obtained by purchasing it from Cavelero for 120 Platinum. You will also need the following materials: 20x Pathos Clamps 150x Saggen Pearl 80x Kovnik Sicarus (Base, Prime) Screenshot by Destructoid The Incarnon Form of the Sicarus (both types) allows the weapon's bullets to ricochet when fired. This ricochet is not random , as the ricochet will hit targets close to the main one. To gain access to this, the Sicarus must be in its Incarnon Form, which is charged up by landing headshots. Key notes about the Incarnon Form: Uses a separate magazine from the standard Bullets will ricochet to one additional target Ricochets have innate Punch Through Increased Damage, Critical Chance, and Critical Multiplier Installing the Incarnon Form for the Sicarus will require using a Sicarus Incarnon Genesis, purchased by Cavelero for 120 Platinum. Additionally, you will need the following materials: 20x Pathos Clamps 100x Nacreous Pebble 150x Aggristone Okina (Base, Prime) Screenshot by Destructoid My personal favorite of the bunch, the Incarnon Form of the Okina (both versions), causes kills with the weapon to generate spectral daggers that seek out enemies, applying maximum Cold Status stacks to them. Since the Okina is a melee weapon, it does not rely on headshots to charge its Incarnon Gauge. Instead, you must reach a Melee Combo Multiplier of 6x to activate its Incarnon Form. Key notes about the Incarnon Form: Kills create a single dagger that flies off toward an enemy One Dagger applies 10 Cold Stacks Daggers have an explosive radius, applying 1 Cold Stack to nearby enemies Incarnon Form lasts for 180 seconds To apply the Incarnon Form to the Okina, you will need to use a Okina Incarnon Genesis , which is obtainable from Cavelero for 120 Platinum. You will also need the following materials to complete the process: 20x Pathos Clmaps 20x Maw Fangs 80x Lamentus How to unlock the Incarnon System in Warframe In order to use any Incarnon weapon, you must unlock the ability to purchase them first. Unfortunately, this is not an easy task, as the Incarnon System was designed for veteran players first and foremost. The process of unlocking requires several important criteria to be met. Complete The Duviari Paradox questline Complete the Angels of the Zariman questline Unlock The Steel Path The easiest of this bunch is the completion of The Duviari Paradox because new players can choose to begin their life in Warframe from this quest. Simply following the questline and its objectives will allow you to complete this part pretty easily. The Duviari Paradox is also rather short. Screenshot by Destructoid The Angels of the Zariman, on the other hand, will require the completion of several major prerequisite questlines that lead directly into this one's story. The Angels of the Zariman is required because Cavelero is an NPC located on the Zariman itself, which means you cannot purchase from him if this questline is not finished. Screenshot by Destructoid Unlocking The Steel Path is by far the most difficult portion of the unlocking process, as it requires you to complete all of the main mission nodes on every planet in the Solar System . The Steel Path mode significantly boosts the difficulty of a majority of Warframe's missions, requiring you to have extremely solid builds, well-built gear (Warframes and weapons), and a degree of skill to handle the much more powerful enemies present. Screenshot by Destructoid Warframe - Incarnon Evolutions, explained All Incarnon weapons have access to an Incarnon Form, which allows them to transform into a much more powerful version of themselves for a limited time. However, the power of Incarnon does not stop here, as all Incarnon weapons also have access to Evolutions to further boost their power. Screenshot by Destructoid Incarnon Evolutions give Incarnon weapons permanent buffs in their base and Incarnon forms. Most Incarnon weapons have four or five Evolutions available to them, with the first one always being the ability to use the Incarnon Form they have. Further Evolutions require you to complete weapon-specific challenges that allow them to Evolve into their next state. Success with one of these challenges will allow your Incarnon weapon to evolve, letting you select between one to three perks to boost the weapon's power. The Felerax Incarnon weapon, for example, requires you to complete a Solo Mission with an Incarnon weapon in every gear slot to reach its fifth and final Evolution. As the final Evolution, the reward is the ability to pick between three different perks that dramatically boost the power of the Felerax. The post All new Incarnons in the Warframe: Koumei & the Five Fates appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 10
Wuthering Waves – Amidst the Stars Walkthrough
Wuthering Waves – Amidst the Stars Walkthrough Amidst the Stars is a multi-part questline following the events of the main Black Shore questline in Wuthering Waves. Completing it requires you to do some searching, so here's a walkthrough on how to complete all its objectives. How to complete Amidst the Stars in Wuthering Waves As I just mentioned, the Amidst the Star quest comprises several individual quests of the same name. There are a total of six parts, and each one tasks with you a number of different objectives that must be completed to finish the entire questline. The first part can be started directly after you finish the main Black Shores storyline, and each part after that can be completed in any order. I recommend you do this in the given order, however, as there is no real reason not to, for clarity's sake. Amidst the Stars - Part One The first part of Amidst the Stars requires you to take a photo of the upper portion of the Black Shores facility, making sure that all three main buildings are in the picture. As implied, you'll need to use the Camera function and stand at a location so you can see all three buildings. Image by Destructoid Head to the TD Observatory waypoint located at the Black Shores Archipelago and look out over the shoreline. This location is probably the best one as it is close to the quest NPC you spoke to, and you'll have a great view of the three buildings in question. Successfully taking the photo finishes part one of the questline. Amidst the Stars - Part Two The second part of Amidst the Stars has you searching for clues about a mysterious Resonator, and this particular clue is located at the Eidoscope located in Tethys' Deep , where you first found the physical body of The Shorekeeper during the main story. Head to the Deep-Error Cell Waypoint and follow the path up. Image by Destructoid The quest will update and require you to use the Sensor to find the clue. The clue itself is located in front of The Shorekeeper's chair, where a large lamp is sitting on a nearby table. Next to this lap is a folder of sorts, which is the clue you seek. Interacting with it will complete part two of the quest. Amidst the Stars - Part Three The third part of Amidst the Stars requires you to head to the entrance of the Modulation Hall located in Tethys' Deep . Specifically, you need to head to the area just before reaching the bridge leading to the hall itself. Image by Destructoid Once you're there, use Sensor to locate the clue nearby. This time around, the clue is located on top of a small overhang, to the left of the bridge entrance. A folder, like the one in part two, will be there. Interact with it, and you'll get a brief, lore-based cutscene that plays. Once this cutscene has ended, you'll have completed part three of the questline. Amidst the Stars - Part Four In the fourth part of Amidst the Stars, you need to head to the exit of the Bank of Life in Tethys' Deep . This is the same location you reached in the main story after reaching Tethys' Deep for the first time. When you arrive, you'll encounter an ethereal version of The Shorekeeper. Interact with her and exhaust her dialogue. Image by Destructoid After doing so, you'll be tasked with taking a photo of the Data Torrent right in front of the platform you're on. Use the Camera function again and take the picture to finish this part of the questline. Amidst the Stars - Part Five and Six Parts five and six of the Amidst the Stars questline are simplistic since you won't be looking for clues. Instead, all you need to do is follow the markers to each location. For both, you'll be tasked with surfing around The Black Shores on Aetherfins, which you'll be directly guided to. Aetherfin Surfing is a mini-game where you must surf through rings to maintain your balance. Failing to do so, though, will make you start over from scratch. Succeed, and you'll have completed the entire Amidst the Stars questline. Wuthering Waves - Amidst the Stars Quest Rewards Every part of the Amidst the Stars will reward you with 40x Asterite each. You'll also receive various other materials such as Resonance Potions and Echo experience – both valuable things to have in Wuthering Waves. The post Wuthering Waves – Amidst the Stars Walkthrough appeared first on Destructoid .
Role-Playing Games Archives – DestructoidOct 9