Showing posts with label Not So Live Blog. Show all posts
Showing posts with label Not So Live Blog. Show all posts

Friday, October 20, 2023

Warhammer Day 2023

EDIT: This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get one blog post done!

I know I'm late on this one, but I crashed right after watching it.  I noted my reactions down, but I'm going to file this under "Not So Live Blog."  My attempt to revive this blog is off to a fantastic start!

Which makes it only slight worse than this set of Warhammer Day reveals!

I won't bury the lead hear.  GW put a lot of marketing and hype into the 40th Anniversary of Warhammer.  But I feel they definitely overhyped this.  It's not that there weren't any big reveals, but nothing on the scale of Leviathan.  I wonder if they were originally intending to announce Leviathan at Warhammer Day, but then things got changed to keep their summer launch cycle.  I've started having more than a few suspicions and question regarding that release.

One issue is with the need to make sure there are regular news and announcements.  I feel things that maybe should have been a part of something like Warhammer Day ended up preempting it.  Leviathan may be the obvious one, being delivered at Adepticon instead of a GW event, but both new seasons of WarCry and Underworlds were announced less than a month prior.  As a result, there was really only one big reveal for this 40th Anniversary blowout and I feel like it's half missing.

And it sucks, because what was revealed was great!

But enough preamble, let's see what was unveiled!


WARHAMMER 40,000

With all the major news for 40K happening this past summer, we're now into our standard Codex and miniature release cycle.  For Warhammer Day, it was Necrons and AdMech!

Necrons



The greatest military mind the galaxy has ever seen returns!  Imotekh the Stormlord is back and free from Finecast resin!  This new model looks fantastic!  While Immotekh isn't currently a very potent model, there are plenty of ways that could change with Codex Necrons.

Speaking of which, we got some teases as to what the new Detachments will be, including a Stratagem and Enhancement.  In addition to a Canoptek detachment and a Destroyer Detachment, we got a direct reveal for the Hypercrypt Legion.




The Hypercrypt Legion is all about movement shenanigans, using teleportation and gate technology to get your legions into position.  They demonstrated this with Hyperphasic recall, which lets you take a wounded Necron unit and move it to a Monolith.  It's 2CP, but there are lots of evil things you can do with this.  Your opponent always wants to make sure they destroy your units, and with some Necron bricks that can definitely take a few units worth of shooting.  Removing a group of Necron warriors out of the line of fire, only to then Reanimate them could be a frustrating trick.  It'll be even crueler if you have the tools to then send them back into the fight.




Next we have the Destroyer themed Eternal Madness.  As long as this isn't too expensive, this is another winner.  Fight on Death is a powerful ability.  Just the threat that a Destroyer Lord could be taking a unit with him will make opponents think twice.

All and all, some fun previews for the Undying Legions.


Adeptus Mechanicus

I'm just gonna start by putting this right here.




This model is so crazy and I am so here for it!  Eddie with Warhammer Preview described it as being "a little bit Marmite."  I'm sure a lot of people are going to think this goes too far, but I think it's perfect.  The Sydonian Skatros will also be a cheap Lone Operative, so it will definitely be a useful addition to nearly any AdMech army.

AdMech will of course also be getting some new Detachments with their Codex, which are much needed.  In addition to Detachments themed around Tech-Priests and Cybernetica, we have the Skitarii Hunter Cohort.  



Unfortunately, the second part of this Detachment rule will rarely matter in game.  But the first part will increase the durability of your Skitarrii and Ironstriders, the first of whom have already gotten a nice durability buff.  Providing the Stratagems and Enhancements are good, I'd probably always take this over the Rad-Cohort.

And speaking of Stratagems . . .



Binharic Offence is 2CP to give two of your Skitarii units an additional pip of AP against one chosen enemy unit.  This is huge!  AP is at a premium in 10th Edition, and anything that improves it is more than welcome.  All and all a great start to the Hunter Cohort.

With that, we move away from mainline 40K.  Though we're not quite done with important reveals for my favorite game just yet . . .


AGE OF SIGMAR

And again, I'm gonna just put this here.



Do I really need to say anything?

I never dived particularly deep into AoS.  I've read the Daughters of Khaine Battle Tomes for 2nd and 3rd Edition, plus Morathi, and I've read the 3rd Edition book.  I also used to follow Warhammer Weekly pretty faithfully, but haven't caught any episodes since shortly before the reveal of 10th.  I like the game, though there are a few bug bears I have with it (one of which has snuck into 40K.)  But the models are just amazing!  The writers and artists for this game have just done fantastic work creating a familiar fantasy setting that is still very much its own beast.



Just amazing!

These miniatures are part of the ongoing narrative arc, Dawnbringers.  And here is where I have to reveal some of my ignorance.  How long has AoS had Armies of Renown?  I know they have Warscroll Battalions, but are these new to the current campaign?

Regardless, I am here for both of these miniatures!  Alarielle is still my favorite plastic miniature, possibly my favorite GW miniature period, and I'm going to eventually want Belthanos to go with her.


KILL TEAM

After teasing us before the reveal of Belthanos by accidentally starting the wrong video, we got the reveal of the next Kill Team season and our first two Kill Teams.  There's two big pieces of news here, while not a lot of actual detail about the new season.

The big reveal is that the first new Kill Team set will include the new Striking Scorpions.  I was just talking to a friend the other day about the fact that Aeldari still needs to finish their range refresh.  There's no sign of Uncle K yet, but this is still great news.

The second big reveal is this season of Kill Team will not be sold with huge terrain sets.  GW isn't giving up on Killzones, but they'll be available separately now for all of us that already have a huge assortment of Kill Team terrain.  Hopefully, this means the Kill Team box sets will be much more affordable, especially for anyone that wants to get their hands on either the new Scouts or the new Striking Scorpions.

On a side note, I never blogged about how confusing the whole Scouts thing was.  They removed Scouts to Legends, then released new ones.  Why not just update the Datasheet in the Codex?  I thought Scouts going to Legends was weird to begin with . . .

What was surprisingly missing from the reveal is anything regarding what this new Season is about.  The Gallowdark has fallen to this ocean world and now various factions have pursued it there.  That's about it.  We know the first Killzone will be set on a derrick in the middle of a hostile ocean.  They even mentioned that the waters with be deadly, with a joke about SPEHSS PAHRAHNAHS!  But there was no real mention of any overarching story or theme for this season.


THE OLD WORLD

At last we come to it - what could be considered the big reveal of this Warhammer Day.

The Kingdom of Bretonia!

And if you've been following GW reveals, you know why that's a bit underwhelming.  We already know Bretonia is coming for Old World and will be one of the first armies we get.  Still, let's start with the good stuff.



Again, just looks at it!  The new Lord on Pegasus looks amazing, as does the alternate kit for a Baron on Pegasus.  There's a lot of incredible detail, personality, and life in this new miniature.  And we can see that in all the new miniatures.




But that's where the cool stuff stops.  The new Kingdom of Betonia set is bringing some new models, but the bulk of it looks to be returning models from classic Warhammer.  And as you can see . . .



Some of them just don't hold up well next to the new miniatures.  While it's great that you can still use your old miniatures to play, one of the pains of having a game shut down is the loss of new and updated sculpts.  I know there are plenty of classic Warhammer fans that were hoping for more.

The next bugbear to tackle is the Forge World kits.  For various reasons, GW often uses Forge World to support their "Boxed Games."  Despite originally being a mainline game, I think we all suspected that when The Old World released it would be supplemented by Forge World.  But it looks like it's going to be a lot of kits.  Anything new not coming out in the launch box appears to be Forge World, including that Handmaiden above.  My guess is that anything that was a pewter kit will also be Forge World, since that's one of the reason GW still uses resin.  We already know the Field Trebuchet will be returning as a Forge World kit.  All and all, there doesn't appear to be anywhere near the plastic support for The Old World that The Horus Heresy got.

Finally there's the fact we're still getting drip-fed the previews, even though it's Warhammer Day.  I don't understand why they couldn't just give us some more substantial reveals.  We know basically every kit we're getting for Bretonia in the launch box, but we don't have the reveal of the launch box.  While we're pretty sure who their opponent will be, they haven't official revealed them, let alone new miniatures.  Finally we know that The Old World will release in "early" 2024, but nothing more solid than that.

Though, to be fair, that last one is consistent with GW marketing and their seeming refusal to give us launch dates until they're almost on us.  Doesn't anyone in their marketing team understand the concept of saving up for things?

All and all, this reveal is taking away from the impact a final Old World reveal could have.  It's weird because GW can be so good at maintaining hype through previews and teasers.  Maybe they're hoping that when they announce the second faction and drop its new miniatures, it will make up for it.


FINAL THOUGHTS

Like I said, I feel for the 40th Anniversary of Warhammer, this Warhammer Day preview is just lacking.  It needed something to help make it a celebration of these great games and this great hobby.  Hell!  As I'm finishing this there have been more products added to the Warhammer Day celebration.  The best one wasn't even revealed during this Preview - a reprint of the original Warhammer 40,000: Rogue Trader.  I don't understand how they could build up so much hype and momentum for the 40th, only to let it hit so lightly.

The new miniatures are still awesome, especially for AOS, and I'm still glad to see The Old World returning.  But as companies before them have learned the hard way, if you're going to build a ton of hype, you need to have a payoff for it.

Friday, October 13, 2023

Let's Talk About Oath of Moment

I've been meaning to start this back up again, and with Warhammer Day and the release of the Space Marine Codex tomorrow, this seems like a good time.  I'm still struggling with my health, and I'm still trying to put as much time and energy as I can into my big project, but this hiatus has gone on long enough.  Plus I made a new Tumblr and it's time that got some love.

So let's talk about Oath of Moment.

When Oath was first unveiled in the previews leading up to 10th Edition, there was more than a little gnashing of teeth from the community.  GW had claimed they wanted the game to be less lethal and have fewer re-rolls.  But then they dropped Oath of Moment giving Space Marines full re-rolls to hit and wound.  More astute players weren't as phased by the unveiling, seeing the limits behind the rule and room to play around it.  But many people couldn't see past the apparent power on display.

As things have been, Oath has definitely been powerful.  It essentially lets the Space Marine player delete one unit off the board each turn.  It's particularly powerful when combined with Indirect Fire platforms such as Desolators and Whirlwinds.  But Space Marines have plenty of ways to get around the board and secure good firing angles.  So unless a player is really reaching they'll almost certainly kill their Oath target.

But while I think you'd be hard pressed to call Oath of Moment a weak rule, or even say that Space Marines lack good rules period, none of this made the faction overpowered.  Space Marines kicked off 10th Edition pretty close to a 50% win rate and only fell from there.  While they never approached the kind of levels that armies like Votann and Death Guard suffered, they struggled to hang with the more potent armies in the game.

Now unlike those other armies, this was almost certainly a pure points issue.  Space Marines definitely have rules, of which Oath of Moment is only one.  But this does seem to suggest that Oath of Moment really wasn't overpowered.

So why did GW change it?

If you somehow haven't heard, do I have a spoiler for the Codex release tomorrow!

Oath of Moment is no longer granting re-rolls to Wound against your chosen target.  This may be the most significant single nerf a faction has ever received.  Losing the re-rolls to Wound is definitely losing the better half of Oath of Moment.  Space Marines normally hit on 3s.  So while re-rolling Hits is definitely a buff, Space Marines still hit decently well without it.  But in a world where Plasma and Melta are wounding big targets on 5s, re-rolling Wounds is huge.  Add in abilities like Dev Wounds, and it becomes really big.

Chances are that well built Space Marine lists will still be able to eliminate their Oath target each turn, but harder targets are now going to take a lot more work.  This also shifts weapon priorities in Space Marine lists.  Combi-weapons have suddenly dropped in value while weapons with Lethal Hits or Twin-linked really matter.

Do you hear that?  That's the sound of thousands of players snapping off arms and guns.

Unlike other rules changes, GW has been pretty quiet about this one.  Because of this, we can only really guess why they decided the rule needed to be nerfed.  While I know there are some people seeing nefarious intentions here, I'm pretty sure the goal is to make the game easier to balance.

When GW is writing rules for units or deciding what their points value will be, they need to take Army and Detachment Rules into account.  The more powerful these rules are, the harder the unit is to balance.  We can see this illustrated plainly with Aeldari, the faction that arguably has the best rules in the game.

Even before we get to the new rules in the new Codex, Space Marines already have two good sets of rules.  Not only is Oath of Moment a good rule, but so are Combat Doctrines.  So when balancing Space Marine units, GW has to add in these rules.

But to make matters worse, both of these rules spike a Space Marine unit's power.  If the rules were bonuses that applied consistently, the design team could just lump them in with what the unit can do.  But not only does Oath of Moment apply to a single enemy unit each turn, each Combat Doctrine is also only once per game.  So when balancing something like the new Jump Intercessors, they have to not just consider what the unit can do on a turn by turn basis, but also what happens the turn they have Assault Doctrine and an Oath target.

By removing the re-roll Wounds, it becomes much easier to balance Space Marines.  Now their units will still spike occasionally, but it won't be as huge a spike.  This also helps internal balance as well.  Units that GW wanted to make good at killing certain targets with re-roll Wounds now matter more.  Why take a unit that gets re-roll Wounds against Monster and Vehicles when you're probably going to get it from Oath of Moment?  Now that unit has a definitive purpose in the army.

But let's not sugar coat it.

Regardless of why GW made the decision to nerf Space Marines, this is still a nerf and they're going to feel it.  There are some interesting rules to play with coming in the new Codex, though Gladius is probably still going to be the Detachment to beat.  But none of these rules are going to make up for the change to Oath of Moment.

Space Marines have gotten further points changes, and there are some significant buffs, but they weren't looking like an A Tier army after the last balanced pass.  While it remains to be seen just how bad this is going to be, I feel like Space Marine players have a bumpy road ahead of them.

Tuesday, August 1, 2023

Exile Con 2023 Part 2

In case you couldn't tell, Path of Exile II was definitely the star of the show of ExileCon 2023, the majority of its time and panels dedicated to it.  But it was not the only game getting coverage.  As I said in the last blog, GGG still plans to support the original Path of Exile for the foreseeable future.  And League Start is just a little over two weeks away.


PATH OF EXILE: TRIAL OF THE ANCESTORS

https://www.pathofexile.com/ancestor

In the new expansion, we'll be traveling with our old friend Navali to the Karui afterlife.  There, under the gaze of Hinekora, we will join with the greatest warriors of the Karui tribes in a great Tournament!

Yeah, it's time for a DBZ afterlife tournament arc!

Yes, that's right, Navali returns alongside her Silver Coins.  Only now, instead of prophecies, we'll be gaining entry into the tournament.  There, we'll assemble a team, plot out our strategy, and try to defeat the enemy Chieftains for game changing rewards.


Path of Autobattle

GGG loves riffing on popular trends in gaming.  From Pokemon to Battle Royal, many of their leagues, events, and April Fools jokes have been the devs trying to interpret something in their game.  We've had an endless dungeon, tower defense, Rogue-like, and I'm sure we'll get more in the future.  Some people are already saying Path of Exile II is a Souls-like!

In this new form of endgame content, we'll be putting together a team of legendary warriors and beasts, each with their own unique abilities, to defeat our enemies.  The goal of each game is to destroy the enemy totems before they destroy yours.  And if you die or fail, it's not game over.  The tournament is double elimination, so you get a second chance at victory.

Yes, you heard right, dying doesn't count in the tournament!  Since Hinekora is watching over you as her guest, you can't permanently die in this content.  Hardcore characters can experiment and try different strategies without fear.


Sweet, Sweet Loot!

But of course, what do we get for fighting in this tournament?  To start with, each Chieftain you can challenge has their own rewards you can earn if you defeat them.  This means even if you don't win the tournament, you'll still be rewarded for your time.  Additionally, challenging various Chieftains will be part of how we earn new heroes to join our team.

One of the new items you can get from these battles are Tattoos.  These Tattoos are used on specific small notables on your passive tree to change their bonus.  So you can turn a +10 Strength node into a Fire Resist node, or a +10 Int node into a Lightning Damage node.

If you win the Tournament, Hinekora will offer you special rewards.  One of these can be special tattoos that can change one of your +30 Attribute passives into a new large passive.  But that isn't the only new unique reward you can earn this way.

Probably the most common item you'll earn from winning the Tournament is an Omen.  These are one use consumable items that are automatically spent when you obtain a certain trigger.  It could open a Town Portal when you die or give you a huge damage boost when you level up.  Chris immediately put the obvious fear to rest during this announcement.  You can only use one Omen in any given area, so their won't be any benefit to filling your inventory with them.

But the chase item will almost certainly be Hinekora's Lock, a special currency item that let's you know the result of the next currency you use on an item.  This is an extremely powerful effect, as it drastically improves your most valuable currencies, so I'm betting these will not be easy to get.  The most obvious use would be to drop one of these on the item you're trying to perfect and then you might be able to check what each of your currency items will do to get the best effect.


Not So Forbidden Anymore

Like any expansion, the Trial of the Ancestors isn't the only content we're getting.  The first big announcement is that Sanctum League has gone core.  You will now be able to find Sanctums as tradeable items.  Each Forbidden Tome you find will grant you access to the first floor of the Sanctum.  After you complete that floor, you'll receive a new Tome that locks in your current Sanctum run.  You can then use that Tome yourself to keep your run going, or trade it to other players if you don't think you can make it.

GGG has also made improvements to Sanctum.  One complaint I had with the mode was that it completely nullifies your character's defenses.  So if you're playing a melee bruiser that relies heavily on Damage Reduction and Life Gain to clear content, Sanctum was all but impossible.  Now, your defenses will grant you a persistent passive effect within the Sanctum, allowing for builds that previously couldn't do well to possibly have a chance.  The encounters have also been rebalanced, and new rooms and encounters have been added.


Guardian and Chieftain Changes

While Guardians were still played, they'd clearly fallen behind the other Ascendencies.  And Chieftain has been struggling for a while now!  So this League, GGG is trying to improve these two Ascendencies.  Guardian is mostly an upgrade on what it could already do.  The largest change is that two of the Guardian passives give you access to all new minions.

Chieftain has been reworked from the ground up.  And while some of the passives are similar to what existed before, some are completely unrecognizable.  The Chieftain still has lots of ways to build pure fire if you want to dive deep into the Avatar of Fire archetype.  But Tukohama now gives your body armor Level 30 Ancestral Call and Level 20 Fist of War, allowing for 7-link Strikes and Slams before you add in Uniques.  There might be some real potential here!


Your Atlas Your Way

As part of GGG's continued effort to allow us to craft the endgame experience we most enjoy, they've added 16 new Keystone Passives to the Atlas Tree.  Most of these greatly overhaul an endgame mechanic in fun and interesting ways.  I won't get into all of the ones Chris revealed, but by far my favorites were the two Keystones that let you set off one massive explosive for Expeditions and that let Tormented Spirits possess you respectively.  Probably the one I was least enthused for is the one that lets us craft the Vaal Side Areas.  Though I did perk up a the mention of a Unique Vaal Side Area . . .


The Build Ideas!  They Won't Stop!

We're finally getting some meaningful meta shakeup in the form of 14 new Support Gems.  Each of these looked really cool, and provide significant new ways to modify your skills.  I'm sorry, but I am going to go through all of these!

Corrupting Cry supports War Cry skills and causes them to inflict Corrupted Blood on enemies in the radius.  Your exerted attacks also inflict Corrupted Blood.  Could a melee Bleed build finally be viable again?

With Returning Projectiles Support, Bow will probably still dominate the Bleed meta.  This support skill does exactly what it says on the tin, piercing all enemies on the return flight.  The most obvious use is to combine with any Projectile skill that does something on hit.  Kinetic Blast sounds fun to me!

Minion builds are hurting, but the Fresh Meat Support might help with that.  It gives an immediate buff whenever you summon the supported minion, granting Adrenaline, Increased Critical Strike Chance, and increased Critical Strike Damage.  SRS is back!

Flame Wood might be a fun one to try with the new Chieftain.  It causes supported totems to fight back with a mortar shot anytime they're attacked.  What's that?  They changed Arohongui so that your totems automatically taunt enemies?  Well isn't that interesting!

And while we're talking Totems, Sacrifice Support causes the spell to use a portion of your life, or a totem's life, when cast.  In exchange, the spell deals a portion of the sacrificed life as additional Chaos Damage.  I wonder if there's a way to get that Exploding Totems mod from the last league . . .

And if you're interested in the changes to Guardian, Frigid Bond supports a Link skill to cause the Link between you and your target to deal a Cold DOT.  Sounds like it goes great with the rework of Harmony of Purpose.  Might wanna grab some of those Omens that have Cast on Death effects though.

Yet even with all of those, I think I'm most excited about Locus Mine.  Locus Mine causes the supported Projectile Skill to shoot towards your location when detonated.  I love Explosive Arrow, and this might be a fun new way to play that skill.

Yeah.  I'm glad Baldur's Gate III is coming out soon, or this game would steal my life again.


PATH OF EXILE MOBILE

Being developed alongside PoE2, Path Mobile was completely overshadowed by its big brother's development.  Honestly, probably as it should be, but I do want more real games on Mobile.  Still, only one presentation was streamed to show how GGG's attempt at making a Hardcore game on the platform is going.

And it was without a doubt the worst presentation of the show!  I feel really bad for the presenters, as the feed was a stuttering mess.  Still, we did see a little of the game and how it's shaping up.

Path of Exile Mobile will take place around 20 years before the events of the original game.  In it, you play a sentenced Exile that is intercepted by Dominus.  The one day High Templar has discovered an Atlas Device and is looking for expendable recruits to explore it.  From the looks of things, the story will heavily involve many of the villains of Path of Exiles lore and might possibly shed more light into the creation of The Shaper.

The game looks like Path of Exile through and through.  Subtractem died multiple times during the hands on, and encountered some really hard enemies.  There also appears to be some potentially meaningful narrative choice in this game too.  Though telling Dominus you're not interested seems to result in your immediate death.  But when finding one of Dominus's agents in the Atlas, Subtractem was able to kill him instead of helping him report back.

My greatest concern here is definitely the controls.  I'm hoping you'll be able to use gear like the Backbone to play the game with a proper game controller.


FINAL THOUGHTS

Tempted as I am, I'm finally making progress on my game queue.  I've only just started painting Leviathan!  Slowly but surely I'm making meaningful progress towards many of the gamer goals put off so I could keep playing my favorite ARPG.  And as I said earlier, Baldur's Gate III comes out Sunday!  So I can't let Ancestors pull me back for another go.  Additionally, I'm still not happy with where loot is in the game, and there was no word on fixes coming for it.  Also weekend long marathons on League Start are definitely not good for my migraines.

This is the kind of logic I have to employ to not get sucked back into another month long binge!

Monday, July 31, 2023

ExileCon 2023 Part 1

While resting and trying to recover from this respiratory infection, Grinding Gear Games was kind enough to supply me with ample entertainment in the form of full Live Stream coverage of ExileCon 2023.  But since I was still feeling beat up, and was also working bit by bit on my reactions to the Titan datasheets, I didn't record my general reactions to anything.  So I'm definitely filing this one under "Not So Live Blog."  But there's still no way I'm not covering the announcements from this weekend.  You can still watch the VOD on the Path of Exile Twitch channel, and I'm sure they'll be posting everything to YouTube too.

ExileCon Day 1

ExileCon Day 2


PATH OF EXILE II

GGG wasted no time in getting to the main topic and attraction of the show.  After hearing so little about PoE2 since it was revealed at the first ExileCon in 2019, and with the teasers that have been drip fed through the Summer gaming news hype cycle, Exiles like myself had waited long enough to see development on the game.  And GGG did not disappoint!  Not only did the PoE2 presentation go into the game in incredible detail, but there were many genuine surprises.  I won't burry the lead here, and start with the big announcement about PoE2's development.


Path of Exile II Will Be A Standalone Game

The original reveal of PoE2 was as a content update, Version 4.0, to Path of Exile.  But as much as I love GGG, they've always had a little bit of a problem with project creep.  And it looks like PoE2 has deviated enough from the original game that it can no longer work as an update or expansion to the base game.

I'm also sure there was nothing that happened in gaming news since PoE2 started development that might have pushed them to make a more fully featured game.

Either way, I feel this is almost entirely a change for the better.

I love Path of Exile, but the game has recently been suffering under the weight of all the different features and systems that have been added since the game first entered Beta over 10 years ago.  While GGG has pruned content now and then, all the various forms of creep that being a Live Service game has forced upon the title have resulted in a game that is not only far off GGG's original vision, but must be an absolute beast to make content for.  With so many interlocking systems, making even small changes to the game can set off a cascade of issues.

And when they try to make large changes to the game . . .

But now GGG has a clean slate to work with.  Not only can they try to bring Path of Exile back to their original vision, but they're no longer beholden to every system and piece of content they've created.  Since the game still uses the same engine, they can still bring in anything they think fits the game they're building, but they no longer have the obligations a content update requires.  This also means that they're free to experiment without having to worry about what will happen to the base game.

Now this does come with a few questions, and they were quick to answer them.


Path of Exile II is Not Replacing Path of Exile

Original PoE isn't going anywhere.  GGG isn't going to force players to migrate from a game they love to a new game.  Path of Exile will continue to be available and receive updates for the foreseeable future.  Grinding Gear games has grown and separated into multiple teams with a team dedicated to Path of Exile and a team dedicated to PoE2.  Chris Wilson is still the Director of Path of Exile, while Johnathon Rogers has moved over to Direct PoE2 alongside Mark Roberts.  Path of Exile will also still be receiving regular content updates and Challenge Leagues.


Updates to PoE and PoE2 Will Be Staggered

Obviously, GGG doesn't want these two games to compete with each other.  So each game will receive their content updates and Challenge Leagues at separate times.

League participation tends to fall off pretty steeply around a month or so after League start.  So each game will be timed to have its new League begin roughly halfway through the other's.  So Path of Exile will release a Challenge League, then around 6 weeks later, PoE2 will release one, and so on.

Obviously this is something to both be excited and worried about.  Providing GGG can keep both teams going supported and going strong, that's basically twice as much Path of Exile.  However, if income doesn't support the ongoing development of both games, one or both might suffer.  The result might be smaller, less impactful content updates doled out every 6 weeks instead of every 3 months.  While some might prefer this, there's also a real possibility of burnout for players too.  If players are constantly consuming new content that doesn't have the same cycle of hype and impact as the quarterly releases, they might lose interest.

And, of course, there's also the issue of what happens if one game becomes vastly more profitable than the other.  Gamers only have so much money to spend on products.  If profits from supporter packs for PoE2 start to vastly outpace the original, it will push GGG towards sunsetting that game.  Conversely, it's entirely possible that gamers don't like the direction of PoE2, and just stick to the first game.  I'll be curious to see how GGG responds in either circumstance.

And speaking of purchases . . .


PoE and PoE2 Will Share A Client and Store

Despite what ever else might be going on in the gaming world, GGG hasn't changed.  While their cosmetics are more expensive than many other games, they're still one and done purchases that always exist on your account.  Every microtransaction you've purchased for Path of Exile will be available in PoE2.  Character slots, stash tabs, and cosmetics will be available in both games immediately on launch.

Now there is a limit to this.  Some skills in PoE2 won't exist in the original.  So if you buy a cosmetic that changes the way your Werebear form looks, that cosmetic won't be available in Path of Exile.  But any new cosmetic that affects a skill that's shared between them will be supported for both.  All the character cosmetics, pets, hideout decorations, and so on will all work in both games.

So with all the macro details out of the way, let's dive into the nitty gritty!


PoE2 Will Have 12 Classes In Total

While PoE has always supported, and will continue to support, playing off class, each class in Path of Exile does have its own identity.  As PoE2 developed, GGG apparently decided that many of the new character archetypes they wanted to include didn't fit those identities well.  So they've added one new class for each starting point on the Passive Skill Tree.

For Strength we have the Warrior, Str/Int the Druid, Int the Sorceress, Int/Dex the Monk, Dex the Huntress, and Dex/Str the Mercenary.  Each new class will come with their own Ascendancies to further help build into specific archetypes.  GGG still hasn't revealed all the different archetypes they have planned, but the Monk and Druid obviously have clear identities.  The Huntress build they showcased was a spear fighter, reminiscent of Diablo 2's Amazon.  She definitely looks like she plays far differently from anything we've seen in PoE before.  The Sorceress and Warrior were less defined, resembling an Elementalist and Slam Juggernaut respectively.  Hopefully these new classes will allow for new, more fitting archetypes for the Witch and Marauder.

But you might have noticed a problem with the math there.  6 new classes added to 7 existing classes does not equal 12.  Yes, unfortunately the one class GGG never seemed to get right, that's never had any kind of strong identity, will not be returning for PoE2.  The Scion will be left behind with the memories of her Oriath.  Multiclassing will instead be represented by improved ability to traverse the Passive Skill Tree.

Let's poor one out for everyone's favorite Spectral Throw mule.


Skills and Weapons Will Have Stronger Identities

In the original Path of Exile, there was always a bit of a hard limit to the number of strong skills you could have.  Apart from Support mods on Uniques, you could have up to two 6-Linked skills.  And doing so almost always came at the cost of having the option to gain the defensive properties of a shield or the attack speed of dual wielding.  This meant that any attack skill needed to be pretty multipurpose.  Players flock to skills that can be easily used to both clear enemies and melt bosses.  Even for builds that use two 6-Links, those skills need to have a great deal of synergy together to make the investment worth while.

But as was revealed when PoE2 was announced, you will now be able to 6-Link every skill you have.  While players immediately jumped to the logical conclusion that you could now obviously have a dedicated boss killer and a dedicated pack clearer, GGG has gone further.  With all the skills players will have available, GGG can design a tool box for us to play with.  Instead of just one clear skill you use on every pack, here's one that's great for slower moving packs you can easily kite.  Here's one for more aggressive packs that will charge you right away.  Here's a skill that makes a great panic button for when you're surrounded.

Fighting a boss?  Here's a skill to debuff the boss in some way that will give you an advantage.  Here's a skill that allows you to do steady, reliable damage while engaging with boss mechanics.  And here's a skill that does massive damage to take advantage of long attack animations or getting a CC off.

And these skill identities will be determined by the skills themselves, not cooldowns.  That big damage skill?  There's no cooldown stopping you from using it, but the windup before it unleashes its damage leaves you vulnerable.  That pack clearer?  Nothing's stopping you from spamming it except for the cast time.  That panic button?  No stupidly long cooldown that means you're screwed if you get surrounded again.  Instead it quickly CCs a pack without doing a lot of damage to let you get clear and change your tactics.

Additionally, GGG has taken a long hard look at weapons too.  In the original game, many skills were limited to certain weapons, but that was basically it.  While there were often ideal weapons to use with specific skills, those weapons were determined by a base mod and not the weapon itself.  You used claws with Spectral Throw for the high attack speed and life gain on hit, Maces with Boneshatter for the better stun, and so on.

But now many skills are going to be directly tied to weapons.  This not only helps clearly define what each weapon is for in PoE2, but it allows them to further define the identity of both skill and weapon.  Maces and their skills are slow moving but hit hard and bowl through enemies.  Spears carry a lot of forward speed and are great for picking out specific targets.  A staff flows with the character's movements, dealing damage as it spins in their skilled hands.

All of this is also coming with further improvements to melee.  Melee attacks now have built in movement with them, allowing for better target tracking and mobility.  You maintain control during this movement too, allowing you to redirect your motion to change targets, dodge attacks, or dance through enemies.

And all of this movement and animation can be canceled by PoE2's newest feature.


Do A Barrel Roll!

Path of Exile has finally entered the modern age with a dedicated dodge mechanic.  Bound to Space Bar by default, your character can roll at any time.  This roll is not a fool proof dodge, and area affect abilities and big attacks will still hit you.  But any attack or projectile that makes a hit calculation will automatically miss during the initial animation.  Like many games, the roll comes with a brief burst of movement, then slows as the character recovers.  The end result is that rolling can get you out of an attack area fast, but it won't give you any overall speed boost.

As I hinted above, the roll command interrupts all casting and attack animations.  If you start a big wind up, then discover the boss isn't as vulnerable as you thought, you can easily cancel out of it with a single button.  Are you spinning to win with your Marauder and see a big projectile coming your way?  Just press space and you'll roll under it.

Note, this is still Path of Exile.  That slow recovery means that you'll be vulnerable for a moment after the initial roll.  And while the roll has built in pathfinding, it doesn't have any kind of phasing to get around larger obstacles or move through mobs (though some large enemies have blind spots you can roll through).  The ability is meant to help you avoid big attacks and change position quickly.  Careful planning, strategy, and skill are still how you win the day.


Weapon Swapping Has Been Completely Revamped

In Path of Exile, your off weapons are usually used to level gems.  It's a rare build that actually makes use of actually swapping weapons.  The Passive Skill system and modifier bonuses mean that having two different weapons for two different Skills just doesn't provide enough return on investment.  Even when you might want to have one weapon for clearing and one weapon for bossing, it's often easier to just swap one or two Support Gems.

But with each character being able to have so many active Skills, it gives the developers a chance to try and make weapon swapping meaningful again.  After all, if you can have both a 6-Link cold spell and a 6-Link lightning spell, wouldn't it be nice if you could have a staff for each spell?  Since you no longer have to invest Fusings into the weapons themselves, that's one barrier down.

But what about the Passive Skill Tree?

In Path of Exile 2, Passive Skill Points awarded from books will be kept in their own pool.  You can then assign these Skill Points in different ways for each of your weapon slots.  When you swap weapons, the skill points will automatically change between each configuration.  In the presentation, they showed 10 Passive Skills changing between a Cold cluster and a Lightning cluster on swap.

While that would potentially be enough to make swapping viable, they've also made swapping your weapons easier too.  Just as using a Werebear Skill will automatically change you into a Werebear, you can assign your Skills to work with only one weapon or the other.  So when you cast your lightning spells, your character will automatically switch to their lightning weapon and vice versa.  More general purpose skills can be assigned to both weapons and won't cause your character to swap.  There's a slight animation added, meaning it still pays to plan ahead and have the right weapon ready.  But the gameplay overall looks pretty smooth.


Deterministic Skill Systems

When Path of Exile first entered open beta, GGG wanted having a properly crafted 6-Link to be a major accomplishment.  But as players got better and better at the game, and the secrets of the crafting system became known, the mystique of the 6-Link faded.  Getting a 6-Link is no longer an end goal, but simply another step in developing the power of your build.  You can find guides all around the internet to help ease your through this process and make sure you have exactly the sockets you need to get the most out of your Skills.

But that doesn't stop the original systems from often being frustrating to deal with.  Anytime you run out of Chromes or Fusings trying to get the setup you need on that awesome armour piece you just got, there's a grinding and gnashing of teeth.  Now at least we don't have to worry about crafting our slots on our armour and weapons.  But what about the gems themselves?  If we're going to have around 9 skills we can 6-Link, does that mean 9 times the frustration?  Will we be hoarding tens of thousands of Fusings to get all our gems where we want them, let alone all those Chromes?

To answer this, GGG has completely rebuilt the gem crafting system from the ground up, starting with the Skill Gems themselves.  Instead of each individual Skill Gem dropping, you will now get Uncut Gems.  Once you've picked up one of these, simply right click and a menu will pop up to let you choose the Skill Gem you want.  These gems are affected by the zone you're in too.  So the level of skill you can create from a given gem, the level that skill starts at, and possibly other attributes, will be affected by dropping from a higher level area.

Once you have your chosen Skill Gem, it will start with two sockets for Support Gems.  To get another socket, you'll need to find the first tier Jeweler's Orb.  Using this guarantees you a third socket.  You will continue to find rarer and higher tier Jeweler's Orbs as you play, unlocking additional sockets, until you finally find or trade for the rare highest tier Jeweler's Orb.  This will unlock your fifth socket and complete your 6-Link.  The differing rarities of these items will mean all your Skills will improve organically at roughly the same rate.

Once you have a socket for a Support Gem, you'll be able to use Chromes to deterministically craft what color the socket will be.  They didn't show off how this works or give us much in the way of details, but you won't be spamming Chromes trying to get the colors you want anymore.

We also didn't get much in the way of details for how you will obtain your Support Gems, and they were shown dropping from enemies as normal.  We don't yet know if we'll have vendors we can go to for them, or if they'll be chase and trade items.  But we do know a few things.


Skill Overhauls

Some of the changes to Support Gems and buffs were revealed at the various presentations.  Let's finish up with Support Gems first.

In addition to any other cost, Support Gems now add their ability requirements to the supported Skill.  This means it will be a little harder to play off class without investment, further pushing the individuality of each class while still allowing for exploration.  Otherwise it still looks like most Support Gems work as they did previously, with the exception of gems that activate on triggers or that change the Skill type.

Trigger Gems are now part of the category of Meta Gems that were revealed in 2019.  In addition to functioning alongside other Support Gems with the socketed Skill gem, you can still have multiple Skill Gems socketed in them.  As before, these Skills will activate in sequence as the Trigger occurs.  So if you have a Frost Nova followed by a Spark, the Frost Nova will activate the first time the Trigger occurs, then the Spark the second, then the Frost Nova the third and so on.

However, Triggers are no longer chance based.  Instead, you build up a meter each time the Trigger occurs.  The longer the cast time of the queued Skill, the larger the meter you'll need to build.  When the meter is full, the Skill automatically activates and the meter resets.  And just like everything in Path of Exile, you'll be able to build around this to get your Triggered skills off more frequently.

Totems have also been announced as Meta Gems.  But now, your Totems can support multiple Skills.  Just as with Trigger gems, your Totem will cycle through each of the Skill socketed to it in sequence.  This has the potential to vastly open up Totem builds.

By contrast, Traps and Mines are now weapons you equip.  When you have a Trap or Mine equipped in your main hand, they will automatically change how compatible Skills function.  The two mechanics have also been mostly unified, effecting Skills in similar ways with only their trigger being different.  Passive Skills and equipment will now affect both equally.

Meta Gems and other buffs will now also be part of a new Reservation system.  Reserving Mana and Life is gone, you now have a separate stat called Spirit.  You begin with 100 Spirit, which is just enough to reserve a single buff or Aura.  But, as you'd expect, you can increase your Spirit through Passives and gear.  Of particular note, Scepters have now become the dedicated equipment for improving your Spirit.  You can also find rewards that permanently increase Spirit.

Spirit is used for buffs, Auras, Triggered Skills, and permanent Minions.  Temporary Minions such as Summon Raging Spirit and Summon Skeletons do not use your Spirit, and permanent minion caps are gone.  The size of your army is now determined by your ability to cast your Summoning Skills and your Spirit.


All That Glitters

This isn't your grandfather's Wraeclast.  With The Beast slumbering and the old gods dead, various factions have begun to make their move to reclaim the lost treasures of The Cursed Continent.  Gone are the days of struggling to survive alongside other Exiles.  Now you have to try and find your place among these rival factions, and they have brought one of the most potent trappings of civilization with them.

Enemies in Path of Exile will now drop gold.  Just like any RPG, this gold can be used to buy and sell items at the various vendors and merchants throughout the game.  So far, gold is taking up space in the inventory and even stacks to 5,000 ala classic Diablo.  This means you won't be able to pick up every piece of gold you find, though you do still grab it automatically when you walk over a pile.

GGG spoke a little to their philosophies and intentions here.  First, the introduction of gold is part of the ongoing narrative, so it fits there.  Second, this provides a generic reward that players can enjoy and use at vendors without needing to worry about stacking up Scrolls and the like in their stash.  On this second note, GGG spoke on how their famous currency system railroaded them into littering the ground with items, most of which became quickly useless.  They believe the inclusion of gold will allow them to make other drops more meaningful.

Initially, you'll be using this gold at new and improved vendors to fix gear issues.  But in the end game, the primary gold sink will be a gambling system similar to Diablo 2.  GGG does not intend for gold to become the base currency between players, and still expects that players will likely trade for more meaningful items like they currently do.  Trading with gold was likened to trading with Scrolls of Wisdom.


Changes to Currency Items

As they have stated multiple times, GGG wants the primary means of finding items to be killing monsters.  While crafting is an integral part of the game, GGG envisions a system where you farm monsters until you find a good item.  You then use the classic PoE currency items to try and turn that good item into a great item.

Honestly, of all the things I wanted GGG to address more, it was proper plans to make drops actually feel rewarding and make picking up rares worth our time.

Either way, the one thing GGG doesn't want us doing is spamming crafting mats on our items in search of a good result.  To help address this, they've changed the way key crafting items work in the game.

Orbs of Transmutation now always enchant a common item with only a single property.  To get another property, you then use an Orb of Augmentation as normal.  If you want a rare item, you can then use a Regal Orb to add a third property, or you can still start from a common item and use an Orb of Alchemy.

Don't like what you got?  Too bad!  Orbs of Alteration are gone!  Orbs of Scouring are gone!  You'll want to make that first property on the Transmute count, as well as each additional property each step of the way.

But you can still re-roll with a Chaos Orb, right?  Nope!  Chaos have been changed.  Now, rather than re-roll the entire item, Chaos randomly change a single property.  This means a Chaos can potentially make a good item great, but it won't redo a bad item.

They didn't talk about the other crafting systems in the game, though they did say they want systems like them to still exist.  But they really want spamming to be dead.

They did touch on the crafting bench, though.  At least for the moment, Path of Exile 2 does not have one.  You'll need to use vendors to fix gaps in defenses.

This will almost certainly be the most controversial change that was announced.  On the whole, players want more deterministic crafting systems.  Even if they have to work for them, players want to feel like they're making progress towards that dream item.  

And no!  Farming Divines to trade for it doesn't count!  

But spamming currency also isn't very fun, in my opinion.  I don't enjoy burning through my Essence stash trying to get those three or four decent mods to go with that Life roll.

Hopefully they'll have more to say about crafting in the future.


Rushing May Be Dead

After playing through Path of Exile's campaign a few times, you eventually reach a feeling of "been there, done that."  One of the most requested systems from the community has been a way to skip the Campaign.  Even if GGG won't let us start at Mapping, players have begged for alternate means of leveling their characters such as the occasional "Endless" events that are hosted near the end of a League or before the holidays.  But through it all, GGG has insisted that clearing the campaign is intended, and will always be intended as a part of each new League.

Now one excuse for this may be gone in the base game.  During development of PoE2, GGG constantly said the new campaign would be better and will provide not only that alternate means of leveling, but an overall more engaging experience.  Now that PoE2's campaign won't be running alongside the original, they won't be able to go to that to defend against players who want more leveling variety.

But until they change things, Exiles have gotten very good at clearing through that original campaign.  Even if you're not a racer, you'll eventually learn countless tricks for speeding up your progress.  But while those tricks will still work in original PoE, they look like they're gone in PoE2.  First we'll start with some big reveals.

The Quicksilver Flask is gone.  In fact, Utility Flasks as a whole have been overhauled, and are now more focused on removing status effects or providing extremely short buffs to a player.  If you want to move faster, you'll need to get Movement Speed on your gear.

Similarly, Movement Skills have been revised, if they're making it into PoE2 at all.  We only saw one classic Movement Skill, Leap Slam, in the various gameplay demonstrations.  The skill is now truly an attack skill that targets enemies, with a windup and recovery period to boot.  It looks like it's far too slow now to work for fixing movement, though it might still give you the ability to move over obstacles and up and down cliffs.

But even without Movement Skills and Quicksilver Flasks, you still usually move past most packs in PoE only targeting big ones or Magic and Rares.

Well that looks like it's dead too.  Monsters in PoE2 are over all smarter, more persistent, and have better pathfinding.  As you move past mobs, they begin to gather up into larger and larger threats to you.  In the gameplay presentations, it wasn't long before the streamers selected to demo the game were overwhelmed.  While there may still be enemies you can and want to avoid, the new gameplay really seems to encourage dealing with threatening packs as you encounter them and not trying to just bypass them.

All and all it looks like you'll need to engage with more of the campaign than you have to currently.


Boss Revamps

And speaking of engaging with the campaign, GGG wants boss fights to be much more fun and engaging as well.  It genuinely looks like they've put a ton of effort into each of PoE2s boss fights.  Each boss shown was unique and interesting with its own unique mechanics and systems.  

Honestly, they all looked really sick!

Bossing is going to be one of the big areas where the new skill system shines, as taking advantage of various openings and setting up combos will be critical to success.  And like most modern ARPGs, you'll need to learn each boss and their mechanics to succeed.  

To help with this, Crowd Control on bosses has been completely overhauled.  Instead of being a binary state that many bosses are just immune to, your CC now builds up on a boss as you fight, similar to stagger systems in other games.  Once you've built up enough CC, the boss will be effected and become vulnerable to your attacks and combos.  Once a boss has been CC'd, the difficulty of the next one temporarily increases, slowly decreasing back to normal as the fight goes on.  These CC effects can be built around with Passive Skills and Gear to make them more powerful as normal.

And this is really good, because you can't cheese bosses anymore, dying and coming back to chip at their life until you win through attrition.  Just as in most current ARPGs, dying or fleeing resets the boss fight.  The only exception is Town Portals, but these have been changed as well.  

Dropping a Town Portal during the campaign works as normal.  The portal will open instantly and you can go back to town for whatever you need.  But during boss encounters they work much differently.  The first thing is that any Town Portal opened before a boss fight is closed when that boss enters the arena.  The second is that during boss fights, Town Portal has a casting time.  It's not very long, but it's just long enough you'll need to find a moment of safety during the fight to use it.

And depending on how you're doing, you might need to use it.  Flasks have been changed as well.  In addition to Utility Flasks only working reactively, your Life and Mana flasks seem to refill slower too.  In fact, normal monsters don't refill your Life and Mana flasks at all.  Only Magic, Rare, and Unique monsters give you Flask Charges now.  Gone are the days of using adds to refill our Flasks!  Instead, Boss adds are now a real threat and challenge we'll have to manage.  So if your flasks run out, you'll need to find an opportunity to TP out and then go to a well and refill them.

These new, harder fights come with new rewards too.  Bosses have higher rarity gear as you'd expect, with a boosted rarity the first time you kill one.  Increased Rarity bonuses have also been changed to have more beneficial effects on the gear that drops.  Additionally, bosses often have special items they drop the first time you kill them.  Each zone will have its own Area Boss separate from the Campaign Bosses.  Killing these bosses will get you an item that will permanently improves your character in some way, providing a potent bonus to exploring and finding every boss in the game.


FINAL THOUGHTS

I am the hype!

Overall, Path of Exile II looks absolutely sick!  It looks like combat is going to be much more engaging, gearing will be much more enjoyable, and bosses are going to be a ton of fun!  And, as a fan of theory crafting, the potential for new builds is nearly overwhelming!  I can't wait to get my hands on it!

There were a few more changes I didn't get to, such as reworks to charges, caster weapons, and improvements to quest and campaign progression.  There was this whole thing about how NPCs will react to your playstyle, potentially treating you as the stereotypical murder hobo, depending on how quickly you move through the game, that was really amusing.  But I think I've gushed for long enough.

My largest concerns are for the health of the two games as they run in parallel to each other and for fixes to loot systems.  I desperately want to return to a world where finding a Rare or Unique off a boss is satisfying again.  Here's hoping they can get us there.

Still, GGG has given themselves plenty of time to get it right!  RIP to all the predictions that this was going to drop before Christmas.

The Beta for Path of Exile II is scheduled to begin on June 7th, 2024.

I guess that's plenty of time to put more games to bed before PoE steals my soul again.

Saturday, July 15, 2023

The Battle for Oghram Ends!


Warhammer Preview


I'm having an absolutely lousy day.  I woke up to watch the result, but was feeling like garbage.  So I tuned in, took some meds, and went back to bed.  My next series of treatments can't come fast enough.  Fortunately, they're just a little over a week away.

But do you know who's not having a bad day?



Tyranid players!

Yes!  We have won the Battle for Ograhm campaign!  As such, we get the prize of getting to see our reveals for 10th Edition first.  And did we get reveals!



GENESTEALERS

Much of this is a range refresh, though we are getting a few new pieces.  The new stealers are extremely faithful to their origins, the overall look and feel having not changed much since they were first depicted in Rogue Trader.  The main things that have changed are different weapon options and the back armoured carapace.  Here we see that back changed again, with the carapace not quite merging with the spine.  Overall, I think these look awesome.  They have a great sense of life and motion to them with a lot of predatory ferocity.  Their faces are also very expressive.

We don't get a lot of details on what options come in the kit, so we don't know if we'll have new versions of all of the old head swaps or scything talons.  But we do know we can field the whole unit with the Ymgarl heads.  Hopefully they'll give us plenty of variety.



TERMAGANTS AND HORMAGAUNTS

I think we all knew these were coming.  You seriously can't do one without the other.  And those poor 3rd Edition Hormagaunts were just desperate for a new sculpt.  These look fantastic, though there a few that have me worried about how much they might spill over the base and potentially fall over again.  Again, these are very faithful to the 3rd Edition sculpt.  But unlike Termagants, which just got slightly larger and more feral looking, Hormagaunts changed quite a bit from their origins.  There's not really a lot left of the original Hormagaunt design, and honestly that's probably a good thing.  Though that design does look cool, it's a little too reminiscent of the Xenomorph.

A reveal that I think has brought a lot of relief and excitement to Tyranid fans is that of the full Termagant kit.  Now this apparently isn't all the options in the kit, since the preview and article mention weapon options that aren't shown.  But it's nice to know that Termagants aren't getting simplified down to just one gun choice.  The big surprise here is the return of some classic weapons such as the spike rife and the strangle web launcher.  We're also getting a mini version of the bio-cannon from the Barbgaunt.  All fantastic!



LICTORS

With GW getting out of finecast, it's no surprise we're getting replacements for models in that range.  Additionally, Lictors are one of the more boring and static of some of the older models.  These new models are much more dynamic looking, though I think one of them maybe loses a bit trying to call back to the older kits.  Still, I really like the more hunched over, creeping look the alternate sculpt has.

One big surprise is the reveal of a new Neurolictor, which is described as being able to greatly disrupt enemy formations and even force line units to attack their allies.  I really like anything that makes Tyranids look more alien and eldritch horror, and there's some interest things going one with the posing for this one too.

Of course, we've already seen the new Death Leaper, with it's slightly more Mind Flayer like appearance.  But that's honestly my only complaint with it.  I honestly still think it looks fantastic.



BIOVORES AND PYROVORES

Honestly, of all the miniatures in the Tyranid range that most needed a refresh, Biovores and Pyrovores have to be the top of it.  The old models were not only finecast, but really showed their age.  So I think everyone is really happy that they're finally getting redone.

However, I'm quite torn on the new models.  On the one had, I think they look absolutely fantastic.  If I'd never seen one of these before, I'd probably be extremely excited about these.  I really think they look super cool.  However, they're a huge departure from the original appearance.  On the one hand, as a gun beast, it's nice that they somewhat show more of the evolutionary line into things like Tyrannofexes and even Hierophants.  On the other, I wish they'd done more to show the transition.  Having something like the rear legs still ending in hooves and still having a more hunched posture instead of scuttling one I think would have been a cool way to show how these are part of that transition.



NORN EMISSARY AND NORN ASSIMILATOR

Finally, we get to the big reveal and our new towering monstrosities to put on the battlefield.  If you'd read the new Leviathan book, you knew that this one had to be coming.  The new Norn Emissary is a vicious looking monstrosity designed to seek out specific threats to the Hive Mind's plans and eliminate them.  Unlike Lictors or Death Leaper though, this creature does it while sowing as much destruction and chaos as possible.

As a sculpt, I think it looks absolutely amazing.  I think that maybe it's ornamentation is a little bit too grand for what its purpose is, but it still looks extremely cool.  But the big surprise is this is a dual kit.



The Norn Assimilator is meant to be the ultimate weapon of shock and awe.  Supposedly this piece is kitted out to eliminate the toughest of enemy resistance such as enemy vehicles and fortifications.  It's main weapons seems to be a pair of venom injectors that spew bioacid both as a ranged attack and in melee.  I can imagine just how horrifying it would be to see a fortification or vehicle flooded internally with large amounts of bioacid to gruesomely eliminate all inside.

Here the ornamentation seems slightly less ostentatious, mostly from the reduced head sculpt.  But if this is an anti-vehicle and fortification piece, I feel like the scything talons should be larger.  I kinda want to swap the talons between the Emissary and the Assimilator.  I also feel like the flesh hooks are a little small for its intended targets, and think those also might have been better on the Emissary.  But overall, I feel both of these kits look incredible.


FINAL THOUGHTS

I'm extremely excited and happy about our new bugs.  There's obviously pieces that I wish we were getting that weren't announced.  New Red Terror, Doom, better version of The Swarmlord and Old One eye, honestly so many kit's I'd like to see redone or new types of tech I wish we had.  But I also know that they can't redo or fill absolutely every wish that Tyranid players like myself desire.

There was one striking absence that I think has many of my fellow Tyranid players a little confused and frustrated.

Shrikes!

Why did they give us a flying Prime and didn't give us Shrikes for it to join!  This thing is begging for some new Shrikes!  Why, GW!  Why!!!

Oh well.  Maybe these aren't all the reveals for the new Codex, though I think they're supposed to be.  There's also always the possibility we might see a new unit in a future Combat Patrol or Kill Team set.  And then there's always campaign releases.  There's plenty of room for new kits to be set up in the future.

Now we need to see what the new Space Marine miniatures will be.

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...