Twice in the last days I had to hear people claiming that the Glory-matchmaking is bad and ArenaNet should use Elo (or, as some people used, “ELO”, which is wrong).
Anyway, I truly believe those people are so wrong it’s silly. It’s like someone claimed “Elo is the best” and they simply accepted it, without ever questioning why or how.
Before going deep into the issue, let me put some detail here:
First, what the fuss is all about. In one interview, Jonathan Sharp described that, when you join a hot-join PvP, it will try to match your cumulative Glory to try to find people around your expertise level.
Second, this is used for hot-join PvP, not competition.
Third, ArenaNet reckons that, although they want to make Guild Wars 2 an e-sport, it requires a good spectator mode, which the initial game won’t have.
Also, you have to keep in mind that, although whatever every Elo lover says, it’s not a measurement of skill. It measures if you beat someone with higher rating, just that. To keep that in perspective, if Moron 1 fights Moron 2 and wins, he gets more Elo; if, in the nest fight, Moron 2 wins, he then jumps over Moron 1. But both are still morons.
Another think to keep in mind is that Glory is earned by doing whatever you need to do to win a game. If you capture a point, you gain Glory; if you kill an enemy, you gain Glory. You can still lose a battle, but if you hold a point and kill some enemies, you still end with your Glory. Obviously, if you do shit and kill just one enemy, but your team wins, you will earn very little Glory.
(Not saying that the Glory system is perfect: If I’m a Guardian and I keep two or three enemies busy while my team captures the other bases, I may end up the game with very little Glory, even if I basically took 2-3 enemies out of the game.)
For a game that you may play with complete strangers, it seems like a very good way to keep you playing with people around the same skill level you have.
If ArenaNet went with an Elo rating for that, how would that work? Would they compare your Elo with everyone in the opposite team Elo? What if there is this guy in the upper limit for the matchmaking who just sits in the opposite side of the map controlling (very skillfully) a point, while you do the same in your corner? Can you really say who of you are more skilled? Let’s not lie here, you can’t, as you two never faced each other.
Then, for that, you’ll end up comparing your team skill against the other team skill. But you’re hot-joining and, even if you personal skills are similar, your skill as a team is not. That’s why there is an “Elo hell” in League of Legends: It measures the skill of a team of complete strangers, which sometimes work and sometimes doesn’t. And the solution for that to hot-join/group up with people you know, people you already have some synergy and, thus, have a combined skill — which is exactly what ArenaNet doesn’t want: segregation (well, it’s you and your friends, but you get the idea).
So, let me be clear here: The Cumulative Glory matchmaking is a good system — not perfect, but good. If they went with an Elo system, they would have to check every single combat you had with everyone and check those encounters instead of the whole fight — as that would measure the group skill, not the personal skill.
And don’t forget: Yes, ArenaNet wants to make this an e-sport, but that would require a good spectator mode. So it doesn’t make sense going into all loops and hoops to get a “perfect” matchmaking system right now, as part of the whole is missing. Maybe the in the future they can come with the perfect single-player, individual matchmaking system, but this is not the time to go straight into it.
(Besides, I also imagine they want some play to go through while they check if there isn’t any exploits in the game, like a Prolly — a protection paladin wearing healing gear in PvP, which was utterly overpowered by getting spell power based on stamina or, in other words, by getting power by increasing survivability — which they couldn’t foresee in their test.)
You know, when I got too pessimistic about some game, I always thought “Maybe I’m getting too harsh, maybe I didn’t get what the developers wanted to say. Was I having a bad day or something?” but, when you get some news about it or try the newest version (or things finally click in, but that’s not the case here), I see that… well, I wasn’t so wrong at the first time.
That’s what happened with Mass Effect 2: It seems all my issues with the previous game were addressed.
First most “Assignments” are now out. On my first run, I may have found fewer than 10 of those (and even with that, they were just something like “talk to this guy, get an assignment, go to your mission and you’ll, eventually, stumble upon the solution for the assignment. Deliver when the mission is complete”. This also means that the number of missions are, in Mass Effect 2, way higher than in Mass Effect. But they fit, which is more important.
So your Shepard is getting a new team (almost new, some old faces appear again) and you have two missions for everyone: One is acquiring said teammate ’cause he/she is in trouble/being chased/cornered/trapped in some planet/under arrest. Then you have them to solve their troubles/kill their chasers/get out of the corner/get out of the planet/get out of jail. Then, after a while, you have a “loyalty” mission: Those missions deal with some old problem/issue that teammate have, so you go there and solve it. It works ’cause, except for two old faces (sorry, spoilers), you do need to prove you’re a good captain and you want your team to fight without any worries. So, story wise, it works pretty damn fine. Sure, out of the story, you can get more credits, which allow you to get better armor/weapons, some nice things to your room — there is a captain’s quarter now — and some research plans.
Second, mineral surveying, which I thought was pretty off, now is couple with the research plans, so they make sense going after now. Also, they completely removed the vehicle parts, so you don’t need to deal with the bouncy-bouncy tank. Also, it’s a damn fun minigame.
You have a scan, which will visually and aurally indicate when you’re near some usable mineral. Then, to retrieve said minerals, you use probes. Those probes can be bought in any fuel station — fuel now is required to jump between star systems, but I barely scratched my fuel tank, to be honest.
Another huge improvement is the removal of the silly Frogger-solver, which I didn’t mention in the previous take. To open locks or hack computers, you had a single frogger-like minigame. This is now gone, in favor of two new systems. The first is a “bypass” system, which requires connecting the right dots — like if you’re trying to short-circuit the lock. In practice, it’s nothing more than a memory game, but it fits the context by filling the lines when you find two of the same kind.
The second system is a “find the one that matches” with pieces of code, to bypass some firewall. Again, it works ’cause… well, it looks like code. All you need to do is navigate in the see of coming codes and find the ones that matches, while avoiding the red blocks.
A nice “quality of life” improvement is that fact that they added a NPC to tell you when one of the teammates have a new quest — like when they are finally ready to give you their loyalty mission. This means you don’t have to talk to Wrex every time trying to make him spit out some old story that will give some assignment — I know it’s fun talking to Wrex every time, but it gets tiring after a while.
So story is greatly improved, bad things are out… So it’s a 10/10?
No, not quite.
The game is still a corridor shooter. You still go around and, when you find some cover, it’s time to fight. It’s not even fun, as Katie Tiedrich form Awkward Zombie sums it. It works better than the original game, though, but the combat mechanics changed so much, I can’t be Rambo anymore and simply go around shooting everything.
The Paragon/Renegate system is still there, still providing the same functionality with an added “are you paying attention to this cutscene?” element: During some scripted dialogs (the ones you have no choice but sit there and hear whatever they have to say), you can get the chance to Renegate-interact or Paragon-interact, either by interrupting the person by shooting something (or them) or stopping them from shooting someone. The way you acquire said points, though, is a bit more confusing: On my second run, I decided to be a mean John Shepard (after beating the game with my all nice and cute Jane Shepard) and, even picking the dickish dialog options, I’d still got Paragon points. For example, when I found Tali in one of the first missions, I basically told her to fuck off. And then, to fuck her team. And then that, since they are a bunch of pussies, they should let real man deal with the problem. End result: 9 Renegate points and 2 Paragon points. WUT?
The inconsistency of those options are scattered all around. Not only that, but I knew, from reading the wiki, that if you don’t complete the loyalty missions of your teammates, they would die in the last meta-mission — which actually involves two or three different missions. I had in mind that one of the guys would die ’cause he said I was sending him in a suicide mission (but he was ok with that), only to see him survive the mission and then die with a rocket in the face in the post-mission cutscene. Yeah, I knew he would die, but that way was… weird. Later on, I wasn’t really trying to finish the mission, but just trying to save teammates. “Hm, ‘Send someone to escort survivors’? This means this guy will survive ’cause he will head back to the ship. Which one I like more…” It wasn’t a matter of “not sending the guy that I’ll probably need in the future”, it was more like “I want to save this guy”. Even more, in the very last mission, I was more worried about my companions dying than actually trying to finish it. “Oh God, oh God, don’t let this guy die.” And, in the very final cutscene, one of the guys that I didn’t expect to die, died. I mean, come on! I got his upgrades, I did his loyalty mission, I did talk to him every fucking time and he still died? The fuck!
This fucks up all the “your choices matter”, when it actually doesn’t. It’s more arbitrary than your real choice.
Another thing that annoyed me was the fact that they removed the shortcut to access your journal. I know it’s small, but that means that, to check your missions or whatever, you have to navigate through their menu, which is not good with thousands of things blinking (the Journal will blink if there is anything updated, like finding a new mission ’cause you found some random artifact or because you spoke with someone and there is a new entry to the Codex or someone in your team — including you — still have a single point available)
Also, they changed the reticule that shows some usable item/someone to talk to. Long gone are the days of the huge reticule, now you have a small one that is almost transparent. It will also capture anything in a huge arc in front of you and, even showing what you’re targeting, it’s a pain to see it.
Those two last points are small, I know, but you can’t deny that being completely random about success/failure or paragon/renegate is stupid. I complained about the rice options in the series before, but now it’s like you decide to have Australian rice and they deliver a half Australian, half Hydroponic bowl in front of you. Sure, both are rice but it’s not what you asked!
I enjoyed the game, but the way it ended burned more than the first one. The second run, still in its early stages, will be a pain to complete.
It was Mordin. I did his loyalty mission, I made him sing for me and he died in the end. And nobody said a freaking word about the escort needing a freaking doctor.
Hey, another forgotten shelf update. Maybe I need some way to automate this thing…
Added to shelf: Mass Effect 2.
… although you guys know that already, ’cause I posted my “First 2 hours of Mass Effect 2” opinion already. *SIGH
Since starting Mass Effect for the third time felt like a huge “UGH!”, I bought the second installment. So far:
- The guy who decided it was a good idea to import old characters and give complete different game controls should be shot.
- Also, the “importer” tool (to import games from the first game to the second) is dumb as a piece of brick. It’s like they don’t even know the registry keys they used in the first game.
- On the other hand, the guy who designs the starships deserves three or four prizes for his/her designs.
- Nice nod to Star Trek: One of the Engineers have a Scottish accent.
- I’m again picking the voices: After getting right with Martina Sirtis and Keith David on the first game, I recognized Martin Sheen on this second appearance (in the game).
- Seems the got the idea right this time: “Do you need anything?” seems to be the new “Give me your quest”, so you don’t need to navigate dialogs and dialogs and pick the right options to find something new to do.
- … although finding those while talking with Garrus and Wrek was too damn fun.
- I’m still confused why Dr. Chakwas is not one of the romance options (I checked the wiki). I’d do her in the first game and I’d do her again.
- Call me silly, but I find it… nostalgic hearing the Australian accent again (by Miranda/Yvonne Strahvoski) — although it feels really “weak” and I’m used to strong ones.
(I’m taking the “Early Review” out and bringing the “My Take on” on it’s place. I mean, most games I’m commenting these days I already beat or something and “My take” would fit in any position.)
I completed Mass Effect (the first) last weekend and I’m going again for a second, more complete, route. And I must say: It’s a below-average (to be nice) game with a really interesting story.
What’s Mass Effect all about? You start with this guy/gal that works for the human alliance in a far future when suddenly you get inside a plot to destroy all living beings. And I’m using the word “work” here very loosely. First, ’cause you’re, effectively, a soldier for the human federation. At the same time, if you go with full customization, you can pick different “professions”: You can be a soldier, able to use all four types of weapons and heavy armor or an engineer, which only access to one weapon and light armor, but a lot more tricks under your sleeve to take electronic devices.
Whatever profession you chose, you don’t need to worry about “Oh, but if I take the soldier, does that mean that I can’t use electronics anymore?” ’cause the game provides a list of companions that you can pick two every mission to supplement your skills. The flimsy engineer doesn’t need to worry about combat too much ’cause there is a companion who is a soldier.
While in combat, you can order your team to either switch weapons, stay, attack or use their special abilities, although they are smart enough to, say, use their shield boost ability when under heavy attack or switch to a sniper weapon (if they have the skill to use it) when the enemies are too far.
The story advances through missions, which is perfectly fine. But there are also some side missions, called “Assignments” that you can complete to get better gear or some cash to acquire said better gear. The problem I found with them is that they feel… out of place.
The story is compelling enough to make you go after this guy — after you pass the initial, slow start, which may make you give up completely in the first two hours of gameplay — but… would you stop around every planet in every system to survey for minerals? Doesn’t that feel out of place, like “well, the bad guy may find the thing to bring the bad guys back at any minute, but that doesn’t matter, at least I found a new cache of rare metals”? One could argue that “Hey, it’s your character, you can do whatever you want” but it still feels out of place.
Also, most of the missions fall deeply into the “corridor shooter” category. The map is so straight-forward sometimes it’s not even funny. Also, there are sections where I simply can’t understand why the “best damn helmsman in the Alliance fleet” would drop me in a long section, far away from the whatever signal we are following, make me go through a zig-zag section and then simply wait for me when I’m out. If he could get there, as he shows in the end, why the freaking hell he had to drop me in the freaking other side of the planet? To give me a long corridor to shot enemies on the way, that’s why.
Your profession have a talent tree. And with that talent tree, there is a morality system but, as the rice options scatered around, it doesn’t really change much.
Basically, when you pick/do something bad, you get renegate points; by doing nice things, you get paragon points. What those things do, deep down is this: Increasing your paragon points by being nice, you increases your charm skill which allow you to be even more nicer; increasing your renegate points by doing bad things, you increase your intimidade skill which allow you to be even more doucher. Basically, it’s a self-feeding system that, at some point, doesn’t give any flexibiliy: You want to be nice to the universe and a dick with the bad guy in the last battle? Well, though luck buy; you’ll end with a bunch of charm and no intimidade to do so.
And then we have the bugs. Seriously, I’m impressed how a game that’s 5 years old still have some very silly bugs. For example, you can’t quick save the game while standing in an elevator. And with my Femshep, elevators became a huge problem, as the game would simply get “stuck”, without being able to do anything — a problem I never found with my male Shepperd, to be honest. Couple both problems and you can imagine how scared I was when taking an elevator. Also, in one mission, where you need to go to three bases, finding a body in the third, I actually managed to find the same body twice in two different bases, simply by saving the game while in the second and then returning to the game later. And then you have some vehicle sections that are simply attrocious. The all-terrain vehicle you get seems to have been build with bouncing balls, including the tires and they drop you in planets with half of the Earth gravity. So any single obstacle in the terrain, when hit at full speed, will make your car almost fly around, bouncing everywhere.
I know that now you may probably asking yourself “So, is this game that bad?” Well, no. The game isn’t bad: If you follow the story, it’s a freaking good game if you focus on that, as the pace will make things smooth out. Now, if you ask me if paying U$ 19.90 for a game that lasts around 15 hours is well spent… Well, that’s where I have no idea. For a lower price, I’d strongly recommend it, due it’s well tied story, but will the issues and the incoherence of everything around it, even U$ 20 seems slightly higher than it should.
When the Mass Effect 3 rage about the ending surfaced, I didn’t worried too much, as I didn’t play the game and didn’t see the ending.
When people came with the argument of “Mass Effect is about choices and the end has nothing to do with choices”, I started backing up those guys, ’cause at least they provided a good argument to their complains.
But this weekend, after completing the first Mass Effect, I’m wondering if that argument is true, in the first place. Sure, things may have changed heaps since the first interaction, but still gives the impression that people think picking a type of rice is related to choices.
Yeah, you’re now confused on what the hell I’m talking about rice. Well, that’s one thing I realized when playing Mass Effect (I had the same feeling when playing Skyrim, but I think the idea just crystallized on this game): You enter a restaurant; you can pick one of three choices: Hydroponic rice, Australian rice or European rice. What option do you pick? Either is fine, ’cause you are still eating fucking rice!
Really, if a game is truly based on your choices, the story would flow like this:
But what we have currently is a lot like this:
Let me repick Mass Effect on this (and I’ll spoil part of the story, but since the game was released 5 years ago, I’ll do it shamelessly): There is the part where you have to pick one teammate to die. Ohh, big choice here, this will surely change everything from now on. Actually, it doesn’t. It’s a nice dressing for a rice option: One guy/gal dies, everybody says his/her name, how sad it’s that he/she is not there anymore, but story flows without change! Oh, big choice there, mate.
And, in case you’re wondering, I killed that xenophobic, religious nut called Ashley. And I’d kill her any time again. Not regrets — which is another point: You can’t show no remorse to your team. You can’t trash-talk her now that she’s not there anymore. You can’t bring the phrase “good riddance” to any conversation where her name appears. Why? Because it’s a damn rice option!
Again, things may have changed in the next two installments of the series but I now have to back up my “people claiming the game ignored their choices” defense and say that, although the game really offers options, none of them really matter.
The word you’re probably looking right now (well, that’s the word that popped in my head just seconds before I clicked the “Publish” button) is “consequences”. Your choices have to have consequences, otherwise they are rice options. I can understand why they turned everything in “rice options”: How do you make your players happy if they are not sure if they picked the right option? Was killing Ashley or Kaidan the right option? How much harm I’ll do with my gameplay if I kill one of those? Since they don’t want to make players wonder how much they are harming themselves instead of actually picking options, they turn everything into rice options.
My experience with the first Mass Effect is that it’s rice, all the way down.
Today, again, someone asked if Guild Wars 2 will have addons. Honestly, I wish there isn’t.
I’ll take my history with WoW addons as a base for my argument, so there may be disagreements about it if you pick different sets of addons.
There are addons that help improve the game HUD. Honestly, I prefer the cleaner, current HUD: The skill cooldowns are very visible, the health bar is a huge indicator and there is no need to check mana. The only thing that needs improvement are the mesmer mantras, as there is very little difference between an uncharged mantra and a charged one.
And there were the addons to manage mail. This was due the fact that all auction house results went through mail: You sold something, you’d get the money through mail; you lost a bid, you’d get the money back through mail; an auction expired, you’d get the item back… through mail! Guild Wars 2 actually do that all through your bank: You sell, you get outbidded, you win a bid, you get your expired auctions all back to your bank. And, if you really need the gold/item straight away, you can teleport to the city and then back (or use one of the mobile banks).
And there were the addons to improve chat. Honestly, their functionalities were slowly merged back to the official chat — and that’s a good thing. Surely, Guild Wars 1 could use a good addon to help improve some colors, but one can live with the way things work right now.
And then there was… Recount. Oh yeah, the loved bane of that game. Sure, everyone says “I want to improve my rotation” but really, what 99% of everyone who use it, use it only to have some satisfaction with their own e-peen. I load it because it doesn’t check the situation: Your DPS was low? Did it check that you had to move out of reach ’cause the tank didn’t move the boss to the proper place? Does Recount show that? Does you HPS was low? Does your Recount shows that your team was organized enough to stay out of fire and use their damage reducing abilities? Does Recount show that?
There are too many variables for Recount to be useful. There are too many situation for Recount to give a good answer for anything. And now you have a game with no defined roles. You could be “tanking” at some point and then go healing. And how would an addon manage all that?
Anecdote time (you guys know I love those, right?): Late in the middle part of Wrath of the Lich King (in the Trial of the Crusader), I decided to roll another alt — if my memory doesn’t fail, that’s when I decided to roll my shaman in the alliance, to see “Battle for Undercity” from the other side. Being a tank, I had almost instant queue. At some point, I joined a group for Halls of Lightning. After the Volkhan, the healer posted the Recount stats, showing that I was second in DPS. Before any of the two DPS could say anything, I replied “I saw that” (I was constantly the second DPS since the very start of the run, but those two DPSes were not far and the top DPS was waaay ahead of me) “but I really don’t care.” My motives? I did want the heirloom, but if I could help some guy who just rolled another alt or was trying to gear up his first character, even better. So the healer didn’t want to prove his e-peen, he was trying to shorten other people’s e-peen — which is way more douchy.
And this kind of attitude needs to die. Not only a Recount-like addon would be a stupid thing in Guild Wars 2, it would have the power to undermine the community by giving assholes tools to piss on everyone else.
So you have most functionatlities merged in the game already and some addons that doesn’t deserve to be in the game. There is no reason, at this point, to have an addon/mod system.
PS: Sorry about the double-post: I actually wanted to save as draft and pressed the “publish” button half-way through the text. Freaking out, I deleted the first and added a new post instead — which was just as stupid as pressing the wrong button.
ArenaNet’s latest post talks about squads and commanders in WvW. I think I have a small problem with the discussed implementation. And the whole thing goes around the fact that the squad chat is uni-directional: From commander to squad.
I understand the rationale behind it: Since the squad is open to anyone who wants to invite themselves, it prevents some annoying guy joining the group just to spam “Leeeeeroy Jeeeeenkiiinns” over and over again, preventing the squad on doing their real job — winning the battle.
On the other hand, this cuts helpful communication. For example, if me, as a commander, want to check how our supplies lines are while the larger part of the group holds the line defending or attacking a post, I’d ask if someone could do that. Or, even better, ask someone to return to base and get more supplies so the squad can finish building the trebuchet to destroy the door of an enemy base. In any case, I’d be too busy checking the current situation to pick someone specific and tell them to do so (and, by my own personality, I’d hate saying what someone should do instead of having fun in the game). If I, the commander, ask to someone could do that, I’d probably receive a couple of whisper, which then I’d have to manage personally one by one, taking away my focus from the battle.
And then there is the other way around: I’m a member of a squad of some commander. I want to warn him that a group of enemies is about to flank us from the left. I’d whisper him telling him about it, he would have to read it and then re-tell that to the group. Surely, when every single step is done, he enemy group would be over us already, without time for those in the left side to be ready. Even worst, it would require me to find who the commander is to whisper him (as you can join someone’s squad by simply selecting anyone in it).
Someone on Reddit mentioned that my vision was about a larger group and that the squad version was aimed for smaller groups, one where the commander issues direct orders like “let’s take that supply camp” or “let’s build a trebuchet”. In that case, you’re not really a commander — someone who oversees the battlefield and organizes the troops; you’re a sergeant, someone who leads a platoon to a single task (well, obviously, without the higher command doing the job of organizing the troops on the battlefield).
Yeah, my problem with the way ArenaNet organizes WvW is a single word.
I was pretty happy with my 11 points in the Hall of Monuments but, as I mentioned, there was more I could get in Guild Wars 2. Well, yesterday, I reached the 26 points and the last item I could use with my Guardian.
For that I:
- Bought a Black Moa Chick. I mentioned I could go after it if I wanted, but decided to buy it when a guildie announced he was selling it. I still can get my money back if I go after it.
- Didn’t complete the Protector titles, for some reason. I got Eternal Spearmarshal and Savior or Kurzicks instead.
- I did complete War in Kryta and got an Oppressor weapon. Actually, I ended with enough Medals of Honor to get 2 weapons, but ultimately gave the second weapon to a guildie.
- Didn’t get any Tormented weapons.
- Got the Kurzick armor and the Vabbian armor.
That does actually shows how things progressed, which is kinda of a fun story:
- Eternal Spearmarshal:
After finding out that Hard Mode isn’t that hard after all, I went vanquishing everything in Elona (as I was trying to get the special foods for Hearts of the North.) When I least expected, I reached rank 10 Sunspear.
- Kurzick gear:
I mentioned I was after the Luxon gear, but what I didn’t realize is that my guild is Kurzick, and farming would earn twice as many points instead of going after Luxon.
- Savior of Kurzicks:
That was the greatest facepalm of them all. After I got the Vabbian armor by selling the Oppressor weapon, all I needed was another title. Since I was having a lot of fun with my Paragon, I decided to go after things I use with him, like the Ebon Battle Standard of Honor. I had the story book and decided to go all the way with it, which only brought me to rank 4. Since I still had the Dungeon Master Book, I went after the dungeons but it was kinda boring. Then I decided to go after the Lightbringer title, since there was a double Lightbringer point weekend. With a little experimentation, I found out that I could do Mirror of Lyss farm in about 15 minutes, earning about 500 reputation each run, with a total time necessary for my Ritualist to reach rank 8 in just 25 hours — which is not that bad in a weekend. The problem is that I found that in the Sunday afternoon, when there was no way I could cram 25 hours of gameplay.
So back I went to farm Ebon Vanguard reputation. When I was bored, I went back to Cantha and do the Kurzick quests just for fun. What I didn’t realize is that my farming for the Kurzick gear earn me rank 2 of the Kurzicks and, for display, I needed to reach only rank 4. “Oh, that doesn’t seem so far…”, I thought. That’s when I found that I could donate faction to the guild, earning twice as many points. Another little experimentation and I discovered that Vanquishing Ferndale 4 more times would be enough. And then, yesterday, I reached rank 4 of the Kurzicks, another title and, finally, 26 points.
Now things are a little bit fuzzy. I did complete a lot in the game already, so I don’t know for sure what to do. I mean, I know all the 4 storylines, and that’s seems a bit tiring doing everything again with my Paragon. The remaining bit is the “Winds of Change” storyline, but I still don’t want to pick my Ritualist again and not in the mood to complete the Cantha storyline again (I could finish Elona story again, as Abaddon is a pretty fun mission, but fighting Shiro again feels so meeeehhh).
Meanwhile, there is the second part of the Annihilator quest in the April Fools changes…