The first thing I'd say is that I like this expansion a lot. It's been fun. I'll get to why that is in a bit but I'll say up front that I'm speaking very specifically from the perspective of a fairly casual solo player. What it's been like for group-oriented players or raiders I have no idea.
It's also been pretty good value, I'd say, although it's incredibly hard to judge whether any expansion for any MMORPG offers a good return on however much you paid for it. With single-player games you can get to the end and do that "hours-per-dollar" calculation. On top of that, especially if it's one of those multiple ending deals, you might make some allowances for replayability.
With an MMORPG, the expansion provides a springboard for other content as much as it represents anything complete in itself. And then there's the question of alts. If you play a number of characters, as many people do, it's likely you'll take more than one of them through the expansion and also that other characters on your account will benefit from hand-me-downs and account-level flags and unlocks.
In my case, I've started three characters on the two Signatures already. Eventually I'll probably take as many as half a dozen through both. Does that mean I should multiply the value by the number of characters who complete one or the other or both?
Probably not but it does suggest any hours-per-dollar calculation shouldn't just work off a single run. And even if it did, I'm most likely already getting close to the traditional dollar-an-hour break-even.
So, I'm very happy with the quality and the quantity, then, am I? It certainly sounds like it, the way I'm talking.
Yeah, no, maybe not really... I'm not sure...
The Signature quests are definitely getting shorter. I don't think there can be any doubt about that. There was a time when it took me longer to to finish one instance than it takes me now to do the entire thing. Or it felt like it, anyway. And there were those couple of expansions where absolutely everything seemed to revolve around raising multiple factions before you could even get anyone to give you the damn quests.
Is that what I want? No, it's not. What that did was put me right off the idea of taking multiple characters through the storyline. It took ages, it felt like a grind, it didn't seem to get any faster with experience and it wasn't anything I'd want to repeat. I was mostly just glad to have gotten it done at all..
That's not the case here. It's fast and entertaining, even though the storyline in Rage of Cthurath is thin, there's no denying it. And obviously, it makes no sense. That's a given. No EQII expansion's storyline has made sense for years. It's fine. It's expected. This tale, though, seems perfunctory even by recent standards.
Here's my best attempt at a spoiler, based on what I can remember, without looking anything up.
Lord Lucan, in his never-ending search for a means of world-domination, has gotten his hands on a McGuffin that's turned out to be more than he bargained for. Somehow, it attracted the attention of a Lovecraftian Elder God and now he's a puppet.It was just as well there was a post-credit sequence because the main questline only took Mordita to level 133. There are two more levels to go so any quests are welcome, however trivial. No other way to get the xp, these days.
Meanwhile Lady Najena, who used to be a villain, has somehow gotten involved, only this time she's on our side. A whole load of spooky portals have popped up all around Norrath, spewing out Void entities we're all familiar with from previous invasions. She's trying to put a stop to it because I have no idea why. I guess she's just annoyed it's not her that's doing it.
She recruits the Player Character because of course she does or there wouldn't be much of a story, would there? She sends the PC on a mission through a portal of her own and some space-goats hijack it and divert the PC into the Void so they can get some help to escape.
This inevitably leads to a big, exciting adventure... Hahaha! I'm kidding! No, it doesn't! It leads to a bunch of trivial errands, things like pulling up weeds and making dinner for a dog (Alright, a wolf. Does that make it any better?) before Najena herself arrives in The Void and gets things back on track.
From then on it's mostly a series ofdungeonsinstances in which the PC has to plant a whole load of runes so as to... erm... I don't know. Protect something? I think I drifted off when Najena was explaining that part.
Anyway, it's all very important (And repetitive.) and means you have to kill a lot of named mobs, all of whom drop gear better than what you got out of the Tishan's Box at the start, so there's plenty in it for you even if you're not entirely clear on why you're doing it.
Eventually you stick the final rune where it's supposed to go and that severs the connection between Lucan and the Consumer, which is the really rather ill-considered name someone chose to give the Big Bad. There's one final confrontation in which the PC gets to fight The Consumer and Najena gets to summon some big rocks for the PC to hide behind when it all gets a bit much.
The Consumer disappears back to whatever nether-hell he came from, issuing dire threats of retribution, and Lucan is a free sociopath again. Except apparently he's had some kind of existential experience while under the influence because instead of getting straight back to the world domination, he announces he can't go back in case The Consumer has another go at him, mentally weakened as he is. Like he ever cared about Norrath before. other than to be in charge of it all.
The PC wonders, not unreasonably, what that means for Freeport, which Lucan has ruled with an iron fist inside an iron glove since at least 2004, Earth time. Najena tells them not to worry their pretty little head about it because she'll sort it all out and it'll all be fine, which isn't anything like as reassuring to hear as she thinks it is.
Credits roll. End of Episode One. To be continued in next expansion, probably. Oh, except do just pop off to the Unknown and see if you can find this other McGuffin, would you? You weren't doing anything important, right now, were you?
The Tradeskill Signature line is basically the same only without nearly everything I just said. If the Adventure Sig is thin, the Crafting one is positively skeletal. Mostly it's gathering mats, making stuff out of them and waiting several hours until you can do it again.
What do you want from a crafting questline, though? Narrative? I just want the recipes for the five new levels, mostly. And I have them now, so I'm happy.
And I'm happy about the Adventure timeline, too, because the fighting was actually fun for once! How many expansions are there where I would have been able to say that with a straight face? Not very many.
Why was it fun? Because it was very, very easy, that's why. And I like easy. If you like challenge, you are not going to be anything like as happy as I was. There isn't any.
Okay, a slight caveat. I have never taken a Necromancer through the Sig Line of an expansion before. Not first up, anyway. I don't have a benchmark for how easy that would usually be.
And it's true that the main reason I wanted to swap from my Berserker was to make things easier for myself. I totally did not expect it to be this much easier, though, and I can't help but think there's more going on than better DPS.
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| Midnight : tiny but mighty. |
After a while I started to wonder what was going on so I began paying close attention to the pet's health bar. It didn't move. Not a pixel.
It was 100% all the time. I never saw it drop even one per cent. I moused over it to see the numbers. I never saw them change. Not on huge overpulls. Not on bosses. Not if I just stood back and watched to see what would happen. The pet seemed to be effectively invulnerable throughout the entire Signature line. It was also extremely good at getting and holding aggro, allowing Mordita to chain-cast every damage spell in her artillery without a pause.
It's not like the mobs weren't putting out the damage, either. Mordita needed plenty of healing when adds got onto her before the pet grabbed them. The Mercenary even managed to get himself killed a couple of times. The pet, though? Didn't take the tiniest scratch that I ever saw.
So that can't be working as intended, surely. Maybe it's one of those good bugs. I've had invulnerable pets before. Just for a session, though, not for weeks on end.
Even without the invulnerable pet, though, the whole thing seemed much easier than usual. For one thing, none of the bosses had any really irritating tricks. No mana drain, either, which is a huge improvement, although it's been a few expansions since that was in fashion.
Even the tricks they did have mostly involved running about, standing in certain spots or clicking on things. Nothing that wasn't immediately easy to understand and simple to do.
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Who are you and what have you done with the real Lucan? |
All of that made me actively look forward to every instance, something I very
rarely do. When I messed
something up in one of them (Only for a
side-quest.) the thought of having to do the whole instance again didn't make
me want to give up and play something else instead - it made feel like that
might be fun.
All the instances are also quite compact and easy to navigate. There are lots of teleports and portals so you don't need to slog through miles of empty corridors to get anywhere. And visually the whole thing is spectacular. It doesn't come over in screenshots but in game there's a huge amount of three-dimensionality, lots of particle effects and movement. It's a pleasure to spend time there.
There have been complaints about the pacing, particularly the way players have been left to cobble together a path to the cap involving side quests and repeatables but I'm quite happy to meander through those final two levels. It'll give me a chance to gather enough rares to upgrade Mordita's spells.
Not that there's much sign of her needing the extra power. She went into the expansion with almost every spell at Expert level from the tier below and it seemed to give her more than enough firepower, not just to get the job done but to get it done quickly and easily.
Rather than try to race through the last two levels with her, I think I might take a couple more characters through both the Adventure and Tradeskill Signatures first. The crafters should have a very easy time of it, what with every capped character giving a 20% xp bonus to those coming after and those also getting a reduction in waiting-time on the gatekeeping quests.
All in all, I'm very satisfied with Rage of Cthurath so far. I think it might be my favorite expansion for quite a while. But then I always say that, don't I? I'm a cheap date when it comes to expansions.





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