The Chronicles of Spellborn Initial Impressions

Some friends noticed I’m in the closed beta for The Chronicles of Spellborn and have been asking me what I think about it. I’ve confirmed that there’s no NDA so I can talk about it, but I’m a bit hesitant to do so since I’ve only taken one character to level 5 so far. But the work week rears its ugly head very soon and if I don’t write about it now I probably won’t get another chance to do so until next weekend.

So here are my initial, ‘gut level’ thoughts. I’ve probably gotten a lot of this wrong, so everything should be taken with a giant salt crystal. Further, I’m not going to defend this post; I feel kind of unsavory talking about a game I’ve only played for a few hours.

Anyway…

TCOS is different. If you’re sick of ‘classic’ MMO playstyles as found in EQ 1 & 2, DAOC, Warhammer, WOW & LOTRO, then you’ll be pleased to find some new ideas here. First of all, you have two levels. Your “Fame” level pretty much translates to level in most other MMOs. It mostly advances via Questing, with monster slaying only adding a little to it. Your PeP Level (Personal Experience P-P-P…??) level advances via combat. This level caps at 5 (!) but you lose a level every time you die. So the idea I guess is that your PeP well constantly be wavering up and down as you play. Each level of PeP gives you a new bonus/buff.

I like how this system gives us a death penalty with a real ‘sting’ but without the soul-crushing despair of losing a “classic” level or experience points.

Let’s look at graphics. The world is pretty astounding (imo). Here’re some thumbnails to full sized (1680×1050) wallpapers at photobucket:

TCOS Wallpaper 4 TCOS Wallpaper 3

TCOS Wallpaper 2 tcos,wallpapers

You might notice there’s no real sky. The lore of the game explains how the world was destroyed by humans and the Daevi (the two playable races in the game) as they threw off the yoke of slavery to the demons. Now what’s left of the world is broken up into shards floating in an infinite spell-sea of some kind, and shardships are used to sale between them. Here’s a shardship:

shardship

Now we get to the character models, and those are going to be really hit or miss for most players, I think. They’ve got a very unique style, I’ll give them that, but in many ways that style could be called “weird”. Here’s a selection of NPCs:

human_male1 human_male2 human_female1 daevi_female1

Let’s talk gear. When you create a character, you pick his/her clothing, armor and weapons. All of which is purely cosmetic. This was a huge shock to me, frankly. I love the ‘loot treadmill’ and getting a lucky drop of some cool new gear and at first, at least, it seemed like there was no such thing. But (and honestly I’m still hazy about the system) most of your gear has Sigil Slots, and you do get Sigils that drop as loot (I think…I’ve never got one) which you can place in your gear to make you more powerful. You can “upgrade” your gear, maybe just for looks, but maybe for more Sigil Slots? I’l still really fuzzy about this stuff.

Right behind gear comes combat, and here I am very, very conflicted. The character skills in combat are really interesting, while the player skills in combat are very annoying (to me). Let me elaborate.

As a character gains Fame Levels he can learn news skills, in typical MMO fashion. But instead of a series of hotbars, here we have a skill deck. Imagine the skill deck as a polygonal drum that rotates as you fight. Each “face” of the drum has 3-6 slots for skills (at character creation, each face has 3 but that number increases as you gain levels). When you use a skill, the drum rotates to the next face with a fresh selection of skills. At character creation the drum has only 2 faces, at level 5 that increases to 3, and I think by max level it’ll have 6 or 8 faces.

So the idea is to arrange the skill deck so that each row (which translates to a drum face in my analogy) has a skill that logically follows up a skill in the row prior to it. At least, I think that’s the smart way to play. Let me give an example. My character has a Shoot skill (fires an arrow) that I use to pull. I put that on Row 1 of my skill deck. My character also has a Shout that provides a short term buff. I put that on Row 2. So I open a fight by using Shoot. The aggro’d foe charges me, but by using Shoot my skill drum rotates to Row 2, where my Shout is. I use that as the creature charges, so my buff is ready for the fight ahead.

That’s just 1 column of my deck. My other columns are devoted to fast single target attacks, or slower multi-target attacks. This is all a pretty unique combat system that is (obviously) hard for me to describe, but it really gets you thinking about tactics. You can rearrange your skill deck anytime you want (well, except during a combat) at no cost so you can tweak them for a tough fight, or change it based on who you’re grouped with, etc.

To actually use a skill, though, feels a little combersome to me. You select a column using either the mouse wheel or the number keys, but that doesn’t fire the skill. In order to actually activate the spell, you have to hit the left mouse button, or hit the number key a second time, at which point the skill fires, the cooldown for it begins, and the “drum” rotates to the next row.

At the same time this is going on, you need to position yourself for the attacks. Spellborn uses a reticle system. You have to point your reticle at what you want to hit. And conversely, by moving you’ll make it harder for the enemy to hit you. Dodging isn’t a character skill, it’s a player skill. If you stand in one place and fight, combat is going to be very difficult for you.  Instead, the idea is to hit the enemy then slide left or right to stay out of its cone of fire, so to speak. You’ve probably done this in PvP in MMOs before this one, but now you have to do this against mobs as well. Fighting a bear? Keep hitting it in its butt, circle-strafing it so it can’t face you to hit back.

Depending on your tastes, you’ll either find this incredibly fun, or incredibly annoying. Me, I find it fun for about half an hour then I get sick of circle-straffing around like a maniac during every fight. In my ideal MMO, my “skills” come in the form of tactics…mental skills. The actual combat should be about my character’s skills matching up against his opponent’s. I don’t play genres like FPSers much because I’m not very good at them and they bother my wrist.

The shame of it is that I find I don’t even use that slick Skill Deck system because I’m so focused on circling the enemy while keeping it targeted. I just hold down the mouse button and level the deck on my ‘fast skills’ column and basically let it auto-attack for me. Watching the skilldeck to see what “column” I have selected, and what skill is in that row and column, and whether that skill is ready or cooling down, is just too much for me while I’m also watching my enemy in 3D space and constantly moving so it can’t hit back. I seem to do better spamming 1 skill and moving than using tactics and paying attention to the skill deck to put it to good use.

And this is why I probably won’t be playing Spellborn after the beta. I love the Skill Deck, but I’m just not dextrous enough to put it to good use while doing this strafe-dance. It’s fun for a while but it’s not something I’d play a lot, so probably wouldn’t be worth a subscription fee. But that’s just me and this is a very personal choice, and even if it isn’t for me, I have to really commend the developers for coming up with something unique; there’s nothing out there like The Chronicles of Spellborn (at least, that I’ve seen) and I really hope it finds a huge audience.

To recap this wall ‘o text: The lore is very compelling. The environments are unique and interesting; I spent a lot of time just running around the first town looking at things. The quests and NPC dialog are well written and interesting.  The gear/sigil system means everyone can look the way they want to look rather than wearing ugly gear because it has good stats. The skill deck system makes my inner strategist drool with hunger. Inventory slots are plentiful and buying and selling uses a very clean interface. The game runs really nicely. But for me, the frantic, twitchy combat just makes it a no-sale. 🙁

10 thoughts on “The Chronicles of Spellborn Initial Impressions

  1. PEP = Personal Experience Points
    Boss mobs usually drop sigils
    You can craft cooler looking gear 🙂

    As for moving around — depends on you class. On the EU server, I only moved enough to stay out of enemy AEs, as a rune mage. Most of my spells also cast group heals, so I could tank the damage pretty well, and it was also important to keep enemies within my AEs. As a rogue now, I have to move a lot more.

    I’ll be writing up my impressions of closed beta pretty soon as well — but it’s going to look a lot like yours 🙂

    Great post!

  2. Thanks for the preview! What’s great is that since there isn’t a huge shellout just to get the box, I’ll certainly be trying this one out — if only because I’ve been following it (albeit somewhat distantly) for several years, and to see those incredible landscapes.

  3. I agree with Tipa, great post.. in fact the only Spellborn impressions post I can find! (From a player, not from a dev) I am wondering when this game will launch for NA cuz I don’t want to play with lag when I do have my first impression of it.

  4. So last night, just about the time I was supposed to be going to bed, it dawned on me that I was doing it again. Doing what? Playing a game the way other people think I should be playing. All that circle strafing stuff was what folks in chat were urging new players to do. (And I noticed in Tipa’s post today she mentions getting grief after she posted a YouTube video in which she wasn’t spinning like a top.)

    I had deliberately picked a (melee) class that was supposed to do best solo (another breath of fresh air…having an in-game character tell you “Yes, this class is a good solo class.”) so what do I care what others think?

    So I logged in and instead of concentrating on circling constantly, I focused on the skill deck and learning how skills worked together and all of that really fun stuff that the game offers. In all honesty, I took a lot more damage than I had been (and in fact died my first death to a pack of young wolves) but I had more fun and I didn’t get that fatigued feeling that comes over me when I’m constantly circling.

    I need to explore this idea more. At level 1 & 2, standing still was really asking to take a beating, but it seems like at 5 there’s more ‘fudge factor’ room that’ll let you choose how you want to play. I’m hoping that ‘fudge factor’ continues to increase with my level.

    I feel like there’s hope now that there’s a game here I’m going to want to play… more experimenting required!

  5. Yeah there are classes where you don’t have to keep moving. And yes, if you DON’T, you get flack. There was this one helpful person. Fusion-X, who apparently just kept going up to everyone and judging how well they played by how much they were moving.

    My rune mage can take on groups of four mobs, not move hardly at all, and still end the fight with close to max health. It’s all how you build your deck. You can’t build it for damage and no healing and expect not to move.

    I suspect I will hardly have to move at all with my void seer, but we’ll see.

    In reply to a comment you made on Ysharros’ blog, there are other quest types. Once you leave the newbie areas, you start getting some more inventive quests (and you should already be getting the riddle quest). There’s a murder mystery in the city, there is a race, etc. The next zone has even more, and by the time you choose your High House and move to Quarterstone, you are deep into the plot of Spellborn, which helps to change the mix of just standard quests (which do continue, but only as a portion of a larger whole).

    Spellborn has such a learning curve that the Hawksmouth area is solely set up to teach you how to play. Reading the quest text shows that the devs were very aware of how standard these quests were, but the game changes around level 10 when they assume you now have learned how to stay alive in a fight and how to play your Discipline.

    I suspect that most people will never get beyond the learning curve to the real game. Which they might not like, but they certainly won’t have seen until they leave the newbie fields.

  6. Ha! Fusion-X was my test case for the /ignore command (it works!).

    Maybe it’s time for me to move out of my comfort zone and play a magic using class for a change.

    And thanks for the info on future quests. I honestly don’t mind “Kill 10 rats” quests, but I’ll be happy to encounter more variety. I think I did the race (did it involved the Inn and a guard?) and the riddle (though I have to confess I just ‘solved’ that by looking for NPCs with a quest step icon).

    Anyway, I’m coming around. The lore has me really intrigued, and its fantasy enough for this fantasy lover to groove on, but it isn’t cliche fantasy, so it feels fresh and new.

    Thanks so much for commenting; it helps a lot to have the voice of experience added to my “What the heck is going on?” post!

  7. Any magic to getting into the beta? Total random selection from already established registrations, or is there someplace we could go and perhaps still be invited?

  8. There’s an “invite a friend” think but I’m not sure if that’s for beta or what. I’ll invite you just in case… I got in via Twitter. Dave Perry gave away 100 invites one afternoon.

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