There’s no strategy to it, just a lot of annoying fiddling with icons as you try to switch your damage output and protective shields to match whatever type of mob you’re fighting. I cannot fathom how or why Funcom thought AEGIS would make combat more exciting. ![]() And the killer part is that it simply does not add anything to the combat experience other than tack on another XP/AP/SP grind so that you’re not gimped in this zone. Oh, I love Tokyo, it’s a great location, but you run smack-dab into this new system and are forced to deal with it because there is no other option. Then we got to Tokyo and Funcom couldn’t leave combat alone without more “improvements.” Enter the AEGIS system, the perpetual target of my scorn for this zone. But they were tied to the augment system, which was a way to slightly boost various skills, and so people pursued that for a while.ĭo people still mess with augments? Is there a fear that if you don’t get them, the higher level game is tuned assuming that players have them? I don’t know, but after a half-hearted effort to equip a few (and I found the system incredibly confusing) I gave up on my main character and haven’t looked back. ![]() Scenarios - which Funcom hasn’t added to since their initial debut, btw, suggesting that this is another system that the team has introduced and then abandoned - weren’t that fun, especially in all of the ways that you could fail (and thus waste your time). Then came Venice and the (argh) scenarios, an idea that was better in theory (highly repeatable content in a game that needed such) than in execution. In practice, this was an AP dump and, after five of them and Issue 7, Funcom’s stopped adding new ones. I’d rather play a chainsaw-fighting character full-time, thanks. Neat idea - some extra, super-powered weapons that could be used situationally - and while I don’t have a major problem with them, I always did find it disappointing that you could only equip one active and passive skill at a time. I even like signets and glyphs, since they’re pretty straight-forward ways to customize gear without requiring a spreadsheet or excessive grind.īut you see, Funcom’s had this weird habit of constantly trying to “improve” the combat system since the game’s launch, and almost always it’s made it worse for it.įirst up was the auxiliary weapon system. In fact, some missions actually require you to rethink your build to overcome a combat obstacle, which certainly isn’t something we see in most MMOs. While TSW’s classless system takes some getting used to, it’s actually pretty cool once you grasp how synergies work and have the flexibility to make builds that can handle different situations. Oh yes, we’re going to be talking about this again. Why dread? Because I have zero desire to jump through the hoops of the augment and AEGIS system again. Those Kids from Fawn Creek will enchant fans of Rebecca Stead, Jerry Spinelli, and Kate DiCamillo.As a majority of my time in The Secret World these days is with my second character and leveling her up through Egypt, I’m both having a great time rediscovering the lower- and mid-level game and somewhat dreading the upcoming transition into Tokyo. Newbery Medal and Newbery Honor winner Erin Entrada Kelly explores complex themes centered on family, friendships, and staying true to yourself. Who will claim Orchid Mason? Who will save Orchid Mason? Or will Orchid Mason save them? She's wearing a flower behind her ear.įawn Creek Middle might be small, but it has its tightly knit groups-the self-proclaimed "God Squad," the jocks, the outsiders-just like anyplace else. Orchid-who was born in New York City but just moved to Fawn Creek from Paris-seems to float. When Orchid Mason arrives and slips gracefully into Renni's chair, the other seventh graders don't know what to think. Renni's desk is empty, but Renni still knows their secrets is still pulling their strings. That's because Renni Dean's father got a promotion, and the family moved to Grand Saintlodge, the nearest big town. There are thirteen desks in the seventh-grade classroom. And in this small factory town where everyone knows everything about everyone, that's not necessarily a great thing. ![]() There are twelve kids in the seventh grade at Fawn Creek Middle School. From Erin Entrada Kelly, the winner of the Newbery Medal for Hello, Universe and a Newbery Honor for We Dream of Space, this contemporary school story set in small-town Louisiana is about friendship, family, deception, and being true to yourself and your dreams. "A raw, real exploration of belonging that's also sweetly hopeful."-Publishers Weekly (starred review)Įvery day in Fawn Creek, Louisiana, is exactly the same-until Orchid Mason arrives. "An emotionally resonant story about authenticity and belonging."-Kirkus Reviews (starred review) "A powerful and thought-provoking story."-Shelf Awareness (starred review)
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