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  • Category: Torchlight Infinite

    Which Follower Skills Are Best for Your Build in Torchlight Infinite SS14?

    PublishedPublished: Oct 24, 2026

    Author: Liam Carter

    ViewsViews: 29

    Torchlight: Infinite SS14 Tartarus introduces Follower system, which shares some similarities with Mercenary system in Path of Exile 1 but is much less complicated. You can equip your followers with skills that complement your build.

    Followers have different rarity tiers, but they cannot be traded directly, although related items can be traded. The system is exclusive to the current League. Here's how to obtain followers and choose the best Mercenaries for your build.

    Which Follower Skills Are Best for Your Build in Torchlight Infinite SS14?

    How to Obtain Followers?

    Followers are exclusive drops from SS14 mechanics. Once you enter the relevant Tartarus content, you can obtain Recommendation Letters through its dedicated drop system rather than relying solely on farming regular maps.

    You need to capture prisoners and use an auto-battler-style devouring mechanic to increase their rarity. Once a prisoner evolves to the highest quality, you have a chance to obtain the corresponding Recommendation Letter during the final suppression settlement, allowing you to recruit that prisoner as a follower.

    You can inspect a follower's details through its Recommendation Letter, including its type, rarity, and starting skill. Every follower can have up to three skills. One starting skill is fixed and cannot be replaced, while the other two skill slots can accommodate additional skills.

    Torchlight: Infinite SS14 Tartarus

    Follower Skills

    Follower skills are obtained through a similar drop system and can have up to three Supports. For example, Level 3 Frigid Transmission comes with three Supports, while Level 2 versions may have two and Level 1 versions may have one.

    Some Supports are unavailable to players themselves, and certain skills can only be used by specific followers. There are currently four basic follower species: Lion Queen, Lone Wolf, Mammoth, and Witch Rat. Each species has its own skill pool, although some skills overlap between different species.

    Tartarus Skills are special skills that can only be equipped by followers. They can deal damage directly, grant buffs to players and allies, or inflict debuffs on enemies. They are generally variations of existing player skills with modified effects.

    Origin Tartarus Skills are rarer variants of Tartarus Skills. They often feature more distinctive and exclusive effects, giving them the potential to define an entire build. Followers with Origin Tartarus Skills are therefore more valuable.

    Follower Categories

    Followers fall into four main categories, each representing a different playstyle:

    • Lion Queen: Elemental spells and area damage
    • Lone Wolf: War Cries, mobility, and defensive support
    • Mammoth: Melee combat, War Cries, and recovery
    • Witch Rat: Spells, area attacks, and debuffs

    Lion Queen and Witch Rat primarily use spell-based skills, including Black Hole, Blazing Meteor, Blink, Swift Shadow Raid, and Tide Well.

    Swift Shadow Raid, in particular, is exclusive to Witch Rat and focuses on projectiles. After casting it, the follower and player gain Projectile Speed for four seconds, and the skill has no cooldown. As a result, Witch Rats starting with this skill worth more Torchlight Infinite FE.

    Lone Wolf and Mammoth focus more on melee combat and War Cries, while Blink is available to all follower types. Mammoth-exclusive Origin skills include Berserking Blade, Focused Slash, Raging War Cry, and Thunder Slash. Lone Wolf, meanwhile, has Fearless War Cry, Frost Spike, Shadow Dash, and Spiral Strike.

    Powerful Origin Skills

    Frost Shield has a 100% chance, when taking damage, to treat your maximum Elemental and Erosion Resistances as your effective resistances. Even if your resistance is at -1,000, it is treated as capped, although your maximum resistance is reduced by 10%.

    Its Ultimate Mod allows other follower skills to grant the corresponding maximum resistance and damage reduction. For example, it can provide up to approximately 70% Fire Resistance alongside an additional 10% reduction in Fire Damage taken, eliminating the need to stack resistances through gear. The effect lasts four seconds and has a six-second cooldown, but certain Supports can double its duration, bringing it close to permanent uptime.

    Ice Shot is well suited to projectile builds. The more projectiles Witch Rat fires, the higher its projectile damage becomes. Its Ultimate Mod grants additional Cold Damage based on buff stacks, up to 40 stacks, with the bonuses multiplying with each other to provide substantial damage gains.

    Shadow Dash causes enemies at the starting point, along the path, and at the destination to take 6% additional damage. Stacking this effect five times provides approximately a 30% damage multiplier. Each other Movement Skill used recently also grants Cooldown Recovery Speed for the skill. Its Ultimate Mod can additionally inflict Frail.

    Focus Slash grants Fortify stacks, Physique, and Maximum Elemental Resistances. At 10 stacks, it provides 10% Maximum Resistance and 50% Physique. Its Ultimate Mod prevents Fortify stacks from being lost and grants 1% Skill Area for every 1% Physique, up to 100%.

    Deep Space Followers

    Deep Space can drop top-tier followers with Level 95 Ultimate Skills and their own unique Implicit modifiers.

    For example, Lone Wolf ULT Follower Blade of the Silver Moon teleports to enemies when using Attack Skills and executes enemies with less than 12% Life when they are hit by Melee Skills.

    Among Implicit modifiers, Rampaging Rat provides additional projectiles and Projectile Speed, while causing enemies to take additional damage after being critically hit by projectile skills. This makes it a strong fit for Ice Shot builds.

    Scion of Light, a top-tier Lion Queen, grants the player an Elemental Shield that absorbs up to 2,500 points of Elemental Damage. Once the shield is broken, it recharges after eight seconds. Chant of Conquest can also guarantee Spell Aggression for both the player and the follower.

    Iron Curtain, a Mammoth follower, has Cheat Death. When you would otherwise die, it restores 100% of your Maximum Life and causes you to take only half damage for five seconds. With a 60scooldown, this effect could be worth tens of thousands of Torchlight: Infinite Flame Elementium in Hardcore mode.

    You should prioritize finding the best Origin Skill, then choose a follower capable of using it, select the most suitable Implicit modifier, and finally fill the remaining skill slots to strengthen your build. Unlike Torchlight: Infinite SS13, where you could simply stack attributes and skill levels, this system requires more trading and careful skill combinations.

  • Category: Monopoly Go

    Monopoly Go Players Are Abandoning Monster Mash Partners over Region Locks and Missing Rewards

    PublishedPublished: Oct 24, 2026

    Author: Liam Carter

    ViewsViews: 32

    With only about two days left until the end of Monster Mash Partners event in Monopoly Go, players and their teammates should be pushing hard to reach their goals. Instead, some have already given up on the event entirely.

    This is because some players discovered they were unable to team up with friends located in certain regions.

    While it is possible to find new partners, for those accustomed to playing with long-time friends, the joy of playing together is often more valuable than the in-game rewards themselves.

    What's particularly frustrating is that this restriction wasn't always in place, it appeared suddenly during Monster Mash Partners event.

    To make matters worse, Monopoly Go provided no detailed explanation, dismissing the issue by simply claiming that players were on different versions of the game.

    This explanation is hardly convincing; after all, there has been no prior indication that Monopoly Go has released region-specific versions of the game.

    Furthermore, if you are unable to team up with people you know, you may find yourself paired with strangers, a situation that often lacks the synergy needed to achieve strong results in Monster Mash Partners. Who is supposed to compensate players for this loss?

    In reality, the controversy surrounding this event is merely the tip of the iceberg. It highlights deeper, underlying issues with how Monopoly Go manages its Partners events, and perhaps even the fundamental logic governing the game as a whole. We will explore these issues further.

    Monopoly Go Players Are Abandoning Monster Mash Partners over Region Locks and Missing Rewards

    Vague "optimizations"

    Regarding the regional restrictions on forming teams, Monopoly Go stated in-game that this was the result of testing intended to optimize the partner event experience.

    If you cannot find or invite a specific friend to join your team, it means that, due to this testing, you and your friend are participating in different versions of Monster Mash Partners. You are simply left to find other available players instead.

    The absurdity lies in the fact that the developers have neither explained the nature of these tests nor offered any compensation to the affected players, as if the existing flaws in the partners event were somehow the players' fault.

    Moreover, if these tests result in players from different regions experiencing different versions of the game, could this also impact future Partners events or even the day-to-day gameplay experience?

    To date, there has been no clear response to these concerns. While claiming to implement optimizations for Monster Mash Partners Event, Monopoly Go has also acknowledged a bug: some players may find the event's spinning wheel missing entirely.

    The development team is currently working on a fix. If you encounter this issue, your only recourse is to restart the game and then tap on any landmark in the center of the board to re-enter the event.

    Frankly, if the developers cannot even ensure a smooth, basic experience for a Partners event, then consuming time on vague, undisclosed optimizations is nothing more than a waste of effort.

    Even if these optimizations are truly significant, and for some reason must remain confidential, the developers should have at least warned players about potential risks, allowing them to prepare accordingly and minimize any losses.

    Monopoly Go Partners Event optimization testing notes

    Double-edged negative impact

    In Monopoly Go's Monster Mash Partners event, you can only secure the ultimate rewards, such as many dice and high-tier sticker packs, by completing the construction of landmarks with your partners within the designated timeframe.

    However, the latest regional restrictions have turned a technical inconvenience into a tangible loss of time and potential rewards. If you are unable to invite your usual partners, will you have enough time to find suitable replacements?

    After all, the success of a Monopoly Go Partners event depends heavily on the reliability of your teammates. Rushing to pick partners can lead to stalled progress, while carefully vetting strangers consumes valuable time.

    Therefore, if you are a player less affected by these regional restrictions, it is better to buy Monopoly Go Monster Mash Partner Event slots directly! This allows you to quickly secure three reliable teammates and avoid unnecessary headaches.

    In reality, these regional restrictions, or discrepancies between different game versions, impact not only the players but Monopoly Go itself.

    As a board game that relies heavily on time-limited events and social interaction, Monopoly Go's success hinges on its active player base.

    When the process of forming teams for a Partners event becomes overly complicated, some players may simply choose to opt out, leading to a decline in the game's overall engagement and activity levels.

    Furthermore, if the development team fails to provide a clear response, players may become reluctant to participate in future partner events, all to avoid the risk of suffering similar losses again.

    Disregard for player rights

    The value of Monopoly Go Partners events lies not merely in the final rewards; it encompasses the autonomy to choose your collaborators and manage your own time, as well as the sense of achievement that comes from working toward a shared goal.

    If players in different regions remain unable to team up, ostensibly due to version differences, it effectively strips them of a significant choice.

    This is not to suggest that Monopoly Go should avoid testing or optimizing the game experience; however, if such improvements come at the cost of players' existing social rights, the trade-off is arguably not worth it.

    It remains unclear whether the team-up restrictions encountered during the recent Monster Mash Partners event will be resolved, or if they are intended to become a permanent fixture.

    At the very least, we hope that Monopoly Go will engage with its player base in a sincere and transparent manner, keeping players informed about optimization plans to put their minds at ease, rather than leaving them to feel unfairly treated and uncertain.

  • Category: FC 27

    How to Earn All 450 Ultimate Scream Tokens Fast in FC 27 Phantom Playgrounds

    PublishedPublished: Oct 24, 2026

    Author: Ethan Brooks

    ViewsViews: 64

    FC 27 Season 2 has begun, and the Halloween-themed Ultimate Scream event brings a set of limited-time challenges - Phantom Playgrounds.

    It offers players a free opportunity to earn Ultimate Scream tokens, which can be redeemed for items including card packs, Evolutions, and select Ultimate Scream players.

    Therefore, for players looking to expand their roster without investing a large amount of FUT 27 coins, Phantom Playgrounds is a worthwhile free resource.

    Specific Requirements for the 7 Sub-Objectives

    FC 27 Phantom Playgrounds Guide: All Objective Requirements, Progression Strategies, and Token Spending Tips

    Phantom Playgrounds consists of 7 uniquely named sub-objectives, each with a nationality or player type requirement. These must be completed on the lowest Semi-Pro difficulty in Squad Battles, or in FC 27's online modes such as Rivals, Live Events, Rush, and Champions.

    The specific distribution is as follows:

    Gulyabani's Wrath

    Requires at least one Turkish player in the starting lineup, with a total of 7 matches completed.

    This objective has no additional conditions regarding match results; it's purely counted by the number of matches played, making it suitable for concurrent progress with other objectives.

    Tricks and Treats

    Requires scoring at least one goal from outside the penalty area in 10 separate matches using a player with a 4-star weak foot or higher.

    This task requires a player's nationality, but the shooting player's weak foot star rating. Therefore, a 4-star weak foot player can be placed in any position in the attacking third to meet the requirement.

    Nessie's Deep Gift

    Requires starting at least one Scottish player in 15 independent matches and achieving at least one through-ball assist.

    The Scottish player doesn't need to be an assist provider; simply being in the starting lineup is enough to trigger the count.

    Gryla's Cauldron

    This objective is the most straightforward but also the most time-consuming: starting at least one Icelandic player and winning 13 matches.

    The Icelandic player again doesn't need to be involved in scoring or assisting; simply occupying a starting position is sufficient.

    Lost Your Head?

    Requires starting at least one American player and scoring 10 headers. Again, the American player doesn't need to be a header scorer; meeting the nationality requirement is sufficient.

    The Red Countess

    Requires starting at least one Hungarian player and scoring at least one chip shot goal in each of 5 independent matches. A chip shot is determined by pressing L1/LB + R1/RB + the shoot button while shooting.

    Spirit Harvest

    Requires at least one Ultimate Scream player in the starting lineup and a total of 50 goals scored. This is the only objective directly linked to an Ultimate Scream player.

    Team Building Strategy

    FC 27 Phantom Playgrounds' seven sub-objectives involve different nationalities and player attributes. Completing them individually can easily lead to unnecessary matches.

    A more efficient strategy is to compress all trigger conditions into the same starting lineup, allowing multiple objective counts to be advanced simultaneously in one match. It is recommended to include at least one player from Turkey, Scotland, the USA, Iceland, or Hungary in the starting eleven, and ensure the lineup includes at least one Ultimate Scream player.

    For the four-star weak-foot requirement, prioritize selecting suitable players from these categories; if no suitable options are available, add an additional four-star weak-foot player to handle shots from outside the penalty area.

    Note that the nationality player required for the objective only needs to be in the starting lineup; they do not necessarily need to score or assist. Therefore, substituting players of nationalities that are no longer needed immediately after the match begins will not affect the already triggered objective counts. In practice, to avoid the inadequacy of these nationality players affecting attacking efficiency, consider substituting them with players better suited to the current tactics after the match begins.

    Mode Selection Recommendations

    Although Phantom Playgrounds lists Live Events as a mode with achievable objectives, note that Live Events in Heritage mode may not be counted towards the system's progress.

    To avoid wasting match time, the safest mode choice remains Squad Battles, set to Semi-Pro difficulty. The advantage of this mode is that opponents are controlled by AI, whose behavior patterns are relatively fixed and easy to control, allowing for repeated attempts at the required goal-scoring methods.

    If you prefer online matches, Rivals is also an option. However, simultaneously meeting multiple nationality requirements and special goal-scoring conditions can limit team composition and increase the difficulty of completing the mission.

    Token Usage Tips

    FC 27 Ultimate Scream players

    Phantom Playgrounds' 450 Ultimate Scream Tokens are distributed in stages: 50 tokens are awarded for each sub-objective completed, and an additional 100 tokens are awarded upon completing all 7 objectives.

    Therefore, players don't need to wait until all objectives are completed; they can plan their FIFA 27 Token Store redemption options in advance based on their accumulated tokens.

    If you lack the Ultimate Scream player needed to complete the Spirit Harvest sub-objective and don't want to obtain a qualifying card through packs or SBCs, consider using 50 tokens to directly redeem a player to bolster your squad.

    If you have already acquired an Ultimate Scream player through other means, prioritize saving your tokens for 10x 75+ Gold Players Packs (100 tokens) or Evolutions. These options typically provide a greater long-term boost to your squad than a single untradeable promotional player.

    Finally, a reminder that Phantom Playgrounds will end on November 6th, so players who want to collect all 450 tokens should hurry!

  • Category: ARC Raiders

    ARC Raiders vs MW4 DMZ: Did the PvE Test Ending or New Competition Trigger the Player Drop?

    PublishedPublished: Oct 24, 2026

    Author: Ethan Brooks

    ViewsViews: 36

    ARC Raiders has experienced a sharp decline in its Steam daily peak player count, and the timing has sparked a debate across the extraction shooter community. Did players leave because developer ended its temporary PvE matchmaking test, or did Call of Duty: Modern Warfare 4 DMZ arrive at exactly the right moment to steal their attention?

    The controversy intensified after a social media post claimed that ARC Raiders had dropped from approximately 159,000 peak concurrent players on Sunday, October 18, to just 69,000 by Thursday, October 22.

    However, the available Steam historical figures tell a somewhat different story. ARC Raiders recorded approximately 159,445 peak concurrent players on October 18 and 85,438 on October 22, representing a decline of roughly 46.4%. The daily peak then recovered slightly to 90,644 on October 23.

    Two major events overlapped with this decline: ARC Raiders concluded its weeklong PvE experiment on October 20, while Modern Warfare 4 DMZ entered Early Access that same day.

    Both developments may have influenced player activity, but neither has been proven to be the primary cause.

    The situation is particularly interesting because ARC Raiders had recently experienced renewed activity surrounding its Frozen Trail update and PvE testing period. Understanding what happened requires looking beyond a few days of Steam statistics.

    ARC Raiders Player Count Drops as MW4 DMZ Launches: Is PvE the Reason?

    How Much Did ARC Raiders' Steam Player Count Actually Drop?

    The most useful starting point is the game's recent Steam activity rather than the viral claim alone.

    Historical Steam tracking data shows that ARC Raiders' daily peak declined significantly between October 18 and October 22, although it did not fall as far as the social media post suggested.

    ARC Raiders Steam daily peak concurrent players, October 18–23, 2026

    Date Daily Peak Daily Change
    Oct. 18 (Sunday) 159,445 —
    Oct. 19 (Monday) 125,761 -21.1%
    Oct. 20 (Tuesday) 99,727 -20.7%
    Oct. 21 (Wednesday) 86,649 -13.1%
    Oct. 22 (Thursday) 85,438 -1.4%
    Oct. 23 (Friday) 90,644 +6.1%

    Historical figures from Steam player tracking. Minor differences may occur between tracking services because of sampling intervals and reporting methods.

    The numbers reveal something the original social media discussion overlooked: ARC Raiders was already losing daily peak concurrency before MW4 DMZ entered Early Access on October 20.

    The decline began between Sunday and Monday, when the game's peak dropped by more than 33,000 players. Another substantial decline followed on Tuesday.

    By Thursday, the daily peak was approximately 74,000 players below Sunday's level, not 90,000. Friday then brought a modest recovery.

    This timeline weakens the argument that MW4 DMZ alone caused the decline.

    It also raises another question: Was ARC Raiders returning to a more typical activity level after an unusually busy period?

    Why Does Frozen Trail Update Matter?

    The player-count debate becomes more interesting when looking at what happened earlier in October.

    On October 8, studios released Frozen Trail, a major ARC Raiders update accompanied by a free-play period running from October 8 through October 12.

    The update and promotional period gave both existing players and newcomers reasons to return or try the game.

    The impact was visible in Steam activity.

    On October 7, before the update, ARC Raiders recorded approximately 43,993 peak concurrent players. On October 8, that figure jumped to roughly 130,755.

    The game subsequently reached approximately 185,443 concurrent players on October 11.

    That means ARC Raiders had experienced a substantial surge in activity before PvE test concluded or MW4 DMZ arrived.

    This is a crucial detail because October 18 peak of 159,445 was still far above the levels recorded before Frozen Trail.

    The later decline may therefore reflect several overlapping developments: the end of a free-play promotion, players completing new content, the conclusion of PvE test, ordinary weekday activity patterns, and the arrival of another extraction shooter.

    Notably, the free-play period ended on October 12, while PvE matchmaking experiment continued until October 20. The two events should not be treated as a single promotion.

    A temporary surge followed by declining concurrency is not unusual for a live-service game, particularly after a substantial update or promotional event.

    However, the available figures do not reveal how much of the decline came from each factor.

    The more useful question is whether ARC Raiders can retain the additional audience it attracted during Frozen Trail, rather than whether every player who participated in the October surge remained active afterward.

    Did Ending ARC Raiders PvE Test Cause Players to Leave?

    ARC Raiders PvE matchmaking test ran from October 13 through October 20, giving players a temporary alternative to the game's standard PvPvE experience.

    Instead of entering raids where other players could attack them, participants could select dedicated PvE matchmaking and focus on fighting ARC machines, collecting resources, and surviving environmental threats.

    The experiment introduced several important changes:

    • Player-to-player damage was disabled.
    • Stun and fire throwables could not affect other Raiders.
    • Overall loot value was reduced compared with standard PvPvE sessions.
    • Different squad sizes could encounter one another without the usual squad-separation priority.
    • Major map conditions, including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection, were excluded.

    These restrictions made the test different from simply removing PvP while leaving every other system unchanged.

    Embark had to consider how reduced combat risk might affect equipment acquisition, resource gathering, and the overall extraction experience.

    Arc Raiders PvE

    More Than 30 Million PvE Rounds Showed Significant Participation

    On October 20, Embark confirmed that players had completed more than 30 million PvE rounds during the weeklong experiment.

    That is a substantial volume of gameplay data for the studio to analyze.

    However, it does not establish that 30 million different players participated, nor does it reveal what percentage of the player base preferred PvE.

    Embark acknowledged that the experiment had generated polarized reactions and said it would examine both gameplay statistics and player feedback before determining its next steps.

    The studio also began distributing a survey to a representative sample of players on October 22, with additional information expected in November.

    The key issue is whether PvE attracted a distinct audience that would otherwise avoid ARC Raiders' standard extraction format.

    For players who prefer cooperative exploration, PvE removes the possibility of being killed directly by another Raider. That can make resource gathering and encounters with ARC machines feel less confrontational.

    However, it also changes the tension that defines traditional extraction gameplay.

    Players who enjoy negotiating with strangers, anticipating ambushes, or deciding whether another squad can be trusted may find standard PvPvE more engaging.

    Neither preference is inherently more valid.

    Embark's challenge is determining whether the two experiences can coexist without weakening the game's core identity or creating significant progression imbalances.

    Why PvE Test's Ending Cannot Explain Everything?

    The timing matters.

    ARC Raiders' daily peak had already fallen from 159,445 on October 18 to 125,761 on October 19, while PvE test was still running.

    That decline occurred before the scheduled conclusion of the experiment.

    Although players may have anticipated the test ending, the numbers do not support treating the removal of the toggle as the sole explanation.

    The data also cannot distinguish players who stopped playing because PvE ended from those who simply reduced their activity after Frozen Trail.

    What can be established is that PvE experiment attracted considerable participation and gave Embark an important opportunity to evaluate a different approach to extraction gameplay.

    Whether that experiment translates into a permanent mode remains undecided.

    Did MW4 DMZ Early Access Steal ARC Raiders Players?

    Modern Warfare 4 DMZ entered Early Access on October 20, the same day ARC Raiders concluded its PvE test.

    Players who preordered or prepurchased a qualifying digital edition of Call of Duty: Modern Warfare 4 could access DMZ ahead of the full game's October 23 launch.

    The timing created direct competition for extraction shooter players.

    Modern Warfare 4 DMZ introduces a military-focused extraction experience set in Hajin Exclusion Zone, where players can deploy alone or in squads, complete objectives, confront hostile forces and rival Operators, collect valuable equipment, and attempt to extract successfully.

    For players who already enjoy Call of Duty's combat systems, the new DMZ offers a familiar foundation combined with extraction mechanics.

    That makes it reasonable to consider whether some ARC Raiders players temporarily shifted their attention to the new release.

    But there is a difference between a plausible explanation and a demonstrated cause.

    The available Steam figures do not identify which ARC Raiders players also launched MW4 DMZ, how much time they spent in either game, or whether they intend to return.

    Moreover, the decline in ARC Raiders' daily peak began before DMZ Early Access.

    MW4 DMZ may have contributed to competition for players' time, but the evidence does not establish that it caused the reported player drop.

    Why MW4 DMZ Could Still Be a Serious Competitor

    The potential competitive pressure extends beyond launch-week curiosity.

    Modern Warfare 4 DMZ emphasizes structured operations, including Story Missions, Dynamic Operations, Side Ops, and high-value target hunts.

    It also features a Forward Operating Base, or FOB, where players can manage equipment and prepare for future deployments.

    FOB includes inventory storage through Stash, weapon purchasing, and a 3D Printer crafting station.

    Persistent equipment and Operator progression add reasons to continue playing beyond a single successful extraction.

    These features could appeal to players who prefer clearly defined objectives and long-term progression systems.

    However, whether they translate into stronger player retention will depend on how the mode performs beyond its initial release period.

    A major franchise can attract attention quickly. Sustaining that attention is a different challenge.

    COD MW4 DMZ

    ARC Raiders vs MW4 DMZ: Which Extraction Shooter Offers More?

    Although both games belong to the extraction shooter genre, they offer distinct gameplay experiences.

    Feature ARC Raiders MW4 DMZ
    Setting Post-apocalyptic science fiction Modern military conflict
    Perspective Third-person First-person
    Primary threats ARC machines and other Raiders Hostile factions and rival Operators
    Extraction gameplay Exploration, scavenging, survival Missions, tactical combat, extraction
    PvE option Temporary test ended October 20 PvPvE-focused extraction mode
    Progression Crafting, equipment preparation, resource gathering Missions, Operator development, equipment management
    Key appeal Environmental danger and unpredictable encounters Familiar military gunplay and structured operations

    What Makes ARC Raiders Different?

    ARC Raiders builds much of its identity around the danger posed by powerful mechanical enemies.

    Players must navigate hazardous environments, manage ammunition and equipment, and decide whether encounters with other Raiders are worth the risk.

    Its third-person perspective, science-fiction atmosphere, and emphasis on scavenging create a different rhythm from Call of Duty.

    The game's PvPvE structure also makes human encounters unpredictable. A nearby player may become an ally, ignore you entirely, or attempt to take your equipment.

    That uncertainty is a central part of the experience.

    For players who enjoy emergent interactions and environmental survival, ARC Raiders offers something that a military-focused extraction shooter cannot simply duplicate.

    What Makes MW4 DMZ Different?

    Modern Warfare 4 DMZ places greater emphasis on military operations and mission-based progression.

    Players enter Hajin to complete objectives, recover resources, and secure equipment for future deployments.

    Forward Operating Base provides a persistent preparation system, while Operator progression offers additional long-term goals.

    This structure may appeal to players who want their extraction sessions organized around specific missions rather than primarily around exploration and scavenging.

    The distinction is important because the two games are not necessarily competing for identical preferences.

    Some players may enjoy both, switching between them depending on whether they want science-fiction survival or military combat.

    The existence of a strong competitor does not automatically mean one game must replace the other.

    How Could PvE and DMZ Competition Affect Items, Loot, and Progression?

    Loot is one of the most important systems connecting ARC Raiders and MW4 DMZ.

    Both games depend on giving players meaningful reasons to enter dangerous environments, collect valuable resources, and attempt successful extractions.

    However, the way each game manages risk can influence how players approach equipment progression.

    ARC Raiders Items and the Risk of PvE Farming

    In ARC Raiders, weapons, crafting materials, equipment, and other resources support preparation for future raids.

    The temporary PvE mode reduced overall loot value compared with standard PvPvE matchmaking.

    That restriction was important because eliminating direct player damage also reduced one of the major risks associated with extracting valuable equipment.

    If PvE offered identical rewards with substantially less danger from other players, it could change how players choose to gather resources.

    Players focused on collecting ARC Raiders items might naturally prefer the lower-risk environment, particularly when farming crafting materials or preparing replacement equipment.

    This creates a balancing challenge for Embark.

    A future permanent PvE option would need reward rules that make cooperative extraction worthwhile without making standard PvPvE progression feel unnecessarily punishing.

    The October test provides information that could help the developer evaluate those trade-offs.

    COD MW4 DMZ Items and Persistent Equipment Progression

    Modern Warfare 4 DMZ also makes equipment management a central part of its extraction loop.

    Players collect weapons, backpacks, resources, and other useful supplies during operations, then attempt to extract with their gear intact.

    The FOB's Stash and crafting facilities support preparation for subsequent deployments.

    This gives MW4 DMZ items practical value beyond individual firefights, since successful extractions can contribute to future mission readiness.

    For players comparing the two games, the important distinction is how equipment progression interacts with combat risk.

    ARC Raiders emphasizes scavenging in a hostile science-fiction environment, while MW4 DMZ connects loot collection with military objectives and Operator preparation.

    Neither approach has been established as having a superior item economy.

    The more relevant question is which system makes successful extraction feel rewarding enough to justify another deployment.

    Will ARC Raiders Bring Back PvE Mode?

    As of October 24, 2026, studios has not confirmed that dedicated PvE matchmaking will become permanent.

    The October 13–20 test has ended, and the game has returned to its standard PvPvE matchmaking structure.

    Embark is reviewing the more than 30 million PvE rounds recorded during the experiment, alongside player feedback and survey responses.

    The studio expects to provide further information in November.

    That follow-up could become an important development for the game because it may clarify whether Embark intends to support players who prefer cooperative extraction without direct PvP combat.

    Until then, players should not assume that ARC Raiders PvE toggle will return unchanged or that the test's participation numbers guarantee a permanent mode.

    Is ARC Raiders Really Losing Players to MW4 DMZ?

    ARC Raiders experienced a significant decline in its Steam daily peak player count between October 18 and October 22, but the available evidence does not establish that Modern Warfare 4 DMZ caused it.

    The timing is certainly notable.

    ARC Raiders ended its PvE matchmaking experiment on October 20, while MW4 DMZ entered Early Access that same day.

    However, the broader October timeline shows that ARC Raiders had already experienced a major activity surge following Frozen Trail and its free-play period.

    The game's daily peak also began declining before DMZ launched, and it recovered slightly on October 23.

    These details suggest a more complicated situation than a straightforward story of one extraction shooter stealing another's audience.

    For Embark, the immediate challenge is understanding whether the PvE experiment attracted players who are unlikely to remain engaged with standard PvPvE matchmaking.

    For Modern Warfare 4 DMZ, the challenge is converting launch-week interest into sustained activity through missions, progression, and future content.

    Both games have distinct strengths, and their competition may ultimately benefit players by encouraging continued improvements.

    For now, ARC Raiders has experienced a measurable decline from its October peak, but there is no verified evidence that MW4 DMZ is responsible for that decline.

    The next meaningful indicators will be ARC Raiders' longer-term player trends, Embark's November PvE follow-up, and whether MW4 DMZ maintains its initial momentum.

  • Category: RuneScape: Dragonwilds

    RuneScape Dragonwilds 1.0.1.2 Hotfix Brings Key Combat and Stability Fixes

    PublishedPublished: Oct 24, 2026

    Author: Liam Carter

    ViewsViews: 127

    On October 23, 2026, the official RuneScape: Dragonwilds 1.0.1.2 hotfix was released, primarily addressing several of the most serious issues left over from 1.0.1 content update.

    While this patch is small, it's significant for players plagued by combat loop glitches, limited Xbox multiplayer experience, and the potential for players to lose game progress without fault-finding.

    This article provides a detailed analysis of RS Dragonwilds 1.0.1.2 hotfix and its impact. Let's take a look.

    RuneScape Dragonwilds 1.0.1.2 Hotfix Explained What Changed and Which Bugs Were Fixed

    Air Magic Staff and Dragon Scimitar Restored

    The focus of this 1.0.1.2 hotfix is Air Magic Staff. Since RS Dragonwilds 1.0.1, the fourth hit of a staff attack combo would not deal damage or trigger hit effects, preventing mages from completing a full skill rotation.

    This patch restores the correct function of the final hit, ensuring that combos hit correctly from start to finish. This isn't just about damage numbers: it restores the stability of the combat rhythm that players rely on for offense and crowd control.

    In addition, melee weapons have received attention. The issue of Dragon Scimitar failing to trigger its jump attack under certain conditions has been resolved, and the action now functions correctly. While this fix is less extensive than the staff fix, it addresses an annoying flaw in the weapon's skill set for players who rely on the scimitar's mobility.

    With these combat issues resolved, players can enjoy a better experience when grinding, collecting valuable RuneScape Dragonwilds items, and acquiring resources for future upgrades.

    Xbox Series X Co-op Limitation Removed

    For multiplayer players, the most significant change in this hotfix patch is likely the improvement to online worlds on Xbox console servers. Before the patch, online worlds on Xbox Series X only supported one Xbox client joining at a time - a significant limitation for Xbox players looking to play together.

    RS Dragonwilds 1.0.1.2 hotfix removes this restriction, allowing multiple Xbox players to join the same console game session simultaneously. However, it's important to note that this fix does not resolve cross-platform console compatibility issues or the more widespread multiplayer stability problems that have plagued the game since its release. These issues are likely to be addressed as the game progresses.

    Overall, for groups of friends primarily composed of Xbox players, this shifts the gaming experience from a single-player console mode to one closer to its intended purpose.

    RuneScape Dragonwilds 1.0.1.2 Hotfix

    Progress-Loss Bug Patched After Login Failures

    Previously, when a player attempted to log in using the same display name as another player and failed, this vulnerability could cause affected users to lose their game progress. The exact mechanism behind the progress loss is not fully understood, but the consequences were obvious. This vulnerability has now been fixed.

    Given the long-standing issue with RuneScape: Dragonwilds save data - including the forced disabling of appearance editing features and the subsequent introduction of a recovery system to provide affected players with Tier 4 equipment and preset skills - this is a significant improvement.  - This fix is undoubtedly another step towards stabilizing game data integrity.

    Controller Freeze and Runecrafting Reset Addressed

    These two fixes address some issues affecting the gameplay experience that, while less noticeable, have been quietly bothering some players.

    First, the issue of controller lag when splitting stacks of items in chests (especially when the target item disappears) has been fixed, restoring a smooth experience when managing the inventory with a controller. Smoother inventory management also makes it easier for players to organize valuable items and resources collected during exploration.

    Second, for skill-based players, Runecrafting values will no longer reset to a base value of 1/50 when a charm or ring is damaged or its durability decreases. This bug had been silently ruining players' progress when wearing durable trinkets while crafting runes, causing significant time investment in this skill to be wasted.

    Raid, UI, and Server Stability Fixes

    RuneScape: Dragonwilds 1.0.1.2 hotfix also includes additional fixes for Kuldra skips and resolves an issue with interrupted encounters in Scorned Wilderness raid.

    The quest user interface no longer incorrectly displays Silent quests, including instances of missing or incorrectly referenced target text. This display error was a fundamental and serious bug, and hopefully it won't recur in future updates.

    Finally, the issue of dedicated Linux-based servers crashing during player teleportation should now be stable. This fix primarily benefits server operators running the game on open-source infrastructure.

    What Remains Unaddressed?

    It's worth noting that this hotfix does not address the following issues. Previously, a known issues tracker from mid-October reported problems such as missing or corrupted save files, inventory persistence issues when switching worlds, and mud explosions not covering their 3x3 radius.

    These issues are not mentioned in 1.0.1.2 notes. Players affected by these issues may need to wait for the next update.

    This concludes our analysis of RS Dragonwilds 1.0.1.2 hotfix. Players must restart the server for the hotfix to take effect. For a game still in its early stages of development, this hotfix is less about innovation and more about demonstrating that the development team is seriously listening to player feedback.

    In addition, the official announcement states that information about version 1.0.2 and upcoming content next month will be released soon; however, the specific date is yet to be determined. Players can look forward to it.

  • Category: Aion 2

    How to Farm Aion 2 Abyss Points Faster: Best Sources before and after Level 45

    PublishedPublished: Oct 24, 2026

    Author: Hetrurkl Jason

    ViewsViews: 37

    Beyond the most common currency, Kinah, Aion 2 features various other specialized currencies, each with its own unique purpose, Abyss Points (AP) being one of them.

    Although you cannot consume Abyss Points at the relevant shops until you reach level 45, you can actually start earning them as early as level 13.

    So, even if your level is still low, you can get a head start! Begin accumulating them now, and you'll be ready to make exchanges the moment you hit level 45. Read on for a reliable guide on how to farm AP.

    How to Farm Aion 2 Abyss Points Faster: Best Sources before and after Level 45

    Usages for Abyss Points

    Before diving into the methods for farming them, it's important to understand what Abyss Points are used for in Aion 2.

    Essentially, this currency is derived from Abyss, a PvP zone within the game, and can be used at Abyss Trade Shop on various consumables and specific pieces of gear.

    Some items have a limit on how many times they can be unlocked, while others do not. Be sure to plan your purchases carefully to avoid wasting your points.

    Furthermore, not all sources of AP contribute to your weekly or seasonal caps. You should definitely prioritize the sources that do not count toward these limits.

    Aion 2 Abyss

    Command Quests

    To undertake and complete Command Quests in Aion 2, you must travel to your faction's main city each week and locate Command Merchant, who offers 12 quests.

    When refreshing these quests, prioritize those that offer additional rewards, such as Nightmare Tickets or entries for Ascension Trials. Since there is a weekly cap on AP you can earn from Command Quests, make sure to complete all of them each week.

    It is also worth noting that Command Quests can sometimes appear within Abyss itself. It is best to accept as many of these as possible and prioritize completing them as part of a group.

    If you cannot find a group, consider attempting them during off-peak hours. Alternatively, you could buy Aion 2 Kinah to boost your PvP capabilities, allowing you to complete them solo.

    Even if you focus primarily on PvE content in Aion 2, we strongly recommend completing Abyss Command Quests. You can simply find a guild or legion willing to assist you.

    Other quests

    Supply Request tasks unlock when you reach level 25. Simply submit the requested supplies to earn AP rewards. Be sure to check and complete your Supply Request lists daily so you don't miss out.

    Duty Missions, which unlock at level 45, are part of Duty system, much like Command Quests, and also offer AP as a reward.

    The key difference is that Duty Missions are subject to a daily limit: you can complete a maximum of five per day, and each must be finished within 20 minutes. If you don't like the missions in your initial daily list, you can consume gold to reroll them.

    Defeating bosses

    Various bosses spawn periodically throughout Abyss. Defeating them offers a chance to obtain unique, yellow-tier gear, as well as an item called Proof of Hero.

    You can use Substance Morph feature to convert these items into treasure chests, which contain AP. There is a weekly limit on how many chests you can obtain this way.

    Furthermore, the open world of Aion 2 is home to many other bosses, especially in the endgame, as you begin tackling Transcendence 4 content. Even smaller-scale bosses are well worth defeating.

    Every boss in Aion 2 drops specific items that can be exchanged for additional AP. Crucially, AP earned this way does not count toward your standard weekly cap; instead, it falls under a separate, independent weekly limit.

    Spacetime Rifts

    This mechanic becomes available once you reach level 45. Each rift remains open for only 10 minutes. These rifts act as portals to the opposing faction's territory, allowing you to cross over and explore.

    Spacetime Rifts are an excellent way to farm Abyss Points: any enemies you defeat while inside a Spacetime Rift will yield double the usual amount of AP!

    While the exact spawn point of a Spacetime Rift within a given region is randomized, there are predictable patterns, for instance, rifts in Eltnen typically appear only at Eiron Hill or Fractured Land.

    In each region of Aion 2, rifts open every three hours throughout the day and are marked on the map with a vortex-like icon.

    Given the very limited time available, it is best to familiarize yourself with the spawn patterns of Rifts in each area so you can determine the fastest route to reach them.

    Furthermore, if you have yet to visit the territory of the opposing faction, taking on Sealed Dungeons there while a Spacetime Rift is active is another great way to earn Abyss Points.

    Aion 2 Spacetime Rifts

    Grinding mobs in specific areas

    Beyond the combat activities mentioned above, you can also grind mobs in designated open-world areas to accumulate more Abyss Points.

    Some of the most efficient locations include the southern part of Altgard or the central region of the east. The crater area northwest of Ishalgen, as well as the surroundings of the lake in the southwest, is also excellent choices.

    Ultimately, if you prefer earning rewards through PvE combat, the best grinding spots are those where you are less likely to be ambushed by players from the opposing faction.

    For all the combat-based methods of earning Abyss Points mentioned here, we highly recommend playing in a group. If you aren't keen on social interaction, you might find Aion 2 experience less enjoyable, it may be worth adjusting your expectations accordingly.

    Since the game itself does not provide guidance on how to use Abyss Points, we believe this guide proves helpful! Have fun!

  • Category: Path Of Exile

    Path of Exile 3.30 Signals a New Direction for Endgame, Loot, and Future Expansions

    PublishedPublished: Oct 24, 2026

    Author: Hetrurkl Jason

    ViewsViews: 172

    Path of Exile's endgame gameplay is facing an opportunity to redefine itself. With 3.30 expansion approaching, players are focusing not only on what the new league will bring, but also on whether this veteran ARPG can break the inertia of the existing farming experience.

    Meanwhile, the development team's adjustments have also opened up more possibilities for the future of PoE. Is 3.30 just a routine update, or a turning point that restarts a major endgame revolution?

    3.30 Will Reshape the Stagnant Endgame Experience

    Path of Exile 3.30 Brings Endgame Overhauls and Team Expansion: Could a New Golden Age Be Coming?

    The current Path of Exile endgame gameplay has become repetitive. Players have long been engaged in activities around similar Scarab configurations and farming strategies. Even with a change to a more aggressive strategy, it may not necessarily bring new gameplay momentum.

    3.30 expansion is expected to reshape this situation:

    Scarab Synergy

    The current Scarab pool is severely bloated, with many low-strength Scarabs only useful for being swapped for more useful types via vendor recipes.

    3.30 will structurally rework Scarabs, potentially involving tier simplification, acquisition rule adjustments, and greater synergy between Scarab-related mechanics, moving beyond them to mere tools for triggering specific gameplay mechanics.

    For players looking to utilize new Scarab combinations for map clearing in the next league, PoE currency for sale can help quickly refine your build, allowing you to enter the mapping phase earlier to test different farming strategies.

    PoE Scarab

    Drop Mechanism Reverted

    Currently, endgame farming increasingly relies on direct rewards provided by the mechanics themselves, such as the guaranteed drops from opening chests, while ground drops from clearing maps are relatively marginalized.

    The developers acknowledge this imbalance is unhealthy and plan to weaken the guaranteed rewards of mechanic drops in patch 3.30, while strengthening core loot pools and direct monster drops, allowing players to reap more surprises from random drops.

    Changes Beyond Maps

    The developers also revealed that the update's adjustments will extend beyond maps, including boss encounters. This means existing bosses may be reworked, and new pinnacle encounters may appear.

    PoE No Longer Shared Team

    While the specific content of patch 3.30 addresses league experience issues, the changes in the company's internal organization are the real reason why the prediction of a second golden age is truly valid.

    For a long time, PoE and PoE2 shared the same development team, with the two projects alternately using the same group of people to complete their respective releases.

    This model already caused instability in PoE update schedule even before PoE2 campaign was complete; and as PoE2 entered the 1.0 preparation phase, the problems were only amplified.

    However, starting in mid-2026, GGG established separate development teams for the two projects, each with its own resource allocation.

    More importantly, Game Director Jonathan Rogers stated at Gamescom that the company would not be downsized after PoE2 campaign's completion; the personnel involved in the campaign development would be redeployed to PoE2 endgame system and PoE team, and PoE team would be expanded.

    Therefore, the significance of 3.30 may go beyond just an endgame gameplay adjustment. It serves as an opportunity to test whether the new round of development investment can translate into actual improvements, and may also pave the way for larger-scale content updates to PoE in the future.

    Other Outlook

    The Possibility of an Annual Atlas Expansion

    PoE Atlas

    The adjustments to Scarab, loot mechanics, and boss encounters in 3.30 may lead to broader changes in endgame gameplay. This also brings renewed attention to PoE's past annual Atlas expansions.

    Atlas passive trees, Maven challenge system, Eater of Worlds, and Searing Exarch profoundly changed the late-game experience; Eldritch Implicits further expanded the crafting options.

    These large-scale endgame updates collectively constitute what many players consider PoE's golden age. With increased development resources, there's reason to expect a similar scale of systemic innovation.

    The Possibility of WASD

    WASD mobility was inevitably and repeatedly mentioned in the 3.30 discussions. The developers have clearly stated that WASD will be included, but the obstacle isn't in the design, but in player rigs.

    The game's existing gear, costumes, and microtransactions are all tied to the old rigs; switching to PoE2 rigs to support WASD would require porting and re-riging every MTX item - a massively time-consuming project.

    This means that 3.30 will not include WASD, and not in the short term. However, it hints at a future development: once MTX port and rig work are complete, Path of Exile will not only gain WASD, but may also unlock new skill animations, new skill types, and even cross-game sharing capabilities supported by new rigs.

    The next golden age may be beginning with 3.30

    While the 3.30 release window faces competition from WoW Forever and GTA 6, what's more noteworthy than first-week retention is whether PoE can use this opportunity to return to a stable update track.

    From Scarabs and loot mechanics to boss encounters adjustments, and the establishment of an independent development team with subsequent expansion plans, developers are signaling increased investment in PoE.

    3.30 may not immediately usher in a new golden age, but it could be a crucial starting point for continued innovation in endgame gameplay and the return of large-scale Atlas expansions.

  • Category: ARC Raiders

    ARC Raiders PvE Test Ends After 30 Million Rounds: What Happens Next?

    PublishedPublished: Oct 24, 2026

    Author: Ethan Brooks

    ViewsViews: 251

    ARC Raiders’ limited-time PvE matchmaking test has ended, but the debate over a permanent PvE mode is far from over. Embark Studios confirmed on October 20, 2026, that players completed more than 30 million PvE rounds during the experiment. The studio says it needs time to analyze gameplay data and community feedback, with further information expected in November.

    For players wondering whether ARC Raiders PvE is coming back, the answer is not yet confirmed. The temporary matchmaking option has been removed, and Embark has not announced a permanent PvE mode or a return date.

    The test has nevertheless raised an important question for the extraction shooter: can ARC Raiders support players who enjoy exploration, looting, and cooperative missions without losing the tension that makes its PvPvE encounters exciting?

    Is ARC Raiders PvE Coming Back 30 Million Rounds Explained

    ARC Raiders PvE Status: Is the Mode Still Available?

    No. The limited-time PvE matchmaking toggle ran from October 13 to October 20, 2026. The test allowed players to choose between the standard player-versus-player-versus-environment experience and a PvE-focused alternative.

    With the test over, matchmaking has returned to its normal PvPvE format. Players cannot currently select the experimental PvE option through the removed toggle.

    Embark has confirmed that it expects to share further information in November. That is a planned communication window, not a confirmed release date for a permanent mode.

    The distinction matters. The studio has demonstrated that it is willing to test a separate PvE experience, but it has not promised to make that experience a permanent feature.

    For players who enjoyed the quieter sessions, the next meaningful milestone is Embark’s analysis of the test—not an assumed launch date.

    Why Embark Tested PvE for “Dad Gamers” and Casual Players

    ARC Raiders was built around extraction gameplay, where players enter a dangerous environment, gather valuable ARC Raiders items, complete objectives, and attempt to escape with their loot. The threat comes from both hostile ARC machines and other human players.

    That combination creates tension, but it also creates friction for players who want a more predictable cooperative experience.

    A player might enter a raid to finish a quest, collect crafting materials, explore an unfamiliar area, or make progress during a short gaming session. An unexpected player encounter can interrupt that plan, especially when losing a fight means losing valuable equipment.

    This is where the “Dad Gamers” discussion comes in. The phrase describes a recognizable audience of players who may have limited gaming time and prefer to make steady progress without constantly preparing for hostile encounters. It is a useful shorthand for a playstyle, not a formal category that represents every older player or parent.

    A PvE option could give these players more control over the kind of session they want. Someone could focus on scavenging and quests in a cooperative environment, then return to standard PvPvE when they want the additional risk.

    Embark’s September announcement explained that the original concept for ARC Raiders had been a cooperative PvE looting game before the project evolved into the PvPvE extraction adventure released today.

    That history makes the experiment particularly interesting. The studio is not simply adding a completely unrelated mode; it is revisiting an aspect of the game's earlier design while trying to preserve the identity of the current release.

    What Happened During the ARC Raiders PvE Test?

    The experimental mode changed several rules to reduce direct conflict between players.

    Player-versus-player damage was disabled

    PvE sessions had zero player-to-player damage. Throwables, including stun and fire items, could not be used to damage other players. Other physical interactions, such as barricades and ziplines, remained unaffected.

    This made it possible to concentrate on cooperative exploration without the usual risk of being attacked by another Raider.

    However, the mode was not designed to remove every danger from the world.

    ARC enemies remained dangerous

    Hostile ARC machines continued to threaten players. Embark also warned that ARC enemies could reacquire downed players after an eight-second grace period if those players moved.

    That distinction is central to understanding the experiment: PvE removed direct player combat, not the game's environmental and AI-driven challenges.

    Loot values were reduced

    Embark lowered overall loot value in PvE sessions to account for the relative safety of collecting items without hostile players.

    This was an important economic safeguard. If players could consistently gather valuable loot with substantially less risk, the balance between the two matchmaking experiences could change.

    The studio also said different squad sizes would encounter one another more often, rather than prioritizing separation. Certain major map conditions—including Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection—were excluded from the test.

    These restrictions show that the experimental mode was a controlled alternative, not simply the standard game with enemy players switched off.

    What Do More Than 30 Million PvE Rounds Tell Us?

    The headline figure is substantial: Embark reported more than 30 million PvE rounds played over the testing period.

    It confirms that the experiment generated a large volume of gameplay data for the developers to study. It also gives the studio an opportunity to compare the PvE experience with standard PvPvE sessions and review player feedback.

    However, the number needs to be interpreted carefully.

    Thirty million rounds does not mean 30 million individual players. A single player can participate in multiple rounds, so the figure measures gameplay sessions rather than unique users.

    It also does not establish that every participant wants permanent PvE, that PvE is more popular than PvPvE, or that the experimental rules would work unchanged in the long term.

    Embark itself described the test as polarizing in its October 20 update. The studio said it needed time to analyze the data and collect players’ thoughts before deciding how to proceed.

    The most useful conclusions will depend on more than participation volume. Developers will need to understand how players behaved, whether the different matchmaking options affected each other, and whether the resulting experiences support the long-term health of the game.

    In other words, the 30 million rounds are evidence of a large experiment—not a final verdict on the future of ARC Raiders.

    Why Do Some Players Say ARC Raiders Feels Worse Without PvE?

    The disagreement over PvE is really a disagreement about what makes an extraction shooter enjoyable.

    For players who favor cooperative exploration, the appeal is straightforward. They can focus on objectives, search for resources, learn maps, and coordinate with teammates without constantly anticipating an attack from another player.

    That does not necessarily mean they want an easy game. ARC machines, limited resources, extraction decisions, and the consequences of getting downed can still create meaningful pressure.

    For players who prefer the traditional PvPvE format, however, uncertainty is part of the attraction.

    An encounter with another Raider can change an entire raid. A seemingly peaceful interaction might become a fight, while an unexpected alliance can turn a dangerous situation into a successful extraction. The possibility of conflict gives equipment, positioning, sound cues, and decisions about when to leave additional weight.

    Removing hostile player encounters changes those decisions.

    If a player no longer needs to watch for other Raiders, certain routes may feel safer, loot collection may become more predictable, and encounters with ARC machines may carry a different emotional weight.

    This helps explain why some players may enjoy PvE while others feel it removes an essential part of the experience. Neither reaction proves that one audience is right. They reflect different expectations of what an extraction shooter should deliver.

    The more difficult question for Embark is whether these audiences can coexist without undermining the core experience.

    Could a Permanent PvE Mode Change the ARC Raiders Loot Economy?

    Potentially, yes. This is one of the most important design challenges behind a permanent PvE option.

    In extraction games, risk and reward are closely connected. Valuable loot is meaningful partly because acquiring it can expose a player to danger, and successfully extracting with that loot represents progress earned under pressure.

    If a safer matchmaking option offers the same economic rewards with fewer threats, players may have a strong incentive to favor it. Over time, that could affect the value of different activities and the way players approach progression.

    Embark’s test addressed this concern by reducing overall loot value in PvE sessions. Its September explanation also discussed the broader economy and the possibility that PvE matchmaking could affect the quality of standard PvPvE sessions.

    A permanent implementation would require careful decisions about loot values, progression, matchmaking populations, queue times, and how the two experiences interact.

    The studio could retain separate reward rules, revise the balance of PvE activities, or redesign parts of the system. These are possible approaches, not confirmed plans.

    The key challenge is to make PvE worthwhile without making the higher-risk PvPvE experience feel like an inferior way to progress.

    ARC Raiders Items: What About Assorted Seeds?

    Assorted Seeds is an item-related search term that fits the broader interest in scavenging, resource collection, and inventory management in ARC Raiders.

    For players who focus on gathering materials, understanding an item's role in the game's economy is useful. But item information should be separated from speculation about the PvE test.

    Embark's published test rules confirmed that overall loot value was reduced in PvE sessions. They did not establish that Assorted Seeds received a specific change to its value, drop rate, or availability.

    Players should therefore avoid assuming that the experimental mode changed the item's underlying properties.

    For an item-specific decision—whether to keep, recycle, trade, or prioritize an item—consult current in-game information and a reliable, up-to-date item reference. Those details can change independently of matchmaking experiments.

    The broader lesson is that a safer scavenging environment can change how players perceive risk and rewards, even when there is no confirmed change to an individual item's statistics.

    When Will ARC Raiders PvE Return?

    Embark expects to provide further information in November 2026, following its analysis of gameplay data and player feedback.

    As of October 24, the studio has not confirmed that a permanent PvE mode will be released. It has also not announced a specific date when the experimental toggle will return.

    There are several possible outcomes. Embark could decide to develop a permanent option, revise the concept and test it again, or conclude that a dedicated PvE toggle does not support the game's long-term goals.

    The studio has explicitly cautioned that the test was not a promise of a future PvE mode. Any eventual version could also differ substantially from the October experiment.

    For players hoping to see the feature return, November's update should provide a clearer indication of what the developers learned and whether they intend to pursue another iteration.

    Until then, claims that PvE is definitely returning—or that it has been permanently cancelled—go beyond what the studio has confirmed.

    Frequently Asked Questions

    Is ARC Raiders PvE mode gone?

    The limited-time PvE matchmaking test ended on October 20, 2026. The experimental toggle is no longer available, and standard PvPvE matchmaking has resumed.

    Will ARC Raiders get a permanent PvE mode?

    It remains undecided. Embark has said the test will inform its future plans, but the studio has not promised a permanent PvE mode.

    When will Embark announce the future of ARC Raiders PvE?

    The developer expects to share further information in November 2026. This is an expected update window, not a confirmed date for a mode release.

    How many rounds were played during the PvE test?

    Embark reported more than 30 million PvE rounds during the October 13–20 testing period. This figure represents rounds played, not unique players.

    Was PvE easier than standard PvPvE?

    PvE removed direct player-to-player damage, making hostile encounters with other Raiders less of a concern. However, ARC enemies remained dangerous, and loot values were reduced to account for the relative safety of the mode.

    Whether the experience felt easier overall depended on a player's priorities and playstyle.

    Will a permanent PvE mode affect loot and progression?

    It could. A safer way to collect loot may change the relationship between risk and reward. Embark reduced overall loot value during the test, but it has not announced the economic rules for any future mode.

    Did the PvE test change Assorted Seeds?

    The official test rules do not establish a specific change to Assorted Seeds' value or drop rate. Players should check current item information rather than assume that the experiment changed its properties.

    The Bigger Question: Can ARC Raiders Support Two Different Playstyles?

    The October PvE experiment has given Embark a substantial amount of information to evaluate, but the number of rounds played is only one part of the story.

    The real challenge is balancing two different reasons people play ARC Raiders. Some players want the uncertainty of human opponents, the possibility of betrayal, and the high stakes of extracting with valuable gear. Others want the freedom to explore, complete objectives, and cooperate without another player turning every encounter into a potential fight.

    A well-designed PvE option could broaden the game's appeal. A poorly balanced one could weaken the tension, economy, or matchmaking experience that existing players value.

    The answer will depend on the data, the quality of player feedback, and the design choices Embark makes next.

    For now, the confirmed facts are straightforward: the limited-time test has ended, more than 30 million PvE rounds were played, and the studio expects to share further information in November.

    ARC Raiders PvE is not confirmed to be returning—but the discussion about its future is still open.

  • Category: Diablo 4

    Which Classes Will Be the Strongest in Diablo 4 Season 16 after PTR 3.3.0 Changes?

    PublishedPublished: Oct 24, 2026

    Author: Ethan Brooks

    ViewsViews: 174

    The class balance changes in Diablo 4 PTR 3.3.0 patch notes have been released. Overall, the changes lean toward nerfs, but there are still some solid improvements. The adjustments may also continue before the official release.

    Let's take a closer look at the changes to each class and see which ones could become the strongest choices in Season 16.

    Diablo 4 Season 16 PTR 3.3.0 Class Tier List Preview | Which Builds Survive the Nerfs?

    General Buffs

    First, seasonal mechanics such as Prime Evil Powers and Soul Splinters will be removed. Builds that rely on critical strike-triggered effects and DoT effects will be heavily affected, effectively suffering significant nerfs. However, Horadric Items in Season 16 may compensate for these losses and could even make some builds stronger than before.

    Among these Horadric items in Season 16, jewelry pieces can roll with a Horadric Cube affix, which increases the set count for specific talisman sets.

    Unlike Seal of the Diamond Mind Seal, this effect only requires you to equip one Charm to activate. Since there are three jewelry slots available, players can increase the set count of different Talisman sets in each slot, allowing them to achieve five-piece set bonuses with fewer pieces of the actual set equipped.

    In theory, possible combinations include two five-piece set bonuses, one five-piece set bonus alongside three Unique Charms, or one five-piece set bonus combined with two three-piece set bonuses and Unique Charms. Almost every build could receive a significant boost.

    Tier S

    Barbarian

    Barbarian mainly receives buffs to basic skills, along with a fix for Ring of Red Fur, which previously failed to function properly in certain situations, including Shrines and dungeons. Specialization options may receive minor adjustments, but no major changes are expected.

    Double Swing receives a substantial buff, with increased damage and improved coverage. The damage of Battering Ram variant of Charge is reduced, potentially making it a less attractive choice for clearing content. Meanwhile, Frenzy's Throwing Variant gains a higher proc chance.

    The three-piece bonus of Sescheron's Fury increases its damage by 10%, making it a solid improvement when combined with Horadric Items. Overall, Whirlwind may remain the dominant build, but players should have more viable alternatives to choose from.

    Rogue

    Since Poison Imbuement no longer benefits from Eaglehorn, Poison Penetrating Shot has essentially disappeared as a viable option, leaving Cold and Shadow variants as the main alternatives. In addition, the damage bonus from Ferocity upgrade for Penetrating Shot has been reduced.

    Shadow Imbuement no longer refreshes its duration. Instead, it stacks damage and detonates after six seconds. This mechanic favors skills that hit frequently and rapidly, such as Flurry and Rapid Fire. Killing smaller enemies can also trigger chain explosions.

    Overall, Rogue remains one of the strongest classes since the expansion launched, and its build diversity may improve. Even if the builds mentioned above are weakened, Dance of Knives remains an option.

    Tier A

    Sorcerer

    Incinerate receives a substantial and interesting buff. Under the new mechanic, once Incinerate reaches its maximum strength, granting a 100%[x] damage bonus, the bonus remains active for three seconds even after channeling stops. The Flamethrower variant extends this duration to four seconds. However, Incinerate is still a stationary channeling skill, so it may remain a niche choice.

    Ball Lightning receives direct buffs. The Implosion variant no longer consumes Mana, its duration increases from two seconds to three seconds, and its cooldown decreases from 12 seconds to 10 seconds. More importantly, Unique item Strike of Stormhorn increases Ball Lightning's damage bonus.

    Ring of Fire's cooldown drops from 12 seconds to eight seconds, while its duration increases from 3.5 seconds to five seconds, significantly improving its uptime. The trade-off is a sharp reduction in damage, from 300% to 100%. However, the longer duration means that, when combined with Horadric Items, it may still be possible to reach 150 stacks.

    Warlock

    Warlock's Apocalypse build loses nearly half its damage. Its associated Legendary Aspect is also heavily nerfed, while its Overpower stacks and damage bonuses suffer substantial reductions. Taken together, these changes reduce its overall power by at least 70%.

    Meanwhile, Abyssal Colossus receives a massive damage increase to its core skill. This could make summoner builds centered on Abyssal Colossus variant of Fiend of Abaddon a new meta option.

    Overall, Warlock is one of the hardest-hit classes in PTR 3.3.0, and players may need to explore new playstyles to remain competitive.

    Diablo 4 Warlock and Paladin

    Tier B

    Druid

    Druid is one of the classes receiving the most extensive changes. The development team aims to reduce restrictions caused by stacking skill tags. Skills will no longer gain additional Nature Magic or Shapeshifting tags through upgrades or variants. Instead, these tags will be determined more consistently by the base skills themselves.

    Every Druid Paragon Board receives substantial updates, with more nodes becoming universally useful. The damage bonus from Aspect of Human Ingenuity increases by 25%, making a Human Druid build worth considering in Season 16.

    Druid's Storm Shepherd Talisman set has also been reworked. The two-piece bonus now grants a 40% damage bonus to Storm skills and a chance to trigger double or triple casts. The five-piece bonus now increases Storm skill damage based on the amount of Spirit available when a skill is cast.

    The two-piece Storm Shepherd bonus is significantly stronger, providing a solid improvement for both Storm Shred and Tornado Druid builds. However, in terms of overall numbers, Druid has not received many substantial buffs.

    Paladin

    Paladin receives a fix to Aura Potency, which should now scale with all skill ranks instead of being calculated using only the rank-one value. However, the values on certain D4 items and set bonuses that provide Aura Potency have been reduced. Despite these adjustments, the fix still represents a significant improvement.

    Zeal's Lucky Hit Chance increases from 3% to 5%, while the damage bonus of its Death or Glory variant rises from 60% to 70%. These are straightforward numerical buffs for builds that rely on Zeal as their primary damage source.

    Paladin may not become an exceptionally powerful class, but more builds should be viable. It could once again become a solid option for farming Torment 12 content.

    Necromancer

    Necromancer's outlook remains concerning. Although the patch provides small buffs to some core skills, it fails to address the class's major weaknesses, including poor survivability, limited mobility, and frequent pathing issues.

    Blood Wave receives a minor nerf, while Blood Moon Breeches is reworked into a more defensive item. This slightly improves survivability but also reduces the damage potential of some skills that were already underperforming.

    Mortacrux is reworked. Now, every 10 Corpses consumed empowers the next Basic or Core skill to become an ultimate version that deals an additional 120–140%[x] damage. The effect also passively consumes nearby Corpses.

    The biggest beneficiaries are likely to be Desecrated Ground Bone Spirit and Sever. Sever could gain around an 80% damage multiplier, but even the strongest builds may only advance by approximately two Pit tiers. Most builds will gain less than one tier. Bone Spirit, Army of the Dead, and Skeletal Mage minion builds may still perform reasonably well.

    Tier C

    Spiritborn

    Stinger's base damage is slightly reduced. Counterattack is effectively crippled because its cooldown does not begin until the active effect ends, potentially causing Counterattack Swarm builds to disappear.

    Razor Wings receives several improvements. Casting a Focus skill restores one charge, while casting an Ultimate skill fully replenishes its charges. Although these changes help, the skill still feels somewhat clunky.

    Jacinth Shell no longer reduces skill cooldowns by consuming Life. Instead, it consumes Vigor. However, its actual effectiveness still depends on how quickly Vigor regenerates and how many skills are on cooldown simultaneously. Overall, Spiritborn's outlook in Season 16 remains poor, and only a small number of players may continue using the class.

    Diablo 4 Season 16 is not all about nerfs. With the additional power provided by Horadric Items, overall build strength could remain roughly comparable to Season 15.

  • Category: MapleStory Classic World

    How to Level a Cleric Faster in MapleStory Classic World

    PublishedPublished: Oct 24, 2026

    Author: Ethan Brooks

    ViewsViews: 49

    Although MapleStory Classic World offers a limited selection of starting classes, just four, the game allows you to choose a second or third job upon reaching specific level milestones, opening up a vast array of distinct class paths.

    Crucially, your choice of a second job influences the options available for your third job. Consequently, less popular third-job paths often result in fewer players choosing the corresponding second-job classes.

    If, out of curiosity or personal preference, you happen to choose one of these less common second-job paths, such as Cleric, you might find it challenging to locate reliable guides.

    Don't worry, this time we will focus specifically on Cleric, providing you with a tailored leveling strategy!

    How to Level a Cleric Faster in MapleStory Classic World

    Assembling the ultimate party

    Once your character in MapleStory Classic World reaches level 30, you can select your second job. From that point on, whether you're aiming to secure high-tier loot or unlock your third job (which requires level 70), you'll need to keep leveling up.

    If you've chosen Cleric path for your Magician, a key leveling tip is to form a six-player party as soon as possible.

    A full party of six allows you to cover an entire map more effectively while farming. By spreading out and assigning specific zones to each member, everyone can defeat more monsters and earn more XP.

    Furthermore, it is highly recommended to recruit at least two players who have chosen Assassin class. This grants the entire party Haste buff, provided, of course, that their Haste skill is sufficiently leveled.

    Additionally, it's beneficial to have a strong Magician in your group, ideally one specialized in lightning or fire-based spells who also possesses Meditation skill, as this will significantly boost the party's overall monster-slaying efficiency.

    As for finding teammates, you could invite friends to join you in MapleStory Classic World, or simply connect with others through the game's social features, there's certainly no shortage of players on any of the servers!

    If your priority is to team up with highly capable players, it's best to buy MS Classic World mesos, to upgrade your gear and strengthen your character, making you a more attractive partner for other reliable players.

    Gaining more speed buffs

    A core requirement for leveling up is speed, specifically, earning XP faster. The most direct way to achieve this is by increasing your movement speed.

    When you begin leveling in Ant Tunnel, you will encounter monsters such as Horny Mushrooms, Zombie Mushrooms, and Evil Eyes. Defeating them gives you a chance to obtain magic potions and speed potions.

    Speed potions allow you to move around the map with greater agility. The effect is even better if you combine them with Haste buff provided by Assassin teammates!

    Additionally, don't forget to utilize the buffs available in your beginner skill set. Using them periodically provides an extra speed boost, which is a great help for leveling.

    As for magic potions, their primary use is to quickly finish off enemies, especially those that can be defeated in one or two hits, or those near the threshold of a one-hit kill, thereby significantly accelerating your leveling progress.

    Healing teammates the right way

    You can earn a substantial amount of XP by healing your teammates during combat. Since your primary role involves casting healing skills, which consume mana, it is essential to master the right technique.

    Instead of staying in one spot and repeatedly casting heals, you should move across the map, healing teammates you encounter along the way.

    If an area is empty and lacks monsters, meaning you cannot earn XP, simply cast a heal once and continue moving.

    More importantly, you only gain extra XP by healing teammates when they are actively defeating monsters. Therefore, you should encourage your teammates to spread out across the map and ensure they are engaged in combat.

    If your teammates are stationed in an area where no enemies are spawning, they will be forced to wait idly for monsters to appear; consequently, their XP-earning efficiency will be lower than yours.

    Of course, if you have an enormous mana pool and enough mesos to redeem enough potions to keep your mana topped up at all times, then this is less of a concern.

    However, this approach is not recommended; it is better to move around the map and provide healing to your teammates.

    Don't blindly rely on trading to acquire new gear

    When you reach level 30 as a Magician, you can not only advance to your second job but also unlock new gear in MapleStory Classic World to boost your character's overall strength.

    At this stage, the best new weapon option is typically Mithril Wand. It offers +27 physical attack and +55 magic attack, features 7 upgrade slots, and has a decent attack speed, making it a highly cost-effective choice among low-level wands.

    MapleStory Classic World Mithril Wand

    While you could trade with other players to obtain a Mithril Wand, which is certainly faster, the cost in mesos can be prohibitively high, often to the point where it's not even worth it, especially given the current state of the game's economy.

    Furthermore, although enemies like Zombie Mushrooms may drop Mithril Wand, the drop rate is so low that you should effectively disregard this as a viable source.

    Therefore, before rushing into a trade, check whether the gear you want can be obtained through crafting, which is definitely the case for Mithril Wand!

    More importantly, while one of the four materials required to craft this wand, One-Handed Weapon Crafting Catalyst, can be difficult to find, it is actually optional; you can complete the craft without it!

    If you gather the remaining materials yourself, the total cost to craft a Mithril Wand comes to less than 8,000 MSCW mesos, a far better deal than unlocking it through a trade!

    As you continue to level up, you will frequently need to upgrade or switch your gear. Whenever you unlock new equipment, always make it a priority to check if it can be crafted.

    These are a few essential leveling tips for a Cleric in MapleStory Classic World. We hope they help enhance your gameplay experience!

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