
Outward Definitive Edition | War Was Imperative
The city ended up being a little more spread out than I would have liked. I did explore some of the darkness to see if I could find a wall to knock down to connect things without having to go the long way around. However, I had no success in that. Regardless it was nice to find five chambers to raid.
The time had come that I’ve accumulated 9 Grand Heists that I wanted to run a couple of them. At least for the ones I ran I had enough people to do them. Since you are purely stealing for yourself during these there are no coin rewards and you are paying for everything yourself. Thankfully I have a stockpile of 25k rogue markers to afford to run a few.
Since I had some coin to burn I ended up paying for more rooms to be unlocked and an entire secondary heist to run after the first. It’s a bit of a strange set up the way they do it in this game. I’m sure I still have a lot more about the system overall.
During the “planning” phase the different NPCs I hired would talk with each other. There seemed to be quite a few inside jokes that I was not quite in the loop on. Along with other banter between the crew. It’s the little thing like that which adds to the overall depth of things. You got a feeling they all know each other rather well.
I ended up making quite a huge mistake in the first one. I was not accustomed to there being totem “alarms” that increase the alert level you have. After attempting to kill the first one and realizing my alert level was sky rocking I quickly speed past them and kept a more keen eye out for them.
This place ended up being quite huge and I was more concerned about triggering the alarm before making it to the end to see what kind of loot awaited me. As such I ended up not taking much risk and arrived with some unused alert level.
While the rewards were not that amazing in the second area I ended up hitting a lot more loot. This time I did not run into anything that increased my alert level. In the end, there was a case with 5 chaos orbs in it. While not amazing it looked like the best reward to take.
After that, I made a run for it. Before I knew that grand heist was done. I went running a couple more without anything insane dropping or worth talking about. These are at least something I want to explore more and will be in the coming days.
While you can take them up to tier 10 I stopped on the one I was leveling up in my blood crucible at 4. You get both positive and negative stats on them every time they level up. Sometimes they can stack and increase a stat while other times they will roll something new onto the map.
I was rather concerned by some of the negative things I was getting. Between the take, less damage, and 20% regen of life per second on monsters I was rather thankful this was a low-tier map. If this was a harder one I might not have had the damage to take down rare monsters for the drop.
The special drops you get only happen once you are in the nightmare. Since it was a low-level map getting two map drops per rare kill while in nightmare would result in just low-level maps. While getting scarab drops to put into my maps for future runs sounds like a winner to land.
The biggest issue is how I’m able to trigger the nightmare level that you move in and out of. Once you are inside the nightmare it works as if you had collected enough blood for the max amount of time before you shit back over. The issue is I would only auto-shift from killing rare monsters in the normal world. Creating very few opportunities to get into the nightmare part of the map.
Screenshots were taken and content was written by @Enjar. Screenshots are from Path of Exile.