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RedLynk's Posts
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Champions Online: First Impressions

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Comments: 7
RedLynk said...
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Well, I've had this game for a week and so far it seems like a solid MMO. Albeit, I haven't gotten TOO far into the game yet. I've got a level 11 Munitions guy and a level 13 Supernatural cat-dude-thing. There's a ton of options and sometimes I get lost in them. The most fun I have is making the characters (there is a ton of customizing options to choose from) and trying out new powers, although I think I'm messin' up my character's specs because I'm having trouble soloing stuff while other people just tear it up. Probably due to me choosing the wrong powers or spreading out my stats too much, either way I'll figure it out.

Another thing I've grown fond of is the Acrobat travel power, but in the world of Champions it's all about flight (and I just happened to choose what's suppose to be the worst travel power, but I have no complaints about it). I can see why flight is the "main" form of travel since you can get more or less anywhere with no hassle, but for a hardcore details guy like me... It just hasn't fit any of the characters I've made, so I don't use any of the flight powers. The only thing that gets me sometimes is I tend to draw a lot of agro since I have to run/jump everywhere, but if you plan your routes right you can avoid most of it.

I had a chance to try out a few PvP matches, which are pretty cool. Only thing I got to play in was a "UTC cage match" or whatever it's called, basically a team deathmatch. The matches are set for players levels 11 - 20 (for my particular level set) and you're automatically leveled up to 20 for the match. This is good in some ways since it gives you a bit of a fighting chance, but you're still behind power-wise if you're not already 20. Since my characters were on the lower half of the level set I didn't fair too well, but I still managed to get a few 'kills' in with the help of my teammates. Looking forward to trying out more PvP in the future.

The quests are fairly basic "collect this, kill that" type of stuff, nothing really amazing in that area. The boss battles so far have been interesting, but also pretty basic. The story is "meh", but good enough to keep the game flowing. The world scenery is ok, I haven't seen anything that's made me go "Ooooooo" yet. All in all, I figure I'll keep at it and see if anything changes my mind on these points. If anyone wants to elaborate on these, be my guest. =P

That's about all I have right now, if I have the urge I might write up another little summary of my thoughts and progress as I venture through this game. =)
Champions Online

Champions Online (PC)

Genre/Style: Role-playing/Persistent World Online RPG
Release Date: 01/SEP/09
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7
Comments
In other words, it's an Average Joe game. :P
I suppose so. Like I said, the most fun I've had is making characters and playing with different powers. If I played with other people more often it would probably be more entertaining, but that's true of any MMO.

Oh, and if you're really into superhero stuff it makes it even better. =P
I'm looking forward to playing this game :)
Right there with you on acrobatics - I have alts with nearly all the travel forms, but acrobatics is my favorite for pure versatility. It's also the melee heroes best friend in PvP (along with a good crowd control power) - lets you keep up with all those folks trying to get outside your range.

Regarding difficulty, common errors are to select a super attribute that doesn't compliment your powers, or to waste early power choices on new attacks - all characters fresh out of the tutorial desperately need some sort of self buff (regenerate, invulnerability, defiance, et al) to toughen their defenses, as well as a decent block (two blocks, the force and the telekinetic, provide a short term buff and work pretty well to cover both needs).
@Skyles - Yeah, I made the mistake of not getting any buffs and wasted it all on new attacks. I figured that was it, and now I know. =P
Understandable - any experienced MMOG player will be used to the cooldown timers in most MMOGs and assume that they need more than one attack so that they can cycle through their attacks and stay active. In CO however, attack cycles really aren't necessary - those first two powers actually keep you constantly attacking and do a fine job of getting you through the first fifteen levels or so. All you really need (eventually, after you get a decent self buff/block)) are other varieties of powers/attacks for different situations - area effect, nuke, crowd control, heal et al.
Acrobatics is kind of the middle-of-the-road travel power. It is slower but more useful than super speed and can only jump about 1/3 as high as super jump. Take a look at its advantage if you have the points to spare - I think it is supposed to get faster when you come under fire.

Even if you took acrobat at 5, you can still pick up a flight form at 35. I leveled with teleport as my travel form - and while teleport is amazing at short range and is incredibly flexible... the fact that it wears off every few seconds and sends you plummeting into the earth gets old fast. I strongly considered taking acrobat as my secondary travel form, just so I could run around without making a crater of myself ;)

Level 17/20 is the turning point with respect to powers. You'll start getting access to top tier abilities and start having to dip into other sets - and start really feeling like a superhero. It's around this level that boss fights start getting more interesting as well.

You're right that attack cycles aren't explicitly necessary, but they _really_ help later on. In a given trash pull, I use 3 or 4 abilities and depend on one or two of their specific advantages. In bigger pulls, my entire hotbar comes into play. And then there is the level 27+ 5-man content. There's not a lot of it yet, but what there is can be pretty good.
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