It's been about a couple weeks since Champions Online launched, and I've been enjoying the game through the good and the bad. Yes, there have been some rough patches – particularly for early start players whose characters were designed before the big launch-day patch. So let's talk about a few of the issues some people are having with the game. Namely, I want to address the difficulty complaints that some people have been voicing, because they're not entirely wrong.
During the early start program, Champions Online's combat was ridiculously easy. It was so easy that I regularly saw people solo master villains (Champions lingo for epic monsters) five levels above their own. Now, obviously this was far from the desired level of challenge. So Cryptic dropped a bomb of a patch on launch day that honestly didn't surprise me in the least. Was it ideal? No. Was it a rough transition for early start players who thought the entire game would be a constant cakewalk? Certainly. But here's the important question: Was it necessary? Yes, completely.
Some are concerned that the vision of a solo-friendly game has changed. It hasn't, but the extreme nature of that patch certainly did nerf character builds that, previously, were only working because the game balance was borked beyond belief. It's still entirely feasible to build a solo-focused character post-launch-patch in Champions, and with the free retcon you can now simply rework an early start character. I'd personally recommend taking teleport for your first travel power, as its PvE usefulness cannot be underestimated. As for abilities, it's as simple as making sure you've got a decent defensive passive power, a block power and some way of dealing with a crowd. Do those things and soloing will come much easier, most of the time.
I say most of the time because some encounters are designed specifically for a group to tackle. These are particularly tough missions that even inform a person they're best for a two, three, etc sized group. Thankfully, because Champions is a game that doesn't require a party to have traditional "roles" in play, all you need is another player of any variety. They can even be pretty much any level, because the sidekicking system allows everyone in a group to sync up to the same level. Set someone in the group to "Sidekick Champion" and then everyone right-clicks their portrait and begins sidekicking to be moved to the same level.
One thing that I'm happy to see Cryptic addressing is content gaps. Right now, if you open your mission window with the "J" key and press the button labeled "Crime Computer" you can find NPCs who're more than happy to give you missions. It's also important to pay attention to item drops, because quite a few of them offer missions. Mob kills give you fairly little experience so finding all the missions you can is an important part of leveling up.
The current problem of content gaps is something you won't start seeing until you reach higher levels. As with most MMOs, higher levels require more experience, which results in needing to finish more missions. Unfortunately, the spread of missions is a bit too thin right now, resulting in players having to complete missions above their level. With the changes to difficulty, this quickly turns into a headache for players with a less resilient character build.
Right now, I'd say the state of the game is mostly great. Sure, Champions has its rough spots – like the aforementioned difficulty/mission conundrum – but if there's one thing Cryptic has shown it's that they're both attentive and quick (in developer time, mind you) to issue fixes to problems. If there's one thing I've learned in my many years playing these games, it's that the best fixes take some time while the quick fixes are only best used in a time of necessity. I'm sure Cryptic plans on going incremental and surgical with any future tweaks, and as for new content – well those are going to be different teams entirely.
With Blood Moon and Celestial powers only a month away, I'm feeling very positive on the future of Champions. Soon enough, I'll do some commentary on PvP and higher-level PvE play as well as ongoing discussions on patches and game balancing. So keep an eye out, fellow Champions players!
Reader Comments (50)
Posted: Sep 14th 2009 10:40AM (Unverified) said
No mention of the absolutely ridiculous respec costs?
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Posted: Sep 14th 2009 11:01AM Gando said
Ive seen several posts in the past regarding respec costs from cryptic. They are as high as they are so you actually have a reason for alts. Generally speaking (from what I've seen) in games with ability/talent frameworks as open as Champions you have to do one of two things to change your abilities. Massive grinding or massive costs. So the price is pretty par for the course.
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Posted: Sep 14th 2009 11:15AM (Unverified) said
@Iamnotapple:
So having respec costs that are several thousand percent larger than the amount of money we've attained is a good thing?
I dont think so.
Some rough number (going by memory here):
My level 36 character has roughly 60G, to respec her back say 8 spaces would cost roughly 300G, to go back to the beginning would cost over 4000G.
Given how often abilities are changing, and that one of the touted abilities in CO was the ability to redo your character if you made a mistake / wanted something slightly different, thats just absurd.
As it stands now, if you make a mistake in the early part of your toon, and get said toon past the teens, its easier to just abandon it and start over.
If you think thats good design, well I've got a particular bridge in a windstorm to sell you
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So having respec costs that are several thousand percent larger than the amount of money we've attained is a good thing?
I dont think so.
Some rough number (going by memory here):
My level 36 character has roughly 60G, to respec her back say 8 spaces would cost roughly 300G, to go back to the beginning would cost over 4000G.
Given how often abilities are changing, and that one of the touted abilities in CO was the ability to redo your character if you made a mistake / wanted something slightly different, thats just absurd.
As it stands now, if you make a mistake in the early part of your toon, and get said toon past the teens, its easier to just abandon it and start over.
If you think thats good design, well I've got a particular bridge in a windstorm to sell you
Posted: Sep 14th 2009 11:47AM Aganazer said
You could just not bother with even considering a retcon past the top two choices.
I'm sorry some of you made some poor choices back when you were newbs and didn't know how to build your character better. It happens to all of us. It wouldn't be the end of the world to live with those choices or to reroll. Its a breeze to level up characters in this game after you know the missions.
Complaining about retcon costs is like complaining about the price of an exotic sports car. Sure it would be nice if a Ferrari was affordable by all, but I can get around just fine in my Subaru. I am still grateful that the Ferrari is an option available to me if I had the money to afford it.
I'm sure that even with the high retcon costs I'll have no problem retconing new characters that I can twink with a bit of cash from my higher level characters. Usually the only thing I ever want to retcon is my newbie free damage power the first time I get to the powerhouse at level 6.
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I'm sorry some of you made some poor choices back when you were newbs and didn't know how to build your character better. It happens to all of us. It wouldn't be the end of the world to live with those choices or to reroll. Its a breeze to level up characters in this game after you know the missions.
Complaining about retcon costs is like complaining about the price of an exotic sports car. Sure it would be nice if a Ferrari was affordable by all, but I can get around just fine in my Subaru. I am still grateful that the Ferrari is an option available to me if I had the money to afford it.
I'm sure that even with the high retcon costs I'll have no problem retconing new characters that I can twink with a bit of cash from my higher level characters. Usually the only thing I ever want to retcon is my newbie free damage power the first time I get to the powerhouse at level 6.
Posted: Sep 14th 2009 12:40PM (Unverified) said
Respec costs would be much lower if CO had classes, like most other MMOs that people are used to. It's one thing to easily respec talents for a particular class, to further enhance what that particular class can do. In Champions Online, a full retcon can give you an entirely different character. People seem to forget that subscription based MMOs are all about time invested. If you choose a bad build, you would generally know within a level or two. Most of the complaining comes from people who want to just steamroll over mobs in order to level quickly. What's fun about CO, in my opinion, is that you actually have to play the fight in order to win. Yeah, I have a couple of characters with "bad", or more accurately less than OP builds. For those characters I have to adjust my playstyle, and think about fights differently.
All in all, Cryptic is doing a pretty good job, and the game isn't even live for a month yet. They've addressed some major concerns by the players very quickly for an MMO, especially one that is new. Of course things aren't perfect yet, but games that have been out for five years or more are constantly undergoing changes, tweaks, and attempts at balance.
I'm having an incredibly fun time playing CO. That's what matters to me.
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All in all, Cryptic is doing a pretty good job, and the game isn't even live for a month yet. They've addressed some major concerns by the players very quickly for an MMO, especially one that is new. Of course things aren't perfect yet, but games that have been out for five years or more are constantly undergoing changes, tweaks, and attempts at balance.
I'm having an incredibly fun time playing CO. That's what matters to me.
Posted: Sep 14th 2009 10:52AM CCon99 said
I think Cryptic has no one to blame but themselves for the launch day patch. They've been in Closed Beta since last November, but they chose to only do their player beta testing twice a week for only 2-4 hours each session for majority of the Closed Beta. It wasn't until May/June when they finally added a longer play window, but they still only allowed 2 days of testing. All of those months they could have been testing at least 5 days a week and been gathering all of that data on leveling and powers.
At least things have and are getting better little by little since launch, but I can't help but think their launch situation could have been avoided if they just handled and took their beta testing a little more seriously.
Reply
At least things have and are getting better little by little since launch, but I can't help but think their launch situation could have been avoided if they just handled and took their beta testing a little more seriously.
Posted: Sep 14th 2009 9:05PM Averice said
When a company offers such a limited beta all I can think of is AoC. No... keep it away : (
Not that AoC had a limited beta, but theirs was closed forever with the NDA, and then the NDA was lifted for I think about 1 week, but for some reason there was still no info on it yet : / so Funcom made off with my monies.
Thankfully many websites, eurogamer has definitely made it a major point, have taken a better stance at how they review MMO games.
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Not that AoC had a limited beta, but theirs was closed forever with the NDA, and then the NDA was lifted for I think about 1 week, but for some reason there was still no info on it yet : / so Funcom made off with my monies.
Thankfully many websites, eurogamer has definitely made it a major point, have taken a better stance at how they review MMO games.
Posted: Sep 14th 2009 10:56AM Deryk said
Overall, I'm having fun with the game. Sometimes it can be a bit annoying the problems with server stability (several extended emergency downtime periods). I will say this, I would think that with Cryptic's extensive MMO experience (CoH/CoV) that the game would be smoother running, etc.
I will give CO a 7/10.
-1 for above issues; -2 for size of game. Only 5 main zones vs CoH 13 or 14 zones. Lost track of the exact count of starting zones.
So not TOO bad for an overall MMO game.
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I will give CO a 7/10.
-1 for above issues; -2 for size of game. Only 5 main zones vs CoH 13 or 14 zones. Lost track of the exact count of starting zones.
So not TOO bad for an overall MMO game.
Posted: Sep 14th 2009 11:00AM arnavdesai said
Actually, the problem is the difference in the specs. I have two characters which are level 21 & level 22(Force & Supernatural). The difference in playing the two is night & day. I take way too much damage on my Force character although both have the defensive slot power inserted. I still have not gotten my head around the different builds thing. As of now (at level 22) I have not used any of the other builds. Also, the limited advantage points coupled with huge retcon costs makes it very difficult to readjust your character to figure out what works and what doesnt.
Another issue is the problem faced when trying out the Custom Framework. Its very hard for a noob to figure out which stats affect a custom framework powers. They dont help out at all on recommending which stats to concentrate on so as to maximize the potency of a power. If they do, I am having a difficult time adjusting things. Another issue is the UI which is really painful to adjust things. around. Also, there are a lot mechanics which are hidden and they dont make it clear especially when it comes to crafting etc.
For all its faults though, its fun to play and am a lifetime subscriber and for better or worse am going to keep playing it.
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Another issue is the problem faced when trying out the Custom Framework. Its very hard for a noob to figure out which stats affect a custom framework powers. They dont help out at all on recommending which stats to concentrate on so as to maximize the potency of a power. If they do, I am having a difficult time adjusting things. Another issue is the UI which is really painful to adjust things. around. Also, there are a lot mechanics which are hidden and they dont make it clear especially when it comes to crafting etc.
For all its faults though, its fun to play and am a lifetime subscriber and for better or worse am going to keep playing it.
Posted: Sep 14th 2009 12:26PM GRT said
@Arnie makes some good points. I personally am having a heck of a good time playing but I did some rather un-fun forum trolling to 'research' powers and stats before I created my main character.
A decent manual would go a long way towards helping people understand that if you're going Telekinesis (for example) you want a huge Ego.... actually that one is pretty self-explanatory since the first power you get is Ego Weaponry. But what's the best stat for Ice? I have no clue and I'd have to go troll the forums more (never fun) before I created an ice-based toon.
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A decent manual would go a long way towards helping people understand that if you're going Telekinesis (for example) you want a huge Ego.... actually that one is pretty self-explanatory since the first power you get is Ego Weaponry. But what's the best stat for Ice? I have no clue and I'd have to go troll the forums more (never fun) before I created an ice-based toon.
Posted: Sep 14th 2009 4:32PM mysecretid said
The recommended stats, in order of importance, for the frameworks are these (courtesy of Prime-8):
Might - STR/CON
Electricity - REC/END
Fire - PRE/REC
Force - EGO/END
Ice - DEX/REC
Archery - DEX/INT
Gadgeteer - INT/END
Munitions - DEX/EGO
Powered Armor - STR/INT
Dual Blades - STR/DEX
Fighting Claws - STR/DEX
Single Blade - STR/DEX
Martial Arts - STR/DEX
Telekinesis - CON/EGO
Telepathy - EGO/PRE
Darkness - CON/END
Sorcery - INT/PRE
Supernatural - CON/REC
Your *third* priority stat should always be CON, if it's not already listed, because CON = raw hit points, and the one who can last longest often wins (and lives to level up)
As for defenses -- right now, not all framework defenses are created equal. If you're having trouble, consider taking another attack power as your third power, once you get out of the tutorials at 5th, and *then* take a Defense for your fourth power at 8th.
At 8th, you can go "off-framework" in your power choices for defenses, and some defenses are better than others.
For example, many people favor Regeneration from the Supernatural framework, and Defiance from the Might framework, and Invulnerability from the Power Armor framework can also be good, depending on your preferred playstyle.
Be sure to make your Defense power choice the last thing you choose before you go out and test it -- that way, if you do have to retcon it out for something else, the cost will be as cheap as possible.
Reply
Might - STR/CON
Electricity - REC/END
Fire - PRE/REC
Force - EGO/END
Ice - DEX/REC
Archery - DEX/INT
Gadgeteer - INT/END
Munitions - DEX/EGO
Powered Armor - STR/INT
Dual Blades - STR/DEX
Fighting Claws - STR/DEX
Single Blade - STR/DEX
Martial Arts - STR/DEX
Telekinesis - CON/EGO
Telepathy - EGO/PRE
Darkness - CON/END
Sorcery - INT/PRE
Supernatural - CON/REC
Your *third* priority stat should always be CON, if it's not already listed, because CON = raw hit points, and the one who can last longest often wins (and lives to level up)
As for defenses -- right now, not all framework defenses are created equal. If you're having trouble, consider taking another attack power as your third power, once you get out of the tutorials at 5th, and *then* take a Defense for your fourth power at 8th.
At 8th, you can go "off-framework" in your power choices for defenses, and some defenses are better than others.
For example, many people favor Regeneration from the Supernatural framework, and Defiance from the Might framework, and Invulnerability from the Power Armor framework can also be good, depending on your preferred playstyle.
Be sure to make your Defense power choice the last thing you choose before you go out and test it -- that way, if you do have to retcon it out for something else, the cost will be as cheap as possible.
Posted: Sep 14th 2009 11:36AM Aganazer said
Healing threat in particular. I've been doing some group play using Defensive Combo that has some added threat. Its not hard to hold aggro most of the time, but healing really throws it off.
It also seems like some threat is being built up on nearby MOB's that haven't even aggro'ed yet. Sometimes I'll open a fight and the MOB's will run right past me to the player that hasn't even started auto-attacking yet.
I've seen them acknowledge the issue and I suspect there will be some changes in the next couple weeks sometime.
Reply
It also seems like some threat is being built up on nearby MOB's that haven't even aggro'ed yet. Sometimes I'll open a fight and the MOB's will run right past me to the player that hasn't even started auto-attacking yet.
I've seen them acknowledge the issue and I suspect there will be some changes in the next couple weeks sometime.
Posted: Sep 14th 2009 11:16AM urgan said
Surely I can't be the only person that realizes the game ISNT hard? All you have to do is:
1- Buff your constitution stat
2- Take a defense power
3- Block! (That's what it's there for)
4- Take AOE powers ASAP
I can STILL solo content that is levels above me, recommended for 2+ people.
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1- Buff your constitution stat
2- Take a defense power
3- Block! (That's what it's there for)
4- Take AOE powers ASAP
I can STILL solo content that is levels above me, recommended for 2+ people.
Posted: Sep 14th 2009 11:40AM arnavdesai said
Actually thats what I wanted to mention. Some of the powersets dont lend themselves to this approach(Force powers being one of them). Cone AoE powers are very very effective and actually having flight powers which allows for rapid position adjustment is really fun and make for some good dynamic battles.
Its very important to keep the 4 main stats(Constitution, Endurance, Recovery & Intelligence) as high as possible and having a power sets scale with two of these is the best.
Reply
Its very important to keep the 4 main stats(Constitution, Endurance, Recovery & Intelligence) as high as possible and having a power sets scale with two of these is the best.
Posted: Sep 14th 2009 1:39PM sobelius said
As some here have said, you have to adjust your play style for your build.
I built a pure glass cannon character (level 16 now, am pure fire spec: rank 3 in conflagration, with immolation, plus super high dex and ego -- +25 crit chance and 101% crit dmg.)
While I can rain massive death in AOE, I run out of energy quickly and go down in a near heartbeat if I leave too many standing (even when blocking). Frankly, I pick my targets carefully.
I already know my next powers will be defensive choices, but for now I love the fact I can create whatever type of build floats my boat and then mix up my play style to accomodate it.
Reply
I built a pure glass cannon character (level 16 now, am pure fire spec: rank 3 in conflagration, with immolation, plus super high dex and ego -- +25 crit chance and 101% crit dmg.)
While I can rain massive death in AOE, I run out of energy quickly and go down in a near heartbeat if I leave too many standing (even when blocking). Frankly, I pick my targets carefully.
I already know my next powers will be defensive choices, but for now I love the fact I can create whatever type of build floats my boat and then mix up my play style to accomodate it.
Posted: Sep 14th 2009 11:51AM (Unverified) said
Champions is a game with potential. But at the end of the day is a pretty lame game. The balance in the game is a joke. Respecing is retarded and I can only lmao at the people who act like the problem is people not speccing their characters right. Imagine that someone who is level 15 didn't understand how everything comes together in the game and instead tried making a hero with powers they thought would fit a concept. Time to let the noob respec.... oh wait no lets not. Instead lets make the only real way they can respec at that level be to actually create another toon at lv 1. I can understand repec's being more difficult at lets say lv 40 as now your settled into the game but really at lv 10 its impossible to do a full respec. The power house in no way prepares you for fighting mobs or other players in arena pvp combat. Not allowing players to respec is not to punish people for making poor choices but rather to try and hide the fact that the game lacks end game content and true replay value. Canada or Desert? both can be done in the hour.
Grindfest 2009. At about lv 20 the game becomes grindy end of story. Also the variety of villans you fight = Zzzz. The quest you do generally tend to be higher level then you. With mobs beefed up they way they are this becomes a problem. My Power Armor toon can handle this most times but my telepath guy...lmao.
Best thing about this game? Character Creator
Worst thing about this game? It was rushed out the door without proper beta testing and it shows.
Reply
Grindfest 2009. At about lv 20 the game becomes grindy end of story. Also the variety of villans you fight = Zzzz. The quest you do generally tend to be higher level then you. With mobs beefed up they way they are this becomes a problem. My Power Armor toon can handle this most times but my telepath guy...lmao.
Best thing about this game? Character Creator
Worst thing about this game? It was rushed out the door without proper beta testing and it shows.
Posted: Sep 16th 2009 11:45AM Orekri said
I think a lot of why people are needing respecs and having problems is because they failed to read or plan their character out of the gate. I spent quite some time reading up on the powers in the character creator or powerhouse before I ever entered the game, and as a result my characters can solo very easily and pvp pretty well.
The above poster acts like telepathy is weak or something, but my telepathy character easily does well over 1k+ regularly with his ego blasts, and my ego sprites absolutely melt everything nearby (and yes i have presence and healing powers). I always make sure the power/advantage I am unsure of is my last pick, so that it is cheap to respec, and I have had to respec a few times although they really havn't drained my pac-man money all that much.
That being said they really do need to put in some sort of danger room type area in the powerhouse, because getting shot with a laser beam (while it does do damage), does not give an accurate example of how that will work in combat and status effects don't really work at all on the dummies.
And yes, my character is based on a concept, and I take most of my powers based on a mixture of their tested effectiveness and whether they fit my concept for my character.
In my opinion, taking more time in the initial design and planning of your character and their powers results in less need for a respec, if you want to play hastily then don't complain to Cryptic when your character doesn't work the way you want it to, when playing with it for an extended period in the powerhouse and changing things that seem ineffective after leaving immediately instead of levels later would have prevented a lot of this.
Just because they have a custom framework doesn't mean you can just pick whatever, such as powers that clearly overlap or don't work well together and destroy face. Case and point of this is how my brother and friend dealt with their free respecs. My friend spent a long time in the powerhouse carefully choosing and testing each of his powers as he got them to make sure they worked for his theme and desired role. He is now 40 and he takes on two or more groups of enemies without blinking (except in Lemuria). My brother on the other hand decided to switch his character completely around and spent all of 5-10 minutes grabbing and power he thought sounded cool and any stat he thought should work for a character (instead of reading which moves feed off of which stats). He now gets beaten down by more than two or three henchmen.
People seem to automatically assume that more fast paced actiony games require less though, and that isn't necessarily true.
Reply
The above poster acts like telepathy is weak or something, but my telepathy character easily does well over 1k+ regularly with his ego blasts, and my ego sprites absolutely melt everything nearby (and yes i have presence and healing powers). I always make sure the power/advantage I am unsure of is my last pick, so that it is cheap to respec, and I have had to respec a few times although they really havn't drained my pac-man money all that much.
That being said they really do need to put in some sort of danger room type area in the powerhouse, because getting shot with a laser beam (while it does do damage), does not give an accurate example of how that will work in combat and status effects don't really work at all on the dummies.
And yes, my character is based on a concept, and I take most of my powers based on a mixture of their tested effectiveness and whether they fit my concept for my character.
In my opinion, taking more time in the initial design and planning of your character and their powers results in less need for a respec, if you want to play hastily then don't complain to Cryptic when your character doesn't work the way you want it to, when playing with it for an extended period in the powerhouse and changing things that seem ineffective after leaving immediately instead of levels later would have prevented a lot of this.
Just because they have a custom framework doesn't mean you can just pick whatever, such as powers that clearly overlap or don't work well together and destroy face. Case and point of this is how my brother and friend dealt with their free respecs. My friend spent a long time in the powerhouse carefully choosing and testing each of his powers as he got them to make sure they worked for his theme and desired role. He is now 40 and he takes on two or more groups of enemies without blinking (except in Lemuria). My brother on the other hand decided to switch his character completely around and spent all of 5-10 minutes grabbing and power he thought sounded cool and any stat he thought should work for a character (instead of reading which moves feed off of which stats). He now gets beaten down by more than two or three henchmen.
People seem to automatically assume that more fast paced actiony games require less though, and that isn't necessarily true.
Posted: Sep 14th 2009 11:40AM Temko said
i've played the game through a lot of the closed beta, and back then it HAD content to fit the levels.
what they did was Lower XP gains from Quests and mobs, and raise dificulty in the last weekend of closed beta. a very bad move.
it killed the way the game was in the entire development cycle.
destroyed any semblance of balance.
killed of entire levels of content.
yh... not a smart move and as such i didn't play on release. gave my pre-order away.
Reply
what they did was Lower XP gains from Quests and mobs, and raise dificulty in the last weekend of closed beta. a very bad move.
it killed the way the game was in the entire development cycle.
destroyed any semblance of balance.
killed of entire levels of content.
yh... not a smart move and as such i didn't play on release. gave my pre-order away.
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