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 1:55PM charlieromeobravo said
I agree Heraclea. I'm pretty sure that most players aren't aware of how sidekicking works in this game, sharing missions isn't as simple as it is in CoH (well, the criteria about what makes a mission sharable is unclear, to me at least) and the content doesn't really promote team work. When a mission says "3 recommended" what that really means is "bring more guns" because every challenge in this game that I've encountered can be solved with more firepower. It requires no cooperative team play, just more killing power. That's not terribly fun. People can say what they want about hating being pigeon holed into roles, but let's be real: "roles" are just a variation on "rules" and every game needs rules to setup a challenge that creates the fun. If every piece on the Chess board could operate like the Queen, it wouldn't be challenging or entertaining. This game's content and characters are so offensively oriented that they've lost a big reason why we team in the first place.
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Posted: Sep 14th 2009 1:54PM (Unverified) said
They just need to add basic guidelines for the powers/frameworks so that you do pick a defense/offense, heal, hold, etc... not force you to take them, but a mild nudge in the right direction.
For a total new player, just picking powers at random almost ensures gimpage. Then they get frustrated and have to reroll.
If it wasn't for my non-stop forum browsing I wouldn't know half the crap I know now. And half the crap on the forums is incorrect, so it's alot to wade through.
For a total new player, just picking powers at random almost ensures gimpage. Then they get frustrated and have to reroll.
If it wasn't for my non-stop forum browsing I wouldn't know half the crap I know now. And half the crap on the forums is incorrect, so it's alot to wade through.
Posted: Sep 14th 2009 2:08PM charlieromeobravo said
I agree. The character creation is SO open that someone who just bought the game at Best Buy and went home to play it would probably find it frustrating at first. The lack of included documentation certainly doesn't help.
This, IMO, also ties into the lack of grouping in this game. Since the game lacks the explicit roles that we're used to in the form of classes and archetypes, the players need to adjust to CO's dynamic. Unfortunately the content basically makes DPS king so there's no need to be anything other than a damage dealer. People don't explore any other possibilities because they're not immediately evident and there not a lot of incentive to do so.
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This, IMO, also ties into the lack of grouping in this game. Since the game lacks the explicit roles that we're used to in the form of classes and archetypes, the players need to adjust to CO's dynamic. Unfortunately the content basically makes DPS king so there's no need to be anything other than a damage dealer. People don't explore any other possibilities because they're not immediately evident and there not a lot of incentive to do so.
Posted: Sep 14th 2009 2:06PM (Unverified) said
Talents and abilities are not the same, but in CO you get talents and abilities with total freedom. Other MMO's do not allow this for a reason: It's far to easy to screw up.
The entire system is a two edged sword: The freedom of choice is equal to the cost of a bad choice. Why on earth would any MMO, especially one that has been marketed as "Casual" have such a dangerous system in the first place?
Could it be that just as with PVP gear, the plan of Cryptic is to say you can get it both ways, game money or MC but the PVP gear time expense is insane to earn thru gameplay, just as gold is with the respec's. I'm sure that once things have died down respec's will pop on their MC store.
How else would you make money from lifetime sub's unless you have a pretty sure fire way of making money off your userbase in the future? Respec MC's would do that, better then PVP gear.
The entire system is a two edged sword: The freedom of choice is equal to the cost of a bad choice. Why on earth would any MMO, especially one that has been marketed as "Casual" have such a dangerous system in the first place?
Could it be that just as with PVP gear, the plan of Cryptic is to say you can get it both ways, game money or MC but the PVP gear time expense is insane to earn thru gameplay, just as gold is with the respec's. I'm sure that once things have died down respec's will pop on their MC store.
How else would you make money from lifetime sub's unless you have a pretty sure fire way of making money off your userbase in the future? Respec MC's would do that, better then PVP gear.
Posted: Sep 14th 2009 2:20PM charlieromeobravo said
" I'm sure that once things have died down respec's will pop on their MC store."
This is possible and you could say they may have alluded to it already when they said that anything you get from the store that impacts game play would also be earnable in the game for no cost. Respecs would certainly fall into that definition.
This is possible and you could say they may have alluded to it already when they said that anything you get from the store that impacts game play would also be earnable in the game for no cost. Respecs would certainly fall into that definition.
Posted: Sep 14th 2009 2:37PM esarphie said
A lot of the fun in Champions, for me, is the open nature of the builds. I'm totally okay with not being UberGuy in order to fully realize my whacked out Frog-man with an energy ring concept. I'm also totally behind the advancement slow-down from beta, since no game should move that quickly from creation to level cap.
Maybe you can "gimp" a character, for a couple levels by not knowing you need to take your passive... but nothing prevents you from grabbing it at the next opportunity. I really don't see a problem with not having unlimited cheap respecs back to start whenever you want.
Besides, as I understand it from the dev chats, the plan is to equate a respec of 5 levels to the amount of currency you make in a level. Sounds reasonable to me.
Let me disclose something here, however, I freely admit I hate meta-gaming. I believe a level based rpg is all about building a character, and that respecs are there simply to correct slight mistakes you may have made along the way. The player who builds up one way to level, then changes everything around for a specific raid, then changes things to another way for pvp... I don't have any sympathy at all for his plight.
You can already build out 4 different roles, with different power arrangements, the preset bonuses, and completely different item sets, yet not getting frequent enough complete resets is a deal breaker?
Maybe you can "gimp" a character, for a couple levels by not knowing you need to take your passive... but nothing prevents you from grabbing it at the next opportunity. I really don't see a problem with not having unlimited cheap respecs back to start whenever you want.
Besides, as I understand it from the dev chats, the plan is to equate a respec of 5 levels to the amount of currency you make in a level. Sounds reasonable to me.
Let me disclose something here, however, I freely admit I hate meta-gaming. I believe a level based rpg is all about building a character, and that respecs are there simply to correct slight mistakes you may have made along the way. The player who builds up one way to level, then changes everything around for a specific raid, then changes things to another way for pvp... I don't have any sympathy at all for his plight.
You can already build out 4 different roles, with different power arrangements, the preset bonuses, and completely different item sets, yet not getting frequent enough complete resets is a deal breaker?
Posted: Sep 14th 2009 3:59PM charlieromeobravo said
"Besides, as I understand it from the dev chats, the plan is to equate a respec of 5 levels to the amount of currency you make in a level. Sounds reasonable to me."
A good point. The devs said they based the price of a respec on the amount of income they expected us to generate but they overestimated pretty badly. It's entirely possible that once people get into the swing of things, the price of a respec won't seem all that bad. I think that the game economy is suffering because 1) it's not obvious where the auction house is, 2) it's not really all that obvious to a new player that it even exists, 3) it sucks. The search capabilities are terrible. You can't search by anything but level range, item quality, and text. Trying to find items with the stats you're seeking is impossible. If you're even aware that the auction exists, it's often easier to just vendor an item. Commerce would pick up a lot if the auction house were more useful and widely advertised.
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A good point. The devs said they based the price of a respec on the amount of income they expected us to generate but they overestimated pretty badly. It's entirely possible that once people get into the swing of things, the price of a respec won't seem all that bad. I think that the game economy is suffering because 1) it's not obvious where the auction house is, 2) it's not really all that obvious to a new player that it even exists, 3) it sucks. The search capabilities are terrible. You can't search by anything but level range, item quality, and text. Trying to find items with the stats you're seeking is impossible. If you're even aware that the auction exists, it's often easier to just vendor an item. Commerce would pick up a lot if the auction house were more useful and widely advertised.
Posted: Sep 15th 2009 11:22AM (Unverified) said
Agreed. I wasn't even sure there was a bank or auction house until I wandered into them by accident looking for the science trainer.
Currently, I just vendor everything unwanted that's bound and outside my profession. Anything that's not bound, I mail to myself and pick up on one of my characters who has the corresponding profession.
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Currently, I just vendor everything unwanted that's bound and outside my profession. Anything that's not bound, I mail to myself and pick up on one of my characters who has the corresponding profession.
Posted: Sep 15th 2009 5:35AM Psychotic Storm said
I wouldn't judge the game before 6 months passed.
So far the game is enjoyable and given time it will grow, so no worries about this, the concerns you voice would be troubling if a year had passed and no new content had shown its face.
For respecs I would say that they should split the stat related advancements and the ability related advancements in two different respec stacks, leaving the abilities stack difficult to repec but the stat related advancements easy to respec, most build related problems are stat related and not ability related.
So far the game is enjoyable and given time it will grow, so no worries about this, the concerns you voice would be troubling if a year had passed and no new content had shown its face.
For respecs I would say that they should split the stat related advancements and the ability related advancements in two different respec stacks, leaving the abilities stack difficult to repec but the stat related advancements easy to respec, most build related problems are stat related and not ability related.
Posted: Sep 16th 2009 10:49AM gemski said
I'm still laughing over people noting Eurogamer or other mainstream sites with a scoring system to judge this game. WAR and AoC were given higher scores than WoW.
Champions is fun. It's far from perfect but on par with WAR and WoW's launch. Much better than AoC's.
Retcons can not be cheap considering they would eliminate alts. Nerf launch crying needs to end at some point, its done...get used to it. They need to smooth out leveling curve and work on technical issues.
Champions is fun. It's far from perfect but on par with WAR and WoW's launch. Much better than AoC's.
Retcons can not be cheap considering they would eliminate alts. Nerf launch crying needs to end at some point, its done...get used to it. They need to smooth out leveling curve and work on technical issues.








