In a world of guns, atomic blasters, telekinetic blows and eye lasers, the superhero who relies on getting up close and personal with fists or weapons becomes the underdog. Ever since launch, melee heroes in Champions Online have struggled with the disadvantage -- perceived or real -- of having to close the gap to an enemy and wail away, as well as generally feeling Superman-levels of powerful while doing it.
Enter Matt "Akinos" Danuser, who jumps on the stage for the latest Champions Dev Diary. Six months after launch, Matt and the team spent a lot of time reworking the melee power set, with the simple yet encouraging motto of "Make it fun, make it competitive, and make it fun."
The first step to boosting the fun factor of melee users was to enable energy and threat generation from a distance -- as far as 50 feet away! This will help meleers to build up enough steam for an impressive alpha strike, as well as get a mob's attention on them as they close the gap. Other improvements include charges not locking your character down, streamlined lunges and shortening some of the longer charge times.
The goodies keep on coming, don't you worry. Matt happily shares the news that Champions is going to be introducing a "Brawler Role" alongside the other roles in the game, which should boost offense without losing HP.
Martial Arts users are also in for a treat or two. They'll be the recipients of a new offensive passive called "Way of the Enlightened Warrior" which increases melee damage, increases dodge and avoidance, and generates a bit of energy when an enemy dodges an attack. Martial artists will also get the enhanced blocking "Parry" skill, which returns some of the attacker's damage back to them.
Matt ended on a bittersweet note, saying that a necessary nerf to "Bountiful Chi Resurgence" happened when they found that the power wasn't working as intended. Such is life, fair heroes, but we doubt that will keep fist-swinging champions from keeping our world safe.
Reader Comments (7)
Posted: Apr 2nd 2010 4:30PM (Unverified) said
I'm reupping my subscription as soon as this change goes through.
Posted: Apr 2nd 2010 4:58PM (Unverified) said
I'm actually a lifer who seriously regretted purchasing the lifetime sub. These changes and the pet review coming in the following patch will actually cause me to log in again.
It's even possible that I'll stop regretting it! We'll see ;).
Reply
It's even possible that I'll stop regretting it! We'll see ;).
Posted: Apr 2nd 2010 10:19PM (Unverified) said
--Matt and the team spent a lot of time reworking the melee power set, with the simple yet encouraging motto of "Make it fun, make it competitive, and make it fun."
You'd think that perhaps, you know, they'd think of this during the *design* phase, not as a remedy...
You'd think that perhaps, you know, they'd think of this during the *design* phase, not as a remedy...
Posted: Apr 3rd 2010 12:12AM (Unverified) said
Yes because champions is really the first mmo to change some game "mechanic" after launch ... hell even wow did it !!! so what's your real problem here? every time there is a champions online news regardless of the nature of it people have to endure your vitriol filled posts, maybe is time you move on to better things because you are starting to appear quite pathetic!
Posted: Apr 3rd 2010 12:20AM (Unverified) said
I just want to clarify that this article talks about a "melee powerset", but a lot of these changes actually apply to all melee moves from the Might powerset, the four Martial arts trees, telekinesis blades, laser sword, chainsaw, the new bestial attacks, etc.
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Posted: Apr 3rd 2010 9:49AM Mognet T said
You know what Champions should do for Might? Raise the freaking Strength Cap to balance out with other stats!
Posted: Apr 5th 2010 2:05AM (Unverified) said
So far these changes are mostly nice (except for the haymaker nerf), but not enough yet. Hopefully the devs are serious about listening to feedback on test and buffing things a bit more.
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