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Champions Online - Men in Tights (and Furries, Oh God the Furries)

TagTag Registered User regular
edited November 2009 in MMO Extravaganza
Champions-Title.gif
Latest Patch Notes

From Cryptic Studios, the creators of City of Heroes, comes a new super-hero MMORPG for the PC and Xbox 360. Champions is now out and available for purchase from your local game retailer, as well as Steam.



Game Features

Character Customization:
Champions Online takes the character customization of City of Heroes and turns that dial up to 11. Beyond simply configuring costume pieces and colors, Champions Online gives you full control of your character's height, weight, body proportions, and even their stance and running animations. Want a giant, oversized brute with massive arms who stalks forward with menace? Done. How about a savage beast, who runs on all fours? In Champions Online, it's possible.

In addition to being able to customize the appearance of your individual character, Champions Online also gives you control over the color of your character's powers, and the look and color of your character's weapons (if any). If you want green flames, lavender eye beams, or a gold-plated shotgun, the choice is yours.

But where is Champions Online truly different from other MMORPGs, especially its spiritual predecessor, City of Heroes?

Combat:
In Champions Online, you have your fairly standard "Green and Blue bars" of Health and Energy. Predictably, your Health is the amount of damage you are able to take, you use your Energy bar to utilize your powers.

But where is this game different? Every hero has a basic attack, whether it's punches or fire blasts or pistol shots or whatever, that actually builds Energy, rather than using it.

The result is that truly, your Energy bar is never really empty for long. Combat is an action-packed game of building up your Energy bar with combos of basic attacks, and then using that Energy to unleash your more potent powers.

Downtime is minimal, combat is fast and very few powers have "cooldowns" or "recharge time".

Additionally, very few attacks "root" your character in place, allowing you to freely move about the battlefield. In many cases, this sort of "run and gun" style not only looks dynamic, it's good tactics, as some enemies sport area of effect attacks and other effects that are going to make you want to move out of the way.

Every character is capable of using a Block function, as well, mitigating incoming damage at the expense of continued attacks. Many of the higher level enemies have "tells", indicators that a large and very damaging or dangerous attack is incoming, and you better block!

The combat system in Champions Online is closer to "beat 'em up" games like Marvel Ultimate Alliance than traditional MMORPGs. There is a bunch of tiny details that collectively different in pronounced ways. For example, much of the objects in the game are destructible and, depending on your strength, can be lifted and thrown at enemies.

A very dynamic combat system, featuring unorthodox power usage, is really important, because the game is very big on...

Create Your Hero, Your Way:
More than just offering visual customization options, Champions Online truly allows for freedom in character design by featuring a classless, powers-based level structure.

That's right, in Champions Online, there are no classes, and few limitations on what powers you are able to select from.

Powers in this game all fit into Frameworks, loose collections of related powers that constitute something of a "set". For example, all the Fire-related powers are in the Fire Control framework, while all of the gun and explosive based powers are in the Munitions Framework.

However, you can choose from any Framework you want, and mix them however you want. If you want a gun-toting half-dragon necromancer who carries an assault rifle and raises the dead and can breath fire, that's your business.

There is, obviously, a reward for specializing in a single Framework: Every power in the game is on a Tier, from 1-3. The higher Tier powers are, obviously, more powerful and unlock at later levels. If, however, you have a multitude of powers from a single Framework, the higher Tiers of that Framework unlock at a lower level for you than for someone who dabbles in multiple Frameworks.

Inevitably, though, all Tiers from all Frameworks are available, and high level characters can really take any power they want.

On top of your attack, defense, support, and utility powers there are also...

Travel Powers:
These deserve a special mention, because unlike many other MMORPGs Champions Online does not make achieving a method of swift travel around zones into a chore or something you have to earn towards the end of the game.

Travel powers in Champions Online become available at level 5. To give you a sense of perspective, just finishing the tutorial of the game leaves you at level 5-7. So, your character can fly, teleport, swing, or whatever the case may be more or less right from the beginning of their career, no waiting till level 14 or 40.

PVP:
In Champions Online, you are super-heroes. Super-villains are not, at this time, playable (although see the Nemesis system later for a bit on that).

But, the game still does feature PVP. There are duels (as depicted above) which you can do at any time, any where, with consenting parties.

There is also the Hero Games, a sort of in-universe professional fighting league for superhumans, which features multi-hero bouts and even cage matches.

Finally, a rather unique feature of Champions Online is the...

Nemesis System:
In Champions Online, high level heroes have more concerns than villain groups like VIPER or the machinations of Doctor Destroyer.

As you advance in the game, you eventually get the opportunity to create your own Nemesis, a foil and opponent for your hero who will have an entire series of story arcs tailored just for you. You design your Nemesis using the same extremely versatile and creative character design tools available to player characters, and set aspects of their personality and powers for the game to use to generate missions for you.

Your Nemesis will ambush you, send their minions after you, and engage in diabolical plots you will have to stop. You can recruit friends to help you fight your Nemesis, but beware... they may have Nemeses of their own!
Game System

Frameworks:
Champions does not use a class system, but instead uses a mix and match system based on the concept of frameworks. Each framework is backed by a power pool, and they are as follows:


Electricity
Fire
Force
Ice

Archery
Gadgeteering
Munitions
Power Armor

Dual Blades
Singe Blade
Fighting Claws
Martial Arts

Telekinesis
Telepathy

Might

Darkness
Arcane Sorcery
Primal Sorcery
Ebon Sorcery
Radiant Sorcery
Supernatural


All frameworks have four tiers of powers, 0 through 3. Each tier requires a progressively larger set of pre-requisites to purchase. The pre-requisite table is as follows:

Tier 0 - No requirements
Tier 1 - Requires 1 power from the framework or 2 non energy building powers from any framework
Tier 2 - Requires 3 powers from the framework or 5 non energy building powers from any framework
Tier 3 - Requires 5 powers from the framework or 8 non energy building powers from any framework

You are completely free to mix and match powers from various frameworks within those rules.

Statistics:
The stat system in Champions uses eight statistics to represent your character. Each statistic governs a particular bonus to your character. What statistics you use are up to you and there are tons of possible builds. During the course of the game you will get to "Super Stat" two of these stats. That will be covered more in the Character Advancement section below. In addition, you can raise these statistics with equipment and talents (also covered in Character Advancement).

The following list shows the name of the statistic as well as what it effects for your character.

Strength - Knockback, Knockback Resistance, Tangible Hold Breakfree
Dexterity - Critical Chance, Stealth Range
Constitution – Maximum Health
Intellect - Reduced Energy Cost, Reduced Recharge, Stealth Detection
Ego - Critical Severity, Intangible Hold Breakfree
Presence - Threat Generation
Recovery – Energy Equilibrium, Energy Generation
Endurance – Maximum Energy

Character Advancement:
As you level up in Champions, you will gain three types of points as you level:

Power points - These are used to buy new powers
Talent points - These are used to buy talents (stat modifiers)
Advantage points - These are used to rank up powers and buy power advantages

Each level, you will receive either one power point, one talent point, or two advantage points. The progression of advancement is:
Level 1; End Builder, Starter Power
Level 2;
Level 3;
Level 4;
Level 5; Super Stat, Power Point, Travel Power
Level 6; Talent Point
Level 7; Advantage Points
Level 8; Power Point
Level 9; Talent Point
Level 10; Advantage Points
Level 11; Power Point
Level 12; Talent Point
Level 13; Super Stat
Level 14; Power Point
Level 15; Talent Point
Level 16; Advantage Points
Level 17; Power Point
Level 18; Talent Point
Level 19; Advantage Points
Level 20; Power Point
Level 21; Talent Point, Advantage Points
Level 22; Advantage Points
Level 23; Power Point
Level 24; Advantage Points
Level 25; Advantage Points
Level 26; Power Point
Level 27; Advantage Points
Level 28; Advantage Points
Level 29; Power Points
Level 30; Advantage Points
Level 31; Advantage Points
Level 32; Power Points
Level 33; Advantage Points
Level 34; Advantage Points
Level 35; Power Point, Travel Power
Level 36; Advantage Points
Level 37; Advantage Points
Level 38; Power Point
Level 39; Advantage Points
Level 40; Advantage Points


Talents allow you to modify various stats for your character. The following talents are available:
Mighty (8 STR)
Agile (8 DEX)
Enduring (8 CON)
Brilliant (8 INT)
Indomitable (8 EGO)
Intimidating (8 PRE)
Tireless (8 REC)
Energetic (8 END)
Martial Focus (5 STR, 5 DEX)
Physical Conditioning (5 CON, 5 STR)
Body and Mind (5 STR, 5 INT)
Professional Athlete (5 STR, 5 EGO)
Impressive Physique (5 STR, 5 PRE)
Relentless (5 STR, 5 REC)
Bodybuilder (5 END, 5 STR)
Acrobat (5 CON, 5 DEX)
Coordinated (5 DEX, 5 INT)
Shooter (5 DEX, 5 EGO)
Finesse (5 DEX, 5 PRE)
Impresario (5 DEX, 5 REC)
Accurate (5 END, 5 DEX)
Healthy Mind (5 CON, 5 INT)
Ascetic (5 CON, 5 EGO)
Shrug It Off (5 CON, 5 PRE)
Quick Recovery (5 CON, 5 REC)
Boundless Reserves (5 CON, 5 END)
Academics (5 INT, 5 EGO)
Diplomatic (5 INT, 5 PRE)
Negotiator (5 INT, 5 REC)
Investigator (5 END, 5 INT)
Showmanship (5 EGO, 5 PRE)
Worldly (5 EGO, 5 REC)
Daredevil (5 END, 5 EGO)
Lasting Impression (5 PRE, 5 REC)
Prodigy (5 END, 5 PRE)
Amazing Stamins (5 END, 5 REC)
Covert Ops Training (3 CON, 3 STR, 3 DEX, 3 INT)
Martial Training (3 STR, 3 DEX, 3 EGO, 3 REC)
Paramilitary Training (3 CON, 3 END, 3 STR, 3 REC)
Discipline Training (3 END, 3 STR, 3 INT, 3 PRE)
Sniper Training (3 END, 3 DEX, 3 EGO, 3 PRE)
Command Training (3 INT, 3 EGO, 3 PRE, 3 REC)
Survival Training (3 CON, 2 END, 3 DEX, 3 PRE, 2 REC)
Field Ops Training (3 CON, 2 END, 3 INT, 3 EGO, 2 REC)
Jack of All Trades (2 CON, 2 END, 2 STR, 2 DEX, 2 INT, 2 EGO, 2 PRE, 2 REC)

In addition at levels 5 and 13 you will get to choose a super stat. You can choose one of the eight stats, but you may only choose a stat once. "Super stating" a stat will cause that stat to greatly increase as you level.

Note: Your super stats are what determines your damage scaling. Whichever super stats you choose will add damage to all your powers. See the Super Stat guide linked in Useful Links for more info.

Crafting:
New Updates.
I put this up not long ago on the test forums, but seeing as it's apparently going live on tonight's patch here is a table of all possible custom crafting options and the slots they may occupy now that the slots are being enforced as per their original intent.

UPDATE 1: This list is pretty much finished in full. If anyone notices any minor error let me know to correct it.
UPDATE 2: As I've been informed of recently, the names of some of these are labeled incorrectly. Unfortunately due to odd match-ups between enhancement names and blueprint names among other things seem to have consistency errors so the labels are a work in progress. Ekental also posted a nice spreadsheet with much of this information as did IMoriarty.
Ekental's may have more accurate naming conventions than mine in a few places so if you come up with an issue in that direction check that one. Send a PM to Ekental as well if you happen to have solid info and names on the ARMS enhancements as I believe thats something E was looking for. Thanks.

Ekental's
IMoriarty's

(Table is below, forgive wall of text.)

Custom Crafting Stat. Availability

~~Constitution

As Major
Primary Defence - Arms - Strengthened (Con)
Primary Defence - Science - Mutated (Con/Pre)

As Minor

Minor Offence - Arms - Reinforced (Con)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Science - Bio (Con)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Utility - Science - Bio (Con)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utility - Arms - Developed (Con/Ego/End)

~~Presence

As Major
Primary Defence - Mysticism - Divine (Pre)
Primary Defence - Science - Mutated (Con/Pre)

As Minor

Minor Offence - Mysticism - Sacred (Pre)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Utility - Mysticism - Sacred (Pre)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)

~~Intelligence

As Major
Primary Utility - Arms - Force (Int)
Primary Utility - Science - Neural (Int)
Primary Utility - Arms - Powerful (End/Int)
Primary Utility - Science - Hypo (End/Int)
Primary Utility - Science - Dimensional (Ego/Int)
Primary Utility - Mysticism - Gnostic (Int)
Primary Utility - Mysticism - Otherworldly (End/Int)
Primary Utility - Mysticism - Aetherial (Ego/Int)

As Minor

Minor Defence - Science - Advanced (Ego/Int)
Minor Defence - Science - Electro (End/Int)
Minor Defence - Mysticicm - Sage (Int)
Minor Defence - Mysticism - Celestial (Int/Ego)
Minor Defence - Mysticism - Unearthly (End/Int)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utitity - Science - Nano (Int)
Minor Utility - Science - Electro (End/Int)
Minor Utility - Science - Quantum (Int/End/Ego)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utitity - Mysticism - Wise (Int)
Minor Utitity - Mysticism - Etherial (Int/Ego)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)

~~Endurance

As Major
Primary Utility - Arms - Power (End)
Primary Utility - Arms - Integrated (End/Ego)
Primary Utility - Arms - Powerful (End/Int)
Primary Utility - Science - Hypo (End/Int)
Primary Utility - Science - Extraterrestrial (Ego/End)
Primary Utility - Science - Supra (End)
Primary Utility - Mysticism - Unfading (End)
Primary Utility - Mysticism - Spiritual (Ego/End)

As Minor

Minor Defence - Science - Regenerative (End)
Minor Defence - Science - Alien (End/Ego)
Minor Defence - Science - Electro (End/Int)
Minor Defence - Mysticism - Enduring (End)
Minor Defence - Mysticism - Numinous (End/Ego)
Minor Defence - Mysticism - Unearthly (End/Int)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utility - Arms - Power (End)
Minor Utility - Arms - Modular (Ego/End)
Minor Utility - Arms - Developed (Con/Ego/End)
Minor Utility - Science - Electro (End/Int)
Minor Utility - Science - Evolved (Con/Int/End)
Minor Utility - Science - Quantum (Int/End/Ego)


~~Recovery

As Major
Primary Offence - Arms - Amplified (Str/Rec)
Primary Offence - Science - Nuclear (Rec)
Primary Offence - Science - Powered (Str/Rec)
Primary Offence - Science - Neo (Dex/Rec)
Primary Offence - Mysticism - Eternal (Rec)
Primary Offence - Mysticism - Winged (Dex/Rec)
Primary Offence - Mysticism - Indestructible (Str/Rec)
Primary Utility - Arms - Kinetic (Dex/Rec)**

As Minor

Minor Offence - Science - Rejuvinating (Rec)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Offence - Mysticism - Timeless (Rec)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Defence - Arms - Electrified (Rec)
Minor Defence - Arms - Heightened (Str/Rec)
Minor Defence - Arms - Amalgamated (Dex/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)

~~Dexterity

As Major
Primary Offence - Arms - Supersonic (Dex)
Primary Offence - Arms - Brilliant (Str/Dex)
Primary Offence - Science - Dynamic (Str/Dex)
Primary Offence - Science - Neo (Dex/Rec)
Primary Offence - Mysticism - Mercurial (Dex)
Primary Offence - Mysticism - Winged (Dex/Rec)
Primary Offence - Mysticism - Indestructable (Str/Dex)
Primary Offence - Science- Hyper (Dex)
Primary Utility - Arms - Kinetic (Dex/Rec)**

As Minor

Minor Offence - Arms - Accelerated (Dex)
Minor Offence - Arms - Fulminating (Str/Dex)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Science - Charged (Dex/Con/Rec)
Minor Offence - Science - Synaptic (Dex)
Minor Offence - Mysticism - Heroic (Str/Dex)
Minor Defence - Science - Thermal (Dex/Rec)
Minor Defence - Arms - Accelerated (Dex)
Minor Defence - Arms - Fulminating (Str/Dex)
Minor Defence - Arms - Amalgamated (Dex/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)

~~Strength

As Major
Primary Offence - Arms - Monstrous (Str)
Primary Offence - Arms - Brilliant (Str/Dex)
Primary Offence - Arms - Amplified (Str/Rec)
Primary Offence - Science - Exo (Str)
Primary Offence - Science - Dynamic (Str/Dex)
Primary Offence - Science - Powered (Str/Rec)
Primary Offence - Mysticism - Herculean (Str)
Primary Offence - Mysticism - Indestructable (Str/Dex)
Primary Offence - Mysticism - Empowered Renewing Potence (Str/Rec)

As Minor

Minor Offence - Arms - Colossal (Str)
Minor Offence - Arms - Fulminating (Str/Dex)
Minor Offence - Arms - Sharpened (Str/Dex/Con)
Minor Offence - Mysticism - Potent (Str)
Minor Offence - Mysticism - Heroic (Str/Dex)
Minor Offence - Mysticism - Inviolable (Str/Pre/Rec)
Minor Offence - Mysticism - Unbreakable (Str/Rec)
Minor Defence - Arms - Colossal (Str)
Minor Defence - Arms - Fulminating (Str/Dex)
Minor Defence - Arms - Heightened (Str/Rec)
Minor Defence - Arms - Fantastic (Str/Dex/Rec)


~~Ego

As Major
Primary Utility - Arms - Enhanced (Ego)
Primary Utility - Arms - Integrated (End/Ego)
Primary Utility - Science - Psi (Ego)
Primary Utility - Science - Dimensional (Ego/Int)
Primary Utility - Science - Extraterrestrial (Ego/End)
Primary Utility - Mysticism - Psychic (Ego)
Primary Utility - Mysticism - Spiritual (Ego/End)
Primary Utility - Mysticism - Aetherial (Int/Ego)

As Minor

Minor Defence - Arms - Controlled (Ego)
Minor Defence - Science - Synthetic (Ego)
Minor Defence - Science - Alien (End/Ego)
Minor Defence - Science - Advanced (Ego/Int)
Minor Defence - Science - Quantum (Int/End/Ego)
Minor Defence - Mysticism - Mystic (Ego)
Minor Defence - Mysticism - Numinous (End/Ego)
Minor Defence - Mysticism - Celestial (Int/Ego)
Minor Defence - Mysticism - Cosmic (Int/End/Ego)
Minor Utility - Mysticism - Etherial (Int/Ego)
Minor Utility - Mysticism - Spectral (Ego)
Minor Utility - Arms - Controlled (Ego)
Minor Utility - Arms - Modular (Ego/End)
Minor Utility - Arms - Developed (Con/Ego/End)
Minor Utitity - Mysticism - Infinite (Int/Ego/Pre)

Original Guide.
Antiproton wrote:
Ok, this is a copy of my post from the Closed Beta forums about Upgrades and Crafting, it is slightly obsolete in some areas, I really need to update it. :)

Upgrades come in two flavors: Tangible and Intangible. Tangible ones are for character concepts that revolve around physical objects, Intangibles are for ones that don't. The idea is that if it really matters to your character conception, you can focus on using only thematically appropriate Upgrades (and the crafting system will provide a wide array of those so you can fill in gaps that aren't covered by Mission or Sig Villain rewards).

Upgrades WILL NOT change the look of your character. Some Upgrades will unlock costume pieces you can equip, but we made a decision with Champions Online to give the players control of their appearance. Auras are about the only thing we may end up with Upgrades forcing, because they are potentially part of the power system as opposed to the Upgrade itself (an under the hood data structure thing).

Crafting allows you to make one shot healing consumables, bags for additional inventory space, and Upgrades to slot on your character. You can make both Tangible Upgrades for gear oriented characters, and Intangible Upgrades for ones who prefer to use conceptual items (so if you want to make a fighting styles trainer as your crafter who creates Fighting Technique Upgrades that players can use to make themselves more powerful, you can do so.). Crafting is meant to give players Upgrades that they have more direct flavor control over.

And yes, there are a few crafting specific costume pieces that you can unlock through the crafting system.

Expect at low levels to be crafting Upgrades that are singular recipes like Low Powered Battle Helmet Schematic that makes a level 4 tangible Upgrade that gives +1 STR or Overwhelming Dodge Kata that makes a level 7 intangible Upgrade that gives +2DEX. At high levels, when you really know what you are doing is when you start getting access to the Custom Upgrades system and picking and choosing what you want to make highly customized Upgrades.

Crafting itself works like this:

1. You choose a crafting school to master.
2. learn some base recipes
3. go out and find components in the wild, or take Tangible Upgrades and break them down into crafting components by Reearching with them at a crafting table.
4. at a crafting table, take the components and use them to make an Upgrade that you have sufficient skill for
* select a base blueprint, at low levels this will be the only step as you will be working with fixed level and quality Upgrades that have fixed effects.
* if you are making Custom Upgrades, select a base and depending on whether it was a primary or secondary, attach Major and Minor enhancements as needed, select the quality to generate it at and go.
5. if you want to raise your skill, take Upgrades you have found and Research on them to gain skill levels and crafting components, and sometimes learn new crafting blueprints.
6. As you level and skill up, you gain access to new components and new blueprints and the ability to make more powerful Upgrades.


Upgrade Qualities
White
Yellow
Green
Blue
Purple

What can you do at a Crafting Table:
There are two activities you can do when at a crafting table that is appropriate for your style of crafting:
Research: This consumes the items you are Researching on and gives back skillups, rare components and blueprints as well as crafting components
Development: consumes components and creates an Upgrade that you know how to make. At higher levels you can create Custom Upgrades where you select the effects that are attached to them out of a set of blueprints that you have learned.

Harvesting crafting components.
Harvesting can be done at any harvest node in the world for your style of crafting. You gain components and a chance of a skillup.

Skill Tiers
As some of you will recognize, these are taken from the HERO System:

Skill Range Name (reqs)
Tier 1 1-100 Competent (min level 1)
Tier 2 101-200 Skilled (min level 11, min skill 90)
Tier 3 201-300 Very Skilled (min level 21, min skill 190)
Tier 4 301-400 Highly Skilled (min level 31, min skill 290)

So players buy training in Arms skill for instance, and have access to Competent Arms. They skill up to at least 90 skill rating, and hit level 11, and they can purchase access to Skilled Arms. They then skill up to at least 190 skill rating, and hit level 21 and they will be able to purchase Very Skilled Arms, etc.

Once you meet the requirements for a new Tier of skill levels you can go to a trainer and purchase training to unlock the next skillrange.

Researching consumes whatever you feed into it, you can feed in components, or Upgrades. The UI should be giving feedback now on roughly how well you can expect to succeed with what you are researching on. Tier 1 skillups should be quite plentiful at this point. Higher tiers will come more slowly, but will also have rare component and blueprint drops.

Switching Crafting Schools
At the moment you don't lose any Blueprints you may have learned, but your skill is lost if you switch. So if you switch from Arms to Mysticism crafting, your skill level will be 1 and your crafting skill should reset to Competent (max skill level 100)

Flavor
Arms Upgrades
Fighting Styles (Blueprint name: Technique)
Alien Biology (Blueprint name: Dossier)
Ordnance (Blueprint name: Diagram)

Mysticism Upgrades
Arcana (Blueprint name: Grimoire)
Avatars (Blueprint name: Apotheosis)
Enchanted Gear (Blueprint name: Imbuement)

Science Upgrades
Inventions (Blueprint name: Schematic)
Mutations (Blueprint name: Mutagen)
Exposures (Blueprint name:Catalyst)

I've tried really hard to make sure that Upgrades feel like they can be fitted to a broad array of backgrounds. If your RP background is such that you need a different source, I suggest ignoring the icon and flavor text on the package of numbers and pretending that it fits your character background. We do this in pen and paper RPGs all the time (I had a barbarian that wielded a giant metal bound book, using the stats for greatsword since it had the combat effect I wanted), but unlike a human GM the computer cannot do it for you, so you have to rely on your own powers of imagination.

The three schools have different focuses of stats as listed below (order is meaningful for the hand crafted Upgrades I am putting together):

Arms
Utility Major: 1) END, 2) EGO, 3) INT
Utility Minor: 1) CON, 2) END, 3) EGO
Defense Major: 1) CON
Defense Minor: 1) STR, 2) DEX, 3) REC
Offense Major: 1) STR, 2) DEX, 3) REC
Offense Minor: 1) CON, 2) STR, 3) DEX

Mysticism
Utility Major: 1) EGO, 2) INT, 3) END
Utility Minor: 1) EGO2) PRE3) INT
Defense Major: 1) PRE
Defense Minor: 1) EGO, 2) END, 3) INT
Offense Major: 1) REC, 2) DEX, 3) STR
Offense Minor: 1) PRE, 2) REC, 3) STR

Science
Utility Major: 1) INT, 2) END, 3) EGO
Utility Minor: 1) INT, 2) END, 3) CON
Defense Major: 1) PRE/CON
Defense Minor: 1) INT, 2) END, 3) EGO
Offense Major: 1) DEX, 2) REC, 3) STR
Offense Minor: 1) REC, 2) DEX, 3) CON

Stats are definitely mechanically meaningful to your character's performance, the choices you make in picking your character's Talents and Origin, the Superstats you pick as you level up, and the Upgrades you slot in will all add up to enabling very fine tuned control on the players part of how their character is powerful. By making different choices you will have the ability to affect things like cooldown times, how your character is best at gaining energy, how effective different defenses are, hold durations, etc. It's actually seriously cool how much more players will be able to affect mechanically in CO than in other MMOs once all the UI for that stuff is in.
Screenshots
Champions-Intro.jpg
Champions-Combat.jpg
Champions-MakeYourOwn.jpg
Champions-Travel.jpg
Champions-Duels.jpg
Champions-Nemesis.jpg
Champions-HeroGames.jpg
Champions-MilCity.jpg
Other Info

Useful Links and Utilities:
The main website: http://www.champions-online.com/
The official forums: http://forums.champions-online.com/
championBuilder - a great build utility: http://champions.zarzu.ch/

Gameplay, UI Modification, Build, and Misc. Guides
Quick reference guide(This is very, very useful. Much of the content from this post came from this guide. Read this.)

Super stat guide

Guide to Weapon Unlocks/Modification
How to Play in FPS Mode, Pony's Guide:
Pony wrote:
How to play Champions Online, the Pony Way:

Step 1. Go to Control under Options and select First Person Shooter controls, and Shooter keybinds

Step 2. Manually adjust the controls like so:

Face offscreen target - OFF
Tab Targeting - Camera Center Out
Reset Inactive Tab Target - ON
Click unselects target - ON
Unselect Offscreen Targets - OFF
Auto Target Prioty - Closest to Camera Center
Visible Auto Target - ON
Only Attack if Target is Selected - OFF
Select Auto Target on Attack - OFF
Melee Can Ignore Selected Target - ON
Assist Target on Attack - ON
Never Auto-Attack Objects - OFF
Target Threatening Enemies - OFF
Select Attacker if Attacked - ON
Stop Moving When Interacting - ON
Auto-Attack - Maintain

Then go into Keybinds, and change the following:

Set mouse-look toggle to Numpad Enter, instead of Right Click Drag
Set Right Click Drag as an alternate key for Block.

Congrats, you are now playing like it's a real video game instead of WoW!

NEVER TOUCH THE TAB KEY AGAIN. In fact, I recommend disabling it entirely.

You target people by pointing the center of your screen at them. You play with mouse-look toggled on, turning it off only to interact with windows or your inventory.

Hell, turn on the reticule if you have issues knowing where the center of your screen is (not a problem for me and I find the reticule distracting so I leave it off)

Hold left-click to use your energy builder, right click to block, WASD to move, and the normal number keys to use your powers. Use E (not Z) to interact with NPCs or objects.

You are now playing a real game.
How to Play in FPS mode, YouTube Video:
More to come as they are created.

Playing With Us:

The first step is to join the PA channel. To do so type:

/channel_join "Penny Arcade"

The quotation marks are important, so use them. You can then select Penny Arcade from the drop down list next to the chat input box to talk in the channel. One thing to note, the guild spaces are limited but chat is not, so almost all chat takes place in the PA chat channel. Joining it is much more important than joining one of the guilds.

Updated: We have a Super Group named Penny-Arcade Crimefighting Team. To get an invite, simply ask in the Penny Arcade channel.

Updated PACT filled up, so we now also have "The 5th Beacon" (it makes sense once you play through the tutorial). Again, just ask in PA chat.

Themed PA Super Groups
Classification Level Ultraviolet
No powers restrictions, it just so happens that munitions works best for the SG.

I encourage you to have Agent ___________ as a name, combined with the super group name and whatever agent-y bio you want to write makes it all the more hilarious when you adamantly deny that you are an operative of any kind.

Our cover is 'Aquisitions Co. Ltd LLC', a super high priced catalog order importer/exporter for the rich and famous.

I recommend using the SG costume slot to equip yourself with a black suit and tie, and shades. Don't use powers while wearing the suit and tie.

Latest Updates
9/9/09:
* Added SG info to Playing With Us
9/19/09:
*Tweaked info for Playing with Us
*Added Antiproton's Craft Guide
*Split Guide Section out of Links Section
*Added Weapon Guide to Guide Section
*Added FPS Guides (Pony and YouTube) to Guide Section
9/22/09:
*Added Override367's Munitions Unlocks Guide
10/4/09:
*Added update to Crafting section

Overwatch: TomFoolery#1388
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Tag on
«13456765

Posts

  • TagTag Registered User regular
    edited September 2009
    Minor updates to the old one, let me know if you want anything added.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • chrono_travellerchrono_traveller Registered User regular
    edited September 2009
    Thanks Tag. I was just coming to see if anyone had made a new thread.

    chrono_traveller on
    The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited September 2009
    Mmm, new car smell.

    Just_Bri_Thanks on
    ...and when you are done with that; take a folding
    chair to Creation and then suplex the Void.
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2009
    Anyone have any build recommendations for a Might character?

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • PonyPony Registered User regular
    edited September 2009
    Anyone have any build recommendations for a Might character?

    yes

    as soon as you get to the PH, swap out Beatdown for Defensive Combo

    use Defensive Combo to build Defiance, Uppercut for single-target damage, Havoc Stomp and/or Roomsweeper for AoE damage

    Retaliation and Enrage are your friends. Learn to love them. Learn to stack huge amounts of Defiance from Defensive Combo and the actual Defiance power, and pop Enrage once you've got a x8 stack of Defiance for ridiculous damage increases. Follow up popping Enrage with block an enemy's attack for a Retaliation bonus for huuuuuuge damage.

    Haymaker has an advantage that fucks with ongoing healing. This power is a godsend in PVP, if that's your thing.

    Go Con as one of your superstats. While Str is also a good call (bonus melee damage + throwing shit making up for your lack of ranged attacks) there are other choices to consider.

    Pony on
  • krylon666krylon666 Registered User regular
    edited September 2009
    booooooyah. blue dot

    krylon666 on
  • The Cow KingThe Cow King a island Registered User regular
    edited September 2009
    Pony wrote: »
    Anyone have any build recommendations for a Might character?

    yes

    as soon as you get to the PH, swap out Beatdown for Defensive Combo

    use Defensive Combo to build Defiance, Uppercut for single-target damage, Havoc Stomp and/or Roomsweeper for AoE damage

    Retaliation and Enrage are your friends. Learn to love them. Learn to stack huge amounts of Defiance from Defensive Combo and the actual Defiance power, and pop Enrage once you've got a x8 stack of Defiance for ridiculous damage increases. Follow up popping Enrage with block an enemy's attack for a Retaliation bonus for huuuuuuge damage.

    Haymaker has an advantage that fucks with ongoing healing. This power is a godsend in PVP, if that's your thing.

    Go Con as one of your superstats. While Str is also a good call (bonus melee damage + throwing shit making up for your lack of ranged attacks) there are other choices to consider.

    This pretty much. I've found that Haymaker does do more damage a cast but cost more Energy obviously. I used to use Uppercut but I switched just for a change of Pace. For PvE though go with Uppercut as you can juggle mobs if you time it right.

    I wish character concept would let me take retaliation Might works best with lots and lots of Defiance and losing out on that really hurts. I can also not stress enough DROP BEATDOWN sure it does what 100 damage at 21? Defensives combo does 60 and stacks defiance which is much much much better.

    Don't be like me and forget you have enrage.

    The Cow King on
    icGJy2C.png
  • DartboyDartboy Registered User regular
    edited September 2009
    So despite my better judgement I went ahead and signed up for this. And quite understandably 90% of my playtime so far has been messing around with character concepts. Filling all my character slots, deleting some, and making more. I've got a couple that I'll actually keep, but so far nothing over level 8.
    Pony wrote: »
    as soon as you get to the PH, swap out Beatdown for Defensive Combo

    Are you saying you can retcon out your energy builder and take two Tier 0 powers or something? I remember in the beta you could do something like that but I haven't messed with retconning since it's still super-expensive.

    Dartboy on
  • TagTag Registered User regular
    edited September 2009
    Dartboy wrote: »
    So despite my better judgement I went ahead and signed up for this. And quite understandably 90% of my playtime so far has been messing around with character concepts. Filling all my character slots, deleting some, and making more. I've got a couple that I'll actually keep, but so far nothing over level 8.
    Pony wrote: »
    as soon as you get to the PH, swap out Beatdown for Defensive Combo

    Are you saying you can retcon out your energy builder and take two Tier 0 powers or something? I remember in the beta you could do something like that but I haven't messed with retconning since it's still super-expensive.

    You can in theory swap entirely out of your energy builder, however Pony is suggesting swapping out of a T0 power (one selectable at char creation) for Might's T1 power (which is selectable in place of a might T0 because the energy builder counts as a within framework power).

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited September 2009
    Needs some PA Joe info all up in dis.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • TagTag Registered User regular
    edited September 2009
    Thanks Tag. I was just coming to see if anyone had made a new thread.

    Heh no worries, my advanced cut and paste skills are what they pay me for at work ;P

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • XaboraXabora Registered User regular
    edited September 2009
    Mmm, new car smell.
    2ma42b.jpg

    Xabora on
  • PikaPuffPikaPuff Registered User regular
    edited September 2009
    Who is he joker with the broken tag?
    :whistle: i put broken regen

    PikaPuff on
    jCyyTSo.png
  • CrovaxanCrovaxan Registered User regular
    edited September 2009
    CorriganX wrote: »
    Needs some PA Joe info all up in dis.

    Crovaxan on
    1850973-1.png
    Crovax.436 Steam: Crovaxan
  • AccualtAccualt Registered User regular
    edited September 2009
    Holy shit I am in love with this game.

    I was not expecting it to be anywhere near this awesome. Playing with a 360 controller just makes it that much more enjoyable, though it could use a bit of work in that department. I can't seem to bind keys to the controller so I'm stuck with the default setup. Only minor grips about it, still more fun than mouse and keyboard.

    Granted I'm only lvl 10 but, wow, gameplay is sooo much better than CoX.

    Accualt on
  • XaboraXabora Registered User regular
    edited September 2009
    These ice storms that were added to Kigatilik made the fight more interesting but it needs something else.
    ...
    2nroy06.jpg

    Something that would make it alot more fun.



    MIND CONTROL ON PLAYERS!

    Xabora on
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited September 2009
    I can't believe sea biscuit changed his costume. I am so disillusioned.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • LawndartLawndart Registered User regular
    edited September 2009
    Crovaxan wrote: »
    CorriganX wrote: »
    Needs some PA Joe info all up in dis.

    Because knowing is half the battle.

    The other half is shooting the living fuck out of things.

    So, are we gonna pick a PA Joe night or something?

    Lawndart on
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited September 2009
    Lawndart wrote: »
    Crovaxan wrote: »
    CorriganX wrote: »
    Needs some PA Joe info all up in dis.

    Because knowing is half the battle.

    The other half is shooting the living fuck out of things.

    So, are we gonna pick a PA Joe night or something?


    Every night is PA Joe Night.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • Fatgoat87Fatgoat87 Registered User regular
    edited September 2009
    So when does Cobra Commander get in on this?

    Fatgoat87 on
  • XaboraXabora Registered User regular
    edited September 2009
    http://forums.champions-online.com/showthread.php?t=69457

    PT PATCH NOTES!
    StormShade wrote:
    (All Public Test patch notes should be considered incomplete and unfinalized.)

    Sorry about the delay in getting these patch notes to you all. As you can see, it's an awful lot of changes. ~Stormshade

    Please be aware that this patch contains a very large change to the economy. Make sure to read those notes, at the bottom of this post:

    General
    • Fixed a bug where most guild transactions were accidentally locking the entire guild. Improved Player Bandwidth Usage.
    • Very small reduction in damage for all critters.
    • Items will no longer drop with a level requirement higher than 40.
    • Some changes to the naming filter.
    • Removed the "Bruce Error" Users will no longer see this message.


    User Interface and Chat
    • Added an error message for users with a full mailbox.
    • Added a timeout to item mails that will remove the auction if the server does not get the confirmation within 30 seconds and the player is still on the server.
    • Moved tell/invite buttons to button bar in who UI.
    • Changed the text in the error pop up players receive when they try and pick up an item while not at a mailbox to properly direct them to a mailbox to retrieve their item.
    • The LFT checkbox now updates when command changes that status.
    • Fixed a bug where players in any super group would have their name colored in the target window as if they were in your super group.
    • Teams will now automatically stop looking for more members once their group is full.
    • The Correct date will now be displayed in Auction House Emails.
    • Auction searches which fail will now properly display an error message.
    • The PvP Queue Alert will no longer steal focus from the chat window.
    • The Social button has a new tooltip.
    • Added an "Are you sure?" prompt for retcon UI.
    • Team members health bars should now update as quickly as other health bar indicators.
    • Fonts used on items have been improved.
    • The Powers UI will no longer open other windows when it closes.
    • Names will again always appear over heads when selecting "Always" in the HUD options.
    • Added discard ability for overflow bag (via dragging off and via discard button).
    • Added Silver Starburst background texture to the GM overhead health bars to make them stand out more.
    • Updated all the HUD overhead health bars with new textures that match the target frame health bars.
    • Updated all the HUD overhead health bars background textures (Super Villiains, Nemesis, etc.) and created mip maps for them reducing shimmering at long distances.
    • Emotes that are actions now end in periods in the chat log.

    Powers
    • Fixed a handful of bugs preventing travel power sounds from playing back or being distorted in some way.
    • Teleport: Teleport can no longer be used while held.
    • Costs for powers with a range of 50 reduced slightly.
    • Costs for non - melee point blank range powers (for example, Force Eruption) reduced slightly (any other power specific cost changes will likely overshadow these changes).
    • Intellect now interacts with Power Energy Cost in a slightly different way. As a result, effects that increase the cost of your powers, such as running multiple toggles with Power Armor, will be a bit more pronounced (and not offset as much by the effect of intellect).

    Archery
    • Taser Arrow - Fixed stacking holds issue. It now has a chance to apply a strong hold; the chance scales as the power is charged. This hold does not stack, and applies diminishing returns as normal.

    Darkness
    • Ebon Void: Now shows descriptions for ranks 2 and 3.
    • Ebon Void: Voracious Darkness: The damage reduction formula has been changed, such that the maximum damage reduction from this advantage has been lowered.

    Electricity
    • Never Strikes Twice now deals +30% damage (down from +100%) to held targets.

    Fire

    • Clinging Flames / Leaping Flames (applied effect) Damage increased by 20%.
    • Thermal Reverberation Energy return is now disconnected from energy max. This power now returns a flat amount of energy (that is increased based on the player's Presence, as before), instead of a percentage of the player's max. The effect of this is that players who do not have high Endurance will see significantly better energy return. This effect still can (still) only occur once every three seconds.
    • Pyre: Damage for the lingering fire patch reduced significantly.
    • Fire Strike: This power's description previously included functionality that was actually part of an advantage. This has been corrected. The following functionality has been added to this power: "Activating this power applies an instance of the Fiery Escalation buff to you, increasing the damage of your Fire Strike attacks by a small amount while it lasts. This buff has a very short duration, but stacks up to four times, and each application refreshes the stack."
    • Fire Breath: This power now operates on slightly different cost / performance model. This power's damage no longer escalates over time, but is significantly higher when first activated. The energy cost for this power is significantly higher for initial activation than it is while maintained. This power's chance to inflict the Clinging Flames condition is increased.
    • Flashfires - Damage significantly increased.


    Gadgeteering
    • Particle Mine - (slightly) Reduced damage, increased cost.
    • Orbital Cannon - Increased damage (particularly for ranks 2 and 3). Cost slightly changed.
    • Minimines - Drastically nerfed. This should not shock anyone.


    Ice
    • The damage dealt when any created icy object is shattered (detonated) has been reduced.
    • Ice Burst - Initial damage reduced, knockback reduced.
    • Chill Effect - This effect has been rebuilt. It now is more effective versus non super speed travel powers, and has a stronger effect on the first application. However, the total degree to which this effect will slow a player and the duration have been reduced. Additionally, the Ice Cage effect now has a flat percentage to apply, instead of automatically applying when the player's speed drops below a threshold. Entities that are immune to knockback (including Super Villain and tougher ranked enemies) are now immune to the effects of this power. Our goal is to make this power slightly better for PvE, and not quite as dominating in PvP.


    Munitions
    • Two Gun Mojo: Close the Gap: Updated description to state that the bonus caps at 30% and not 50%.


    Sorcery
    • Bane - No longer interrupted by damage, cost slightly higher.
    • Summoning Circles - These powers are now called Rituals of Summoning. They look and function exactly as they used to, including creating a circle that the player must stay within for the creature to remain. However, they no longer empty your energy pool when activated, and may now be used in conjunction with Circles (of Power). Rituals of Summoning are still mutually exclusive with each other.
    • Circles of Power - No longer empty your energy pool when used. No longer mutually exclusive with Rituals of Summoning (formerly Circles of summoning).
    • Arcane (Unstable) Sigils, Ebon (Enervative) Sigils, Primal (Storm) Sigils - These powers are all slightly more expensive than before, but significantly more powerful. They also have slightly fewer hit points. The actual Sigils of the Sigils of Sanctuary and Enervative Sigils now create a slight amount of threat, and enemies will target them if other targets don't have their attention.


    Supernatural

    • Condemn - Increased initial cost (cost to tap). Cost to charge unchanged. Hold effect does not stack.
    • Resurgence: Updated description to state that the heal scales with your Constitution.
    • Resurgence: Can now be used while held by default (without advantage).
    • Resurgence: Evanescent Emergence: Now helps you break free if you use while held. Still Enrages you if used while at less than 50% health.

    Telepathy
    • Psionic Storm - Damage and Cost slightly increased, and the hold effect changed to a wrangle - type (starting off weak, but increasing strength the loner the victim is exposed to the effect).
    • Malevolent Manifestation - This advantage now transforms the power into a toggle that when activated leaves behind a persistent storm. The damage dealt by the persistent storm is the same as the unadvantaged version, and the cost to activate and maintain the effect is 20% greater. (Bear in mind that since this power functions as a toggle, you can use your energy builder while it's operating, which makes paying the upkeep effortless.)
    • Collective Will - Entities now do significantly more damage.
    • Telepathy: Ego Sprites: Slave Mentality: Each stack of the HOT provided by Slave Mentality will now do about 50% less healing, and is now capped at a maximum of 5 stacks, each target may only provide 1 stack.
    • Summon Nightmare: No longer summonable on inanimate objects.


    Critters
    • The critter version of Shadow Embrace is now does significantly less damage. (The Hanging Judge's maintained attack is now merely very deadly, instead of instantly hollowing you out.)
    • Critter: Chimera: Attacks are no longer interruptable. Now has a 100ft range attack.


    Devices


    Several devices have changed functionality. Their new descriptions are as follows:
    • Qularr Mutagen: "Injecting yourself with a Qualarr mutagen will cause your body to temporarily mutate, integrating your own DNA with that of the Qualarr species. While in this state, your damage is increased, but all of your powers will cost more energy. You may maintain this form as a toggle for a total of 120 seconds."
    • Radioactive Miasma (Irradiate and Crafted version): "A concentrated biogen plasma that when injected will cause your body to expel a radioactive miasma. While you and your allies will not be damaged by this miasma, your enemies will become weakened and take progressive particle damage. For your own saftey, this item may only be used for short bursts every two minutes."
    • Trident of the Elemental Master Damage reduced very significantly, and the cooldown increased to 90 seconds (Base) from 30, and range is reduced to 50'. It now deals a bit more damage than a fully charged Tier 0 power. It still has no energy cost or drawback.
    • Cowboy Robot Lasso - no longer affects Super villains or higher ranked enemies.

    Missions / Environments

    Desert Crisis
    • The Uranium Strapped Irradiates in the Desert Crisis correctly re-enter combat after a player leaves the combat radius and a new or same player enters the combat radius while the first bomb is still counting down.
    • Mission: Doomsday Clock's objectives should be more clear now.

    Desert
    • Deadbeat now correctly responds to players that are outside his level range.

    Lemuria
    • Welderbots in Lemuria Crisis should not be getting stuck as often.

    Nemesis
    • Fixed the white screen effect on the "Hot of the wire" nemesis mission.
    • Mission: Violent Majority: The bug with the open mission not updating properly when the player destroys the door debris before freeing the receptionist has been fixed.
    • Fixed the bug with the Nemesis being attackable in the Death Ray mini during the battle with the giant lava beast.
    • Nemesis Minions should no longer linger in the gameworld if the player that spawned them logs out or leaves the map. This should greatly reduce the chance of players being ganked by unattended Nemesis Minions.
    • Spontaneous Nemesis ambushes now spawn weak versions of your Nemesis's minions, making surviving the ambushes much easier.


    Millenium City

    • Open Mission: Destroids Rise Again: Fixed a bug that caused the Mega-Destroid not to attack players.
    • Open Mission: Destroid Rise Again: Fix a bug where the mission wouldn't end properly if the timer expired.
    • A Bullet Bound For Biselle: Changed Viper-X boss from Tough to Normal. Should be scaled to the proper difficulty now.
    • Jailbreak Open Mission: 7 Fingers will no longer respawn before mission reset. Changed named prisoner AI so they cannot be pulled too far from jail while in combat.
    • Mission: Downtown Dustoff: Fixed a bug that could prevent Captain Hapah from respawning.

    Power House

    • Fixed a crash that would occur when trying to retcon with the powers window open.
    • Fixed a bug that would cause the trainer window to open the incorrect powers window under certain conditions.
    • Fixed a bug where the powers window would not close when all points were spent.
    • Fixed a bug that made it impossible to purchase powers when you had the owned powers window open at the same time as the purchase screen.



    Costume Creator/Tailor
    • Updated names of unlocked melee weapons in the Tailor to better clarify weapon type.


    Crafting
    • Crafting UI now has correct indicator of skill up chance (ONLY when you are at a crafting table):
      • orange: high change of skill-up
      • yellow: medium change of skill-up
      • white: low change of skill-up
      • grey: not valid (should never show while at a crafting table)
    • Experiments now put items into an overflow bag instead of directly into your inventory. This bag can be opened at any time from the inventory area (or from the experiment UI).


    Hero Games (PvP)
    • Hero Games: Stronghold. Fixed a bug that caused players to receive incorrect XP and Acclaim rewards in Stronghold Apocalypse. The correct XP rewards should be between 1/4 and 3/4 a typical mission reward at your current level.
    • Hero Games: Stronghold Apocalypse. Fixed a bug where the scoreboard would record all kills, including destruction of objects, as NPC defeats. Now, only named NPC heroes/villains are recorded as NPC defeats.
    • Hero Games: Stronghold UI. Fix a math bug calculating the total score on the Stronghold end-of-game report. This was purely a UI bug, and didn't affect Acclaim or XP rewards.



    Economy Changes



    Resources from Missions



    Significantly increased at all levels. Previously, an average level 20 mission had a resource reward value of 1 National, and 85 Local (185). The new value is 4 National and 50 Local (450). The mission reward curve has been adjusted, and as such, not all missions at all levels will be changed by this exact ratio, but this example is representative of the overall improvement.

    Resources from defeating Critters

    Significantly increased for all ranks at all levels. Previously, a level 20 Villain would grant 23 Local resources when defeated. The new value is 64 Local. The critter reward curve has been adjusted, and as such, not all critters at all ranks or levels will be changed by this exact ratio, but this example is representative of the overall improvement.
    Resources from selling items to vendors
    The sale value of items has been significantly changed. Weaker class items (Whites and Yellows) have a significantly higher increase in their vendor sale value than powerful items. In other words, even when you "graduate out" of those color class of items, they will still be valuable to you to pick up and sell for resources. The previous sale value of a level 30 White Primary slot item was 64 Local Resources. It is now 5 National, 72 Local (572). The item value curve has been adjusted, and as such, not all items at all color classes or levels will be changed by this exact ratio, but this example is representative of the overall improvement.

    Retconning


    Previously, retconning a single power at level 20, when all of your other points were spent, would have cost you 29 National and 73 Local (2973) Resources. The new cost is 28 National and 92 Local (2892).
    Notice that while the new cost is nearly identical, in comparison to the amount of resources you are receiving, it is actually much, much more affordable. In the old model, it would require approximately 16 mission, or 129 villains defeats, or the sale of 47 white items to pay for retconning one power. With the new resource rates, however, it would instead take 6 and a half missions, 45 villains, or the sale of 5 white colored primaries to afford the cost.
    Please note that the retcon cost curve has been adjusted, and as such, the actual cost of retcon at any given level might be slightly higher or slightly lower than it was previously. At all levels, however, it will be drastically more affordable relative to the Resources your hero will earn, and this example is representative of the overall improvement.

    Cost of Devices

    The cost of devices (one shot healing items, etc.) has been significantly increased in absolute terms, but has remained approximately the same in terms of cost relative to income.

    Drop Rates

    Henchmen

    The drop rate of henchmen has gone down, from an average of ~19% to 6% chance of a drop per defeat. The tables of what henchmen drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, 88.45% of a Henchman's drops will be White items. Please note that, as explained above, white items are now an excellent source of Resources, as well as 8 important vitamins and minerals, and are a part of this complete breakfast.

    Villains

    The drop rate of Villain class enemies has gone down very slightly, from an average of ~14.5% to 13.8% chance of a drop per defeat. The tables of what villains drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, only 57.74% of a Henchman's drops will be White items. Further, the chance for higher level Villains to drop Green and Blue items are both significantly higher than previously. (peaking at a 6.9% chance to drop a Green at level 40 now, compared to a 5.8% chance previously).

    Master Villains

    The drop rate of Master Villain class enemies has been significantly increased, from an average of ~11.6% to 23.3% chance of a drop per defeat. The tables of what Master Villains drop have also been significantly rebalanced; while the actual distribution changes at each level, on average, only 42.9% of a Master Villain's drops will be White items. This ratio drops steadily against higher level enemies, and Master Villains of level 38 or higher will only drop Yellow items or better. Additionally, the chance for higher level Master Villains to drop Blue and Purple items are both significantly higher than previously. (peaking at a 1.3% chance to drop a Blue at level 40 now, compared to a 0.07% chance previously).

    Super Villains

    The drop rate of Super Villain class enemies has been moderately reduced, from an average of ~46.6% to 30% chance of a drop per defeat. However, please note that the tables of what Super Villains drop have been significantly rebalanced; while the actual distribution changes at each level, on average, only 35.1% of a Super Villain's drops will be White items. This ratio drops steadily against higher level enemies, and Super Villains of level 35 or higher will only drop Yellow items or better. Additionally, the chance for higher level Super Villains to drop Blue and Purple items are both significantly higher than previously. (peaking at a 9.96% chance to drop a Blue at level 40 now, compared to a 0.27% chance previously).
    The net effect of these changes is that while the NUMBER of drops should remain fairly comparable to what it is now, the overall value of items from drops, both economically and usage - wise, should rise substantially.

    Enemies of Legendary and Cosmic class always use custom drop tables, and are not affected by this change.

    Xabora on
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2009
    Cobra? You mean V.I.P.E.R.?

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • TagTag Registered User regular
    edited September 2009
    They nerfed particle mine?

    I will miss my minimines :( Hurray for keeping a respec.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • AkinosAkinos Registered User regular
    edited September 2009
    You have been crit by Wall of Patch Notes for 9000 damage.

    Akinos on
  • TagTag Registered User regular
    edited September 2009
    Akinos wrote: »
    You have been crit by Wall of Patch Notes for 9000 damage.

    It's not quite over 9000!

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • The Cow KingThe Cow King a island Registered User regular
    edited September 2009
    Akinos wrote: »
    You have been crit by Wall of Patch Notes for 9000 damage.

    Mini mines still did more and I'm glad to see a change.

    Because fuck those things.

    The Cow King on
    icGJy2C.png
  • Fatgoat87Fatgoat87 Registered User regular
    edited September 2009
    Cobra? You mean V.I.P.E.R.?


    I meen, this guy

    Fatgoat87 on
  • TagTag Registered User regular
    edited September 2009
    Akinos wrote: »
    You have been crit by Wall of Patch Notes for 9000 damage.

    Mini mines still did more and I'm glad to see a change.

    Because fuck those things.

    Meh the other mines are pretty terrible, and one of them got a nerf. Its a little soon to jump to conclusions, but if minimines is brought in line with them (and by brought in line you have to consider its much shorter cooldown and near instant cast time) the damage will probably be pretty pathetic. I always thought they should just swap damage with sigil mines, but I saved my free resepc for precisely this power so whatever. My build will probably come out a head with the ego storm change anyway.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
  • The Cow KingThe Cow King a island Registered User regular
    edited September 2009
    Tag wrote: »
    Akinos wrote: »
    You have been crit by Wall of Patch Notes for 9000 damage.

    Mini mines still did more and I'm glad to see a change.

    Because fuck those things.

    Meh the other mines are pretty terrible, and one of them got a nerf. Its a little soon to jump to conclusions, but if minimines is brought in line with them (and by brought in line you have to consider its much shorter cooldown and near instant cast time) the damage will probably be pretty pathetic. I always thought they should just swap damage with sigil mines, but I saved my free resepc for precisely this power so whatever. My build will probably come out a head with the ego storm change anyway.

    I came off a little harsh but I'm still glad they got a nerf. I don't want them to drop into the useless category because well that would suck. They are really cool looking and should have a purpose. However that purpose shouldn't be a ridiculously damaging AoE with a extremely short cast time.

    And on that note single mines should do a fair amount of damage nothing huge but a more then most single target attacks for two reasons. Well one actually, is setup. For most cases you either need to pull something into it or hold them and put it down. But I have no experience with the powers and this is simply my own ideas on the matter.

    The Cow King on
    icGJy2C.png
  • RizziRizzi Sydney, Australia.Registered User regular
    edited September 2009
    So the game is chewing up 100% of both cores of my cpu.
    :/

    Rizzi on
  • cwapfobrainscwapfobrains Registered User regular
    edited September 2009
    I still can't decide which control scheme I like. If I go full on shooter controls, it all feels really sluggish, but normal MMO controls make it hard to move and fight. Might end up going for some sort of hybrid, been playing around with it on Ice Job as munitions.

    cwapfobrains on
    camo_sig.png
    LoL Summoner: infobrains | XBL: cwap4brains | PSN: infobrains
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2009
    Cleaning up the Streets.
    Delivering What Biselle Can't
    mayor01.jpg
    Mike Haggar for Millenium City Mayor 2010

    mayor02.jpg

    I have no idea how to make a might build, suggestions? Here is the rough sketch I've got so far:
    The Mayor: Level 15 Champion

    Superstats:
    Level 5: Super Strength
    Level 13: Super Constitution

    Powers:
    Level 1: Clobber
    Level 1: Defensive Combo
    Level 5: Mighty Leap
    Level 5: Superjump
    Level 8: Invulnerability
    Level 11: Uppercut
    Level 14: Enrage

    Talents:
    Level 1: The Hero
    Level 6: Mighty
    Level 9: Paramilitary Training
    Level 12: Enduring
    Level 15: Jack Of All Trades

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited September 2009
    I can't afford the game right now, but the character creator is a game in and of itself. For this guy I went the Spirit of Vengeance throughout the ages look. He was a Spirit during the War of Independence and the Colonials call him The Spirit of Liberty

    Costume_Dahmoon_TheSpiritofLiberty_.jpg

    Probably make him Fire and single sword, if they have a cutlass or something close, just for the sake of the character.

    DaMoonRulz on
    3basnids3lf9.jpg




  • Fatgoat87Fatgoat87 Registered User regular
    edited September 2009
    I dont get paid for another few days to get this game...

    But does the costume options allow anything to look like This guy ?

    Fatgoat87 on
  • IncenjucarIncenjucar VChatter Seattle, WARegistered User regular
    edited September 2009
    Oh man. Fire Strike actually looks like it might be good now.

    And a boost to Flashfire and ranged end cost reduction? <3

    Incenjucar on
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited September 2009
    Most of it yep. but Cobra sucks, joes4life.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • KylogueKylogue Registered User regular
    edited September 2009
    Someone pasted this on the other thread, and I think is a fairly useful link... A list of what weapon skins look like in the game. http://forums.champions-online.com/showthread.php?t=69342

    Missing claws, but it'll, hopefully, prevent some of you guys from doing what I did two days ago; rolling the same generic toon over and over again to check the different weapon skins.

    Kylogue on
    360 GT: Ixtil
    PSN: Kylogue
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    edited September 2009
    Supposedly theres no claw costume unlocks.

    CorriganX on
    n1woEHJ.png
    CorriganX on Steam and just about everywhere else.
  • KylogueKylogue Registered User regular
    edited September 2009
    Didn't know that, but since I mentioned it was a list of weapon skins... I thought I'd mention that if you're looking for the claw skins(the initial ones), you wouldn't find them in the link.

    Kylogue on
    360 GT: Ixtil
    PSN: Kylogue
  • AgahnimAgahnim Registered User regular
    edited September 2009
    Agahnim on
    2.jpg
    3DS FC: 2148-8300-8608 WiiU: AgahnimD
This discussion has been closed.