The system I will miss the most...
Inventions here. Being able to get any rare pice in two days, the ease of getting purples and so on...going to be hard to beat. As well, storage for loot is going to be missed.
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i think ill miss almost every system in this game, so much freedom to do what/when/how you wanted and at what difficulty
The biggest thing for me is the Enhancement system. I don't like gear in MMOs, it's one of the most horrible, boring things in the world to me. I want to play the game and not worry about numbers. Enhancements did that for me- I could toss some on, level up a few times, and just buy some more. Or slot them as they drop. I didn't have to weigh options of X stat in this hat VS Y stat in this helmet and one of them gives me Z ability but the other doesn't and, ugh. Boring and time consuming. I wanna punch dudes.
Plus, the other Supers MMOs out there don't even use a gear system that makes sense- it will never seem logical to me to have super-powered hero types finding some boots or goggles on a criminal and deciding to wear them. Enhancements got around this, and in a brilliant way, because you enhanced your powers themselves.
CoH, you are the only Supers MMO to make any ******* sense. I'll miss that the most.
Animation major and old-school CoHer.
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The system I will miss the most is the character creator - not many games out there with that much flexibility
It was the character models and animations for me. I loved (love) watching BZB slice through spawns, flying from one to the next, repeating the cycle. I spent an hour doing nothing but street sweeping 53/54s in DA last night.
That's what I've missed every time I've gone away. That's what I'll miss when I'm no longer able to come back.
The system I disliked the most? Incarnate progression for the obvious reason.
Be well, people of CoH.
The system I will miss the most is the character creator - not many games out there with that much flexibility
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Also, not requiring "the holy trinity" of Tank/Heals/DPS to play on a team.
And flying.
And... and... badges.
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
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The powers. The gloriously overpowered powers.
I'll miss the combat. I'm about as far from being a min-maxer as you can get, but in CoH I'd still spend time tweaking my character builds, doing some light number crunching my my Claws/SR scrapper to give her the perfect attack chain...
(I never did quite finish that. Played her the other night on Test and gah... her end use is still ridiculously out of control.)
Related to that I'll miss the sheer volume and variety of powersets, the fact that they all play differently and were all viable, and the fact that there were literally hundreds of possible combinations of class and primary/secondary to choose from.
And finally, also related, that no matter how powerful your character was, you could push the difficulty settings to deliver as much or as little of a challenge as you wanted. Running Nightshade through missions set +0/x8 was just too much fun.
I will miss a lot from this game, so I narrowed this down to a "system" I will miss the most:
The Super-Sidekick System. I have tried other games over the years, but at the end I cant get into any because it's next to impossible to stay at a playable level range to my friends in the world. Either I outlevel them or they outlevel me. Champion Online has the same thihng with their Sideckick/Champion thing but I am not really interested on that game. |
That being said, what system will I miss the most? Probably the base system. It wasn't the best, but it had its charm. If Cryptic gets their Neverwinter 2 Map Editor in CO and STO... that will make me a happy person methinks.
Lots of things. The lack of traditional gear, the variety in character creation, the sheer convenience of the LFG tab (as much as I liked to avoid PuG's over the years), being able to make any build work if you were stubborn and clever enough...
Lots of things ...the costume creator, of course.
But one very big thing is the fact that a change of set makes for a character that feels and plays so different even within the same Archtype.
I play a lot of Defenders and Controllers... heh, Storm vs Empathy? ... so different
Sometimes even just the power choices withing the same two set combo can feel very different depending on the specific choices leveling up.
The final line of a post by Sweet_Sarah on Liberty
"Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes."
Hmm... it's like choosing a favorite child...
I guess the sidekick system ranks pretty high there. I almost always played with my group of friends. Being able to bring any toon to any mission without worry was nice. We got spoiled to that. I stop to think back about how the sidekick system used to work, and shudder when I think about how problematic that could be at times. And THAT was better than most games have already!
I'm also going to miss the SG and Base features. When we started playing, my friends and I all formed an SG together. Being the one to care about such things, I did a lot of base building. I organized the base to flow really well for teleporters and to our personal storage rooms. Everyone got a table for their enhancements. Then our resources got to be pretty big, and we all split off faction SGs for each person. Soon our base was used just for coalition teleporters and we all had bases for lots of storage. We even fed each others prestige with influence boosts to help each other out.
I'll miss that.
@Rylas
Kill 'em all. Let XP sort 'em out.
I'm going to have to echo the kudos for the enhancement system. You can build simple, and you can build complicated, but either way it's something which can be viewed completely in the abstract rather than somehow trying to rationalize Superguy putting on a fancier cape for those extra strength bonuses (that is just one of a number of things which put me off of DCUO, even though their graphics were spectacular). Also the fact that the power effects were just a function of the powers themselves and enhancements kept things relatively simple. I also play Diablo 3, and there's just tons of things here and there to be considered between skill interactions, stats, and items.
Too many alts to list.
As odd as it may seem, I will probably most miss our powers system. I have no doubt whatever that it has created endless balancing nightmares for the devs throughout the years , but it created what I describe as a "Monty Haul MMO", which was really perfect for my personality.
In the stereotype of the Monty Haul campaign, the game master gives his players so much stuff that they overpower any threat he can come up with.
A lot of players view CoH like this, and I think there are certainly fine examples of this players outpacing the environment, especially with things like buff/debuff superteams. But I think overall CoH did a good job of keeping up with players, even if some of it was sort of a work-around, such as giving us the I16 difficulty sliders. (Few things increased my enjoyment of the game as much as that one, by the way.)
I've been blessed with game masters who could heap power on us and still stay ahead of it, giving us threats to face that kept pace with our power. I have loved those campaigns to death. I think CoH was as close as any MMO ever could to replicating that experience. And I have loved it to death for it.
Next would be the Inventions system. It's clearly tied to the powers system, and I enjoyed struggling with the complexity. I admit it could have been more approachable with a simpler powers system, but the engineering min/maxer in me enjoyed it a lot.
I absolutely adored the costume creator, for all its limitations. I may miss this more than anything short of actually playing my characters.
Sidekicking (and Super Sidekicking) were existential aspects of this game. Without the sidekick system, I doubt this game would have lasted nearly as long. The best part is that I wonder if anyone really understood how important these would be, given that the implementation may have been driven more by the comic book concept of sidekicks than anything else.
I think that the core of the AE system was quite fantastic. Obviously there was a lot of baggage about how it was used, and it had some serious issues I won't rehash here, but the potential was excellent. I enjoyed using it, even though I only did so in limited ways.
Personally, I liked CoH's original 5 AT system, at least where we ended up with it. It defined core roles without necessarily tying us down into being able to do nothing else. I also think they did a good job of adding the CoV ATs.
Primary/Secondary/Pool concept. I liked the slotting concept. Combined with IOs, they made for fantastically customizable characters, even if the set of practical combinations people built were a lot smaller than the number of permutations actually possible.
Edit: OMG, how could I forget this? Global channels. This was quite possibly the single most important thing they added to the game that wasn't something "mechanical" like an AT or power system. This transformed the in-game social scene from Super Group centric with zone-only broadcasts to a multi-group membership system that could even cross servers. Very few games out there seem to touch the flexibility of this system. I will desperately miss it.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Put me down for the Invention system as well. Too many MMO's are dumbed down these days. It was nice to have a system which actually made me think on occasion...
I will miss every bit of this game.
@Phillon
Twitter @FiveIronBrony
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I'm going to have to echo the kudos for the enhancement system. You can build simple, and you can build complicated, but either way it's something which can be viewed completely in the abstract rather than somehow trying to rationalize Superguy putting on a fancier cape for those extra strength bonuses (that is just one of a number of things which put me off of DCUO, even though their graphics were spectacular). Also the fact that the power effects were just a function of the powers themselves and enhancements kept things relatively simple. I also play Diablo 3, and there's just tons of things here and there to be considered between skill interactions, stats, and items.
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I don't count the character creator as a "system," so I won't say that.
I have to go with Enhancements. With this being my first MMO, I didn't experience a true "gear" system until DCUO was being released and I hopped on the Beta for it in between my time in Paragon City. I was immediately soured on it by the fact that I had to wear certain gloves to get certain boosts. It made no sense to me, at least in the superhero genre.
But yeah: Super Sidekicking, Flashback, Leagues, Team Up Teleporter,... this game has spoiled me/us on a load of stuff.
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I am a blaster first, and an alt-oholic second.
First and foremost, I will miss the costume creator and the power system.
Second, I will miss the enhancement system. Why spend five hours making a costume only to cover it with gear?
And then, everything else in the game.
Oh man, I am totally going to miss the sidekick system. I think that was one of the best things I've seen in an online game.
I missed it terribly when I tried out SWTOR.
I like the invention system as well, but it took me a long time to get versed enough in it to crank out good builds - and even then I usually had to rely on a forum template to build off of in order to get something good.
I liked the global friends system. I know it's not terribly unique to this game, but SWTOR didn't have it and that was annoying.
But yeah - I'll so miss the costume creator. I really hope we at least get a way to get that working outside of the game. Sometimes just designing a character was half the fun.
Is the game.
The whole of it. I don't want little parts, I want it all.
CatMan - some form on every server
Always here, there, and there again.
Everything, more or less. I haven't played a lot of MMOs other than City (mostly just Aion), but even during the time spent there, I missed a lot of systems.
Travel - Flight, Jumping, Super speeding, Rocket boards, Ninja running, Coyotes, Ouroboros portals, Tunnel portals, transit improvements. I get so tired of jogging in Aion. City excels at letting us get to the mission doors and gives us many high-speed means of movement, usable at will, without being limited by arbitrary timers, at reasonable endurance costs.
Enhancements - Gear is tedious. One of the most brilliant decisions ever made in City was to separate form and function. I hate having a good bonus tightly bound to an ugly shoulder piece, or two bows that are both good but slightly different. City's enhancement system gives is tremendous flexibility in slotting powers according to personal preference, and it only got astronomically better with Inventions.
Crafting - If you have the recipe and the resources, you can build it. No grinding craft skills (unless you're badging, which is totally optional), no chance of failure, no wear and tear.
Super Sidekicking - absolutely brilliant.
Costumes - Again, form and function are completely separate. Two lowbie characters with the exact same powers can look completely different. Even I, fair to middling at best with costumes, can get some great results. Others can lose hours on this activity alone.
Instancing - The overwhelming emphasis on indoor missions has one caveat in that the exterior zones will look less populated, but everything else about it is great. Having a couple dozen people running across a field all competing for the same herd monsters or collectible plant as they respawn gets tiresome very quickly.
Difficulty - Tougher missions, if your character or team can handle it.
Incarnates - Gloriously over the top, with a series of accompanying trials that include some of the most interesting tasks, settings, and enemies in the game. Caveat, I never enjoyed what the presence of Incarnates did to the older task forces (ITF, STF, LGTF). I'd have preferred that those had been locked to (at most) alpha-only. But water, bridge, etc. But the Dark Astoria content ... awesome. There's nothing better than leaping into the armies of monsters in Cimerora, or stopping Mot from devouring the world.
And ... well, pretty much everything else, too.
Please try MA arc ID 351455, "Shard Stories: Scavenger's Hunt." Originally created for the Dr. Aeon contest, it explores the wild potential of one of the City's most concept-rich but content-poor settings: the Shadow Shard.
I will miss a lot from this game, so I narrowed this down to a "system" I will miss the most:
The Super-Sidekick System.
I have tried other games over the years, but at the end I cant get into any because it's next to impossible to stay at a playable level range to my friends in the world. Either I outlevel them or they outlevel me.
Champion Online has the same thihng with their Sideckick/Champion thing but I am not really interested on that game.
I know EQ2 has a mentor thing where some people can go down in level but thats one to one and only going down.
Any other game out there has something like it?
Secondary system I will miss: Flashback. Nuff said on that one.