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I don't get why this is so much better than CO


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I feel like everything that could be said has been said but just my two cents:

 

There are three things I like about COH.

 

The first is badges. I feel like that’s pretty obvious.

 

The second is lore, City of Heroes has such a deep lore, it dives all the way back to the 1700’s and the world feels loved in. There has been battles fought on these very streets, you believe in the people walking around Brickstown love here, of course there’s more natural scenery here the Devouring Earth are just beyond this dividing wall. I never got that feeling from CO. All it made me do was miss Clockwork, and Hellions.

 

Lastly, the character creator is more in-depth than most give it credit. I have often just seen what I can do with the pieces and then make my powers match. I’ve gone and made characters I normally wouldn’t just because I have the option to make changes. Like was I chomping at the bit to make a Beam rifle Blaster? No but I did! Why? Cause I found a cool look I liked before I even settled on the powers. The costume selection for CO left much to be desired, I was never struck with the inspiration to try one thing or another.

 

So ya, still mostly feels but meh, I’m glad I got my game and badges back!

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Okay City of Heroes was the first MMO that I ever played and only WoW got me away from it.

I'm quoting this because my story is exactly the opposite. WoW was my first MMO - I had played the WarCraft RTS games and so it was natural for me to move on to WoW when I finally got a computer that could run it, in 2008. And then City of Heroes was the game that succeeded in making me quit WoW.

 

It was mid-2011, in the middle of WoW's "Cataclysm" expansion. I was not a raider (aside from not interesting me, my job had extremely irregular hours and so there was no way I could commit to a raiding schedule), and I was not a PvPer (I just suck at PvP. Because I'm old.) By mid-2011 I had grown bored with Cataclysm. I had gotten seven characters to max level ... and since I didn't raid or PvP, there was nothing for them to do except make the rounds of the exact same daily quests each day.

 

I also played on an iMac. I was wishing there was another MMO that would run on a Mac, but as far as I knew they were all Windows-only. I mentioned this on a forum website, and somebody said, "City of Heroes runs on Macs." So I tried it out because it was my only alternative to WoW.

 

Holy crap, why didn't anybody tell me about this game sooner? It took me almost no time at all to realize that I was "home". In 2011 I was 45 years old, and had been playing video games since I was 13. And City of Heroes was the game I had been waiting for all that time, I just hadn't known it. Why did it feel that way? Hell if I know! It just did. I went ahead and paid the monthly fee for a VIP subscription, and also continued to pay for my WoW subscription. That lasted for six months, when I realized I was almost never logging into WoW any more, and so I canceled my WoW sub.

 

And then I only got to play CoH for a year, before it all came crashing down in 2012 and I had to say goodbye to the 89 completely unique characters I had already created. Thankfully, this coincided with WoW releasing the "Mists of Pandaria" expansion, which I ended up thoroughly enjoying. Loved that expansion. I had also bought an inexpensive Windows laptop earlier in 2012 so that I could try out other MMOs. I tried a bunch of them, and didn't like any of them.

 

Homecoming brought CoH back, just in time for my 53rd birthday, and I think it only took me three days to cancel my WoW subscription again. And this time, CoH is even better because, even with a 2008 iMac, I still had to adjust the graphics settings way down. In 2018 I finally had to buy a Windows gaming machine if I wanted to keep playing WoW, as they finally had to drop OpenGL, which my iMac used. As a 2008 model, my iMac couldn't upgrade to Apple's new graphics API, "Metal", and the current expansion ("Battle for Azeroth") wasn't even going to launch on OpenGL. So now I can play CoH with everything on maximum settings.

 

One of the other MMOs I tried out was Champions Online, and yeah ... no. Unfortunately, I last played it in 2013 and I can't honestly remember exactly what I didn't like about it. I know I didn't like the graphics. I wasn't happy with the costume creator - I think there were too many limitations. I do recall that I didn't like the way flight worked at all - what with the starting out slow and then speeding up a few seconds later. I think the whole game just felt "clunky" when compared to WoW or CoH.

 

On an amusing side note, my return to WoW after CoH shut down was difficult in a number of ways. I found myself standing in front of instance portals, clicking on them and wondering why nothing was happening, and then remembering that I could just walk through them. And in CoH, I had grown accustomed to a level 1 character being able to make a standing leap over a 10-foot wall, so it was incredibly frustrating in WoW when I kept forgetting my characters couldn't hop over a 3-foot picket fence.

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Champions Online was Champions in name only. Lots of tabletop gamers like me were expecting the Hero System, which allows FULL customization of powers to a ridiculous degree, and to us it was false advertising.

 

And it was NOT cryptic's choice to shut down COH...that was all on the suits at NCSoft, who shut it down because it sold better in the west than in Korea, and they wanted Korean sales, not Euro/NA sales.

 

Of course it wasn't Cryptic's choice. They'd long since sold out and moved on to CO, long before CoH was shutdown. Paragon was the studio in charge at the time of the shutdown.

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Champions Online imitated City of Heroes. That's the difference. One broke the mold. The other is a knockoff.

 

Champions was a superhero rpg long before COH was a gleam in its creators eye.

 

But it wasn't an MMO so that doesn't really matter, does it?

And they certainly didn't use the Champions PnP system in the MMO or even try to.  CO doesn't get to ride the coattails of the Champions RPG to try and make a claim to being a better game than CoH.

 

Playing a fire/fire blaster here and basically a fire blaster there, I get generally the same list of variations on a theme that I can use...  Single target attack, bigger single target attack, AoE, another AoE, etc.

Only in CoH each is far more customizable when it comes right down to it.

 

In CO I can add damage and maybe a special effect or two to an attack.

CoH might not have a direct parallel to some of those special effects, but any given power can have anywhere from 1-6 slots and each slot can be used to modify that power in some way based upon what it does.  I have a much greater degree of customization over each power that I have in terms of how that power will actually work.

 

CO looks better.  That's it.

CoH looks good enough, though, and I enjoy the gameplay mechanics, the variety of content, and the world that the devs built here a great deal more.

 

Not one person really came up with a good reason why COH was a better game. It was just a personal choice and that is not a real reason.

 

And you didn't come up with a "good reason" for why CO is better.  It's a personal choice for you, which I can just as easily dismiss as not a "real" reason.

 

Get it?  This is all about opinion.  No one defending either game can present one piece of "real" evidence proving that one game is better than the other.

All we can do is explain why we like one over the other.

 

And if you like CO more?  Bye.  This is for CoH players.  This is for the people that can not give you any "real" reasons.

 

But for what it's worth, Atlas Park looks a heckuva lot busier than the RenCen last I looked.

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CO simply put is garbage.

 

 

This game promotes team play. Solo play in this game is rough and unrewarding.

 

 

 

For you, its rough and unrewarding. For me and a lot of other players, CoH is fantastic at encouraging solo play. Scaling difficulty, instanced missions, temp powers like Shivans to give even squishy toons some help with EBs etc. The only way they could possibly improve it is to lower the minimum start requirements for TFs to 1 player. And even without doing that, it’s possible to solo TFs by having a friend on your team but logged out after you start one.

 

And of course the CoH team game is fantastic too.

 

CoH does ‘player choice’ better than any other MMORPG I’ve tried.

 

MCM

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Champions Online did allow me to finally make an exact copy of an old Heroes Unlimited (then later Mutants & Masterminds) character, complete with laser vision, right from the get go. On the other hand the version I made in City of Heroes felt truer to the original character despite not being able to pick up a 'laser vision' type power until the 40's. What's the difference between having super human reflexes, being virtually invulnerable, or having regeneration? In Champions Online the difference is... actually not very much. But in City of Heroes there's a noticeable difference between the various defensive sets. Super Reflexes and Ice Armor both provide Defense, but have a very different feel to them due to what types of Defense they provide impacting what types of attacks they are protected from at any given level. Invulnerability, Fire Armor, and Dark Armor might all provide Resistance, but they all feel and play a bit different. Invuln will laugh off normal enemies, wince a little when elemental damage types come after them, and be terrified of psi damage. Fire on the other hand winces a little when dealing with thugs armed with sledge hammers or guns, laughs at fire and energy attacks, and worries about psi damage. Dark Armor meanwhile isn't able to take as much punishment as either of the previous two out of the gate but has a very strong self heal to make up for that. Oh, and Dark Armor laughs at the very concept of psi damage, Yet it also dreads knockback and knockdown, something other Defensive sets don't worry about.

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The ONLY pros CO has over this game are

1.) Hybridization. Ill admit, CoX's lack of hybrid classes is really weird. By 2012, they should have added it. Just as an example: In champs online i have a character named Riot. He uses the various guns in CO. But as an energy builder, i use night stick skin over the 1h melee weapon class. CoX does force you in to being stuck with dual pistols, for example. You dont get to use a variety of guns, ala The Punisher.

For what it's worth, I hate that my hero had to use different guns.  I tried to limit their munitions options so that they would use two pistols, but I really only ever wanted them to use one.

 

If I was using a gun-wielding character I wanted them to use a gun.  One gun.  A single firearm that had however many different firing modes as needed, but I just wanted my character to use one gun.

 

By the time they rolled out the pistols framework over in CO I stopped caring altogether.  Of the three characters that I played, last time I played at all which is a while back, I was only looking at maybe reworking one of them, and they would not use guns.  Those were for my fourth character and I gave up on them a long time ago.

 

And that was it.  Four characters.  Just didn't care enough to bother making more and I was there during beta and early access.

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CO looks better.  That's it.

 

 

Honestly I thought it looked worse.

 

From a technical aspect it was superior. The models were higher poly, better textures and they had basic face expressions (and fingers!)

 

I just did not like the overall art design of the game. Everyone looked too goofy. I also found the animations a step back from CoH's. In CoH animations have a lot of weight and windup, with nice payoffs. CO was just spastic and awkward feeling in the animations department.

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CO looks better.  That's it.

 

 

Honestly I thought it looked worse.

 

From a technical aspect it was superior. The models were higher poly, better textures and they had basic face expressions (and fingers!)

 

I just did not like the overall art design of the game. Everyone looked too goofy. I also found the animations a step back from CoH's. In CoH animations have a lot of weight and windup, with nice payoffs. CO was just spastic and awkward feeling in the animations department.

 

And that likely is due to the fact that each one needs to be able to be chained with any other animation. Sword swing to calling a robot? Sure! Firing a machine gun then immediately using a chainsaw mounted on your wrist? Go for it. Every combat ability has to be usable with no delays with every other combat ability. And they all need to be interruptible so you can block.

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CO and DCUO for me both fail in the same place.

They try to shoehorn _my ideas_ into the existing IP.

City of Heroes, IMO, from my PoV, the characters I play are immediately part of the world simply by being heroes and are called for help, unlike CO and DCUO where I am once again proving I am a hero to other heroes I will never outgrow.

The exiting IP games _must_ keep thier IP intact and that ruins my playtime, as I do not want to play the stories of others, I want to play my own.

 

Also, the referral of specific aspects of CoH as 'souless' and specifically calling out players for 'not playing the game right' and then asking for no flaming?

Really?

Getting really tired of people that like story based games telling the rest of us we are having fun wrong because we don't like the same stories the same way.

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I played both quite a bit (CO and COH).  Many things you say are true, OP.  And for me graphics are a significant part of my enjoyment of the game these days.  But CO lacked something that CoH had.  I feel the villain groups in CoH are more interesting but that's not the "missing thing".

 

Maybe it's just nostalgia but CO was good, but not as good as CoH IMO.

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My main disappointment with CO was that it felt too reactive to then-current MMO trends. A superhero game doesn't need to be structured around a crafting-based economy. At the same time, it needed to feel bigger than CoH, and it felt smaller.

 

The devs did make some interesting decisions. Like how flying started off slow, but if you kept going you'd pick up speed, and then eventually you'd kick into a high-speed rocket mode. It kind of combined CoH's hover, fly, and afterburner into one power. Cool idea. Not sure it was better than having them be separate powers but I appreciated the attempt. Also charging up powers -- interesting idea, fun to play with. Worth it? Maybe.

 

I found combat to be a bit repetitive. You had energy-building attacks and energy-spending attacks, and at least at low levels it just felt like you had this obligatory cycle through them. Tap-tap-BOOM. Tap-tap-BOOM. I mean, ok, cool concept and it might be neat in CoH for a particular powerset, but it was how everyone worked in CO.

 

Other ideas were more duds. CoH's teleport is fast and fun, despite being vulnerable to lag. Whum-whum-POW and you're in a new place. Chain it together and it's pretty cool to both use and watch others use. CO's teleport was more like you go intangible for a couple of seconds and fly to your new place. It didn't feel like teleporting, it felt like flying while invisible. And it didn't even really look like teleporting to someone else.

 

You're also not as locked into your combat animations as you might think in CoH. As a Scrapper main, I often queue up an attack, run by my target, and I'll spin in place and hit him (yes, "locking" me in the animation for a second) and then keep moving. I don't remember if you could queue up attacks in CO but CoH's ability to do so not only mitigates or even negates the "animation lock" penalty, but actually makes the combat feel more fluid and (to my mind) faster. I can queue up attacks and I actually have time to watch my character execute them. (One thing that bugs me in WoW is that I have to keep my eyes pinned to my power tray; I never get to see my character fight!)

 

All in all, though, I'd say CO just played it too safe. They tried to make a superhero MMO that fit in with the playstyles you see in games like WoW. CoH isn't afraid to break the rules.

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I think I'm probably echoing other people here when I say that CO always felt like it was designed around a F2P/P2W framework.  Even when it was pay-to-play it felt like every design decision had been structured to allow it to go free-to-play at the first sign of any reason to prompt that.  And in that vein, it felt like it was a MMO created by grabbing the trope-filled building blocks of MMOs of the time and shoving them together into something that never really felt like anything other than a Frankenstein's monster of a thing.  And I think that's why it felt soulless to me.  It didn't have an identity of its own, or a reason to play _it_ rather than something else.

 

I did play it, and for a good while.  I was in that sort of malaise you get when you play something for a long time and then want a taste of something different.  I gave it a good long go, pushed a few characters to the end of game content zone, had my best shot and learning to love it.  And then I went back to CoH.  When CoH closed, I looked back at CO and pondered a bit before deciding that it wasn't going to fill that hole.  Instead I flipped to something entirely different and played EVE-Online for a good while.

 

If I were to point to specific things that were key I'd have a hard time because it was more death-by-a-thousand-irritations than any key set of things but maybe the grouping and the crafting were the two biggest things.  Grouping was too difficult and crafting was too integral.

~~ Ssieth

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One thing that CoH gets right that is horrible in CO is escort missions. Do you have some sort of healing ability? If not, you're going to struggle with every single escort mission in CO. Regardless of who you are escorting and why they need an escort, they all want to punch every villain mob they see. And enemies are more then happy to repay the favor. And if you can't heal them, you're probably going to fail almost every escort mission you pick up. Every escort mission will also be in the overworld, where in addition to the ambush mobs you'll have to worry about the npc you're suppose to protect running off to punch a random enemy that just respawned nearby. There's a reason why most of my freeform builds end up with the support drone pet power. They need it just to keep the escort npcs alive.

 

Contrast that with CoH escort missions. Enemies wont actively attack the person you're escorting unless they are a combat assist ally. And those rarely are mission critical. If they are mission critical, then they can hold their own, regen damage taken between fights, and wont be running off in all directions just because they saw someone to punch. Instead they wait for you to engage an enemy, then only fight enemies you're engaged with. You also don't have to escort them through outdoor areas with fast respawning enemies in tightly packed groups.

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There are two things in CoH which I've never seen in any other MMO.

 

1. (This is the MOST important thing to me in an MMO) I can earn all the best loot in the game by myself, I'm never forced to team up for it. I cannot stress how much I hate having to depend on others to progress my character. In fact, in CoH, one of my few laments that every TF isn't soloable by every class. Furthermore, if I do want to team, CoH handles loot correctly; there's no way to ninja drops, or point to fighting over them, because the game just gives them to people.

 

2. The smoothness of the animations is, IMO, unmatched in any other MMO I've seen. Wow and CO were liking playing in knee-deep mud, or at .75 speed. I will never get tired of hitting a foe and see him literally fly across the street, or down the stairs, or off the roof of a building. It never gets old for me.

 

There are other reasons for me, but these are my top two.

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CO looks better.  That's it.

 

 

Honestly I thought it looked worse.

 

From a technical aspect it was superior. The models were higher poly, better textures and they had basic face expressions (and fingers!)

 

I just did not like the overall art design of the game. Everyone looked too goofy. I also found the animations a step back from CoH's. In CoH animations have a lot of weight and windup, with nice payoffs. CO was just spastic and awkward feeling in the animations department.

 

And that likely is due to the fact that each one needs to be able to be chained with any other animation. Sword swing to calling a robot? Sure! Firing a machine gun then immediately using a chainsaw mounted on your wrist? Go for it. Every combat ability has to be usable with no delays with every other combat ability. And they all need to be interruptible so you can block.

 

 

This is a very good point!

 

CoH devs had at least some idea of what possible animations would be chained from what, so they could prepare for it. CoH animations were also "all or nothing", as in the entire body animated specifically for each animation.

 

IIRC CO had their top and bottom halves independent of one another animation wise. Thats why you could run around while you shot etc. Which worked great in gameplay, but once again proved to look goofy at times.

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CO is soulless. It's flat, lacks depth and cheap. It looks like a kids rough attempt at making a game, and giving up halfway through.

 

The animations are horrendous.

 

It looks like Looney toons.

 

No content, a stupid block-by-space bar, and the combat was faster, which made it pedantic.

 

This is why CoH>CO 8 days a week and 3 times on Sunday

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CO shows that the designers involved in its creation didn't learn much at all from their experience with City of Heroes, and made so many of the same mistakes (like not putting enough content to hit the level cap doing missions and not much of anything to do at the level cap anyway). The ability to mix powersets was cool and made it easier to achieve certain concepts, but could lead to some serious absurdities. Anything that was actually fun would get nerfed until it wasn't fun anymore, and the day one patch nerfed all defenses to uselessness. Also, despite content droughts at various points and the nerfing of powers I relied on to not die all the time, I still reached the level cap in about a week.

 

 

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Coh is not that solo friendly. it has solo friendly classes but far from being truly solo friendly and thats a good thing in an mmorpg.

 

That's just utterly false. Some have an easier time than others, but any AT can be soloed to 50 fairly easily.

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Coh is not that solo friendly. it has solo friendly classes but far from being truly solo friendly and thats a good thing in an mmorpg.

 

I've largely solo'd to 50+ multiple times over the years. It is incredibly convenient and easy to just play it like a single player game with a lot of interesting costumed people also present. I actually don't team much because of my disability and physical challenges... I can't be relied upon to be present all the time in any given team. But solo play is every bit as easy as something like Skyrim or Fallout 3.

 

EDIT TO ADD:

 

people spam farming ae instead of playing the game properly

 

This is simply nonsense. There is no way to play the game "properly". Log in, do something. You're playing the game properly. The only way to play it improperly is to grief or harass others.

 

Solo? AE Farm? Publish missions and never team? Only raids? PL to 50 and Mothership all day? Just badge hunt? Just tour and take pretty screenshots? Just play dressup and do nothing but make cool costumes? You are playing the game "properly" in all these cases.

 

Sorry you have a hard time friend but as I said sure you can solo with classes that arent meant to solo but it will be far slower having influence helps.

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https://steamcharts.com/app/9880

 

https://steamcharts.com/app/24200

 

City of Heroes was a game Jack was forced to make as lacked the power to push what he really wanted and had to compromise his ideals, end result was gold.

 

Champions Online was the game Jack always wanted and its...... less than great.

 

Now hes stinking up DCU, another weird styled game just like CO.

 

If you heavily stylize your produce you set yourself up for a limited market because many will hate it and it will invariably age and fall out of fashion. COH was mostly based in "realism" and thats the charm of it, you dont get distracted with weird "comic" styles.

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CO is soulless. It's flat, lacks depth and cheap. It looks like a kids rough attempt at making a game, and giving up halfway through.

 

The animations are horrendous.

 

It looks like Looney toons.

 

No content, a stupid block-by-space bar, and the combat was faster, which made it pedantic.

 

This is why CoH>CO 8 days a week and 3 times on Sunday

Not sure if your usage of pedantic works here... maybe you meant frenetic...? Idk what you mean.

 

ASIDE FROM THAT,

 

I like CO. I haven't played it since CoH came back.

 

That being said, my main issue with CO is that despite having complete customability of power choice, you really don't have any choice... most powers suck or have other powers that are just straight up better. You have no real 'buffs' or anything to contribute (including real holds) aside from damage. Makes for a generic 'what does the most damage?' build for everything - with really nothing else to take into consideration... because damage is king... so you find your 1-2 powers that do damage (LITERALLY 1-2) then just build to live... Many builds work, but it still comes down to a couple core powers being used on everything for FF, which again makes it really really really boring...

 

Meanwhile the powersets here, though more limited in customability, are definitely more vast in overall choice...

 

Not to mention the model they took last year with Lifetime...

 

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CO does some things better, COH does a whole lot better. Here's a post I made to my blog comparing the two:

 

Character Creation:

 

Naming conventions are different between the two games, In CoX the name you pick is yours, there is no other “SuperDude” but you, there might be a “Super-Dude” or a Sup3rDud3″ though. In Champions your account name is attached to your character, so there might be multiple SuperDudes running around, but they will appear as SuperDude@MyAccountName.

 

Character customization has to go to Champions, as that seems to have been their focus for the last several years with hundreds of costume pieces, and places to put them (left/right options) and many auras, however later developed auras are bind to character, not account. unfortunately all male characters look like they are related to John from “Garfield”

 

Travel is a bit of a toss-up. There are a few more options available in Champions like tunneling and swinging, but each version is a separate power. while flight in CoH gives you 5 optional poses and the wings flap while flying. If you have the rocket boots costume piece, it appears they are what is propelling you through the skies (rocket boots is a separate power in CO)

 

Speaking of powers, Champions is either more open (Free-form) or more restrictive (Archtype), while CoH, depending on your “class” (scrapper, tank, blaster, stalker, defender, etc)  you pick a primary and secondary power-set. In Champions power activations are usually Tap or Charge, while CoX they are all tap, but have a cool-down period on each power. When building your character, CO is a bit more forgiving since if you decide you don’t like a power, you can just do a mini roll-back by spending in-game currency without restarting a whole new character (In CoX you are stuck with whatever primary/secondary power sets you initially chose).

 

Character Advancement:

 

In Champions you start at level 6 and progress up to level 40, In CoX you start at level one and work your way up to level 50+3 (the +3 being incarnate enhancements). There is more work to maintain your characters in CoX as certain enhancements can be out-leveled.

 

Zones:

 

Champions has 6 zones. Millennium City, which is a rebuilt version of Detroit after the invasion by the Lumerians destroyed it. “Desert Southwest” which includes radioactive mutants, the prison called stronghold, area 51, and a amusement park filled with robotic cowboys. The “Canadian North” which is home to the GM Kiga, frost demons, an area where froglike aliens have terra-formed the land and Sasquatches. Monster Island is home to dinosaurs, Lemurians, and 2 GMs, The radioactive Telieosaurus and Qwyjibo the giant, fiery ape. Lemuria, an underwater realm where (as you can guess) the ancient Lemurians reside. Viboria Bay (which is locked, per character, until you complete an arc) is a very cool zone looking like a supernatural version of the old French Quarter of New Orleans. and lastly there is the very purple Qliphothic Warzone, which was revamped 2 years ago to more of an end game zone.

 

City of Heroes on the other hand has 13 zones on the hero’s side, 7 on the villains side, 4 PVP zones and 6 co-op/shared zones. Ranging from various city zones/Islands, to more unique ones like Croatoa (Home to witches, Red Caps, & Fir Bolgs), Cimerora (Ancient Roman) and the Shadow Shard (an alternate dimension). Several zones, including lower level ones, have GMs. Before CoX was shut down, there was a facelift given to the graphics of Atlas Park, and a complete revamp of Dark Astoria.

 

Endgame:

 

Before CoX shut down the incarnate system was introduced, which added all new trials, a revamp of Dark Astoria, and new enhancements to make your character even more powerful. I can’t say much more than that as I don’t have a character in a position to experience them once again, but I do remember lots of teamwork and certain teams assigned to do specific tasks.

 

Champions endgame is pretty much relegated to a handful of missions in the Qliphothic Warzone, one epic dungeon and fighting 4 GMs

 

Crafting:

 

CoX crafting is set up with recipes and salvage in order to build IO (Invention Origin) Enhancements, and you enhance each power separately, making them more accurate, giving them longer range, more damage, more debuffs, etc, and if part of a set, they can give extra bonuses to overall damage, hit points, defense, etc.

 

Champions on the other hand really doesn’t have crafting per se. Each character has 6 slots in which to put mods in; Primary and secondary Offense, Defense, and Utility. These six slots modify the entire character, boosting powers, increasing offense and defense, and damage. For “crafting, you collect five of the same level mods and fuze them to make a more powerful mod.

 

You can modify how a power works in CO through its Advantages system, which allow you to alter how the power performs.

 

Bases:

 

CoX has fully customizable bases where you can put hundreds of items almost anywhere you want, especially after SCORE modified the code to unlock even more items. CO has several pre-designed bases that share fixtures with other styles of the same kind of base (basement, cave, penthouse, etc)

 

Vehicles:

 

CoX has none, except for a mission transporter that swoops in to take the team where they need to go. CO has a wide variety of vehicles that can be modified with Vehicle Mods.

 

One other item that I feel CO could have delved into more and expanded was their nemesis system, where you design your own nemesis for your hero. As it stands once the nemesis is created, its minions would show up on missions and drop clues (missions) for you to investigate.

 

http://www.paper-dragon.com/fistsand45s/champions-vs-city-of-heroes/

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I was subscribed to the game for several months after CoH went down.

 

I found CO's power system very limiting concept-wise.  There was only one fire powerset, there was only one electric powerset, etc.  But CoH has different powersets for each AT, so I can make an Elec/Elec Brute an Elec/Elec Blaster, or an Elec/Elec Dominator and they won't play even remotely the same.

 

Related to that, I hated the way that "crowd control" means "mind control, period" rather than the huge variety of options for a Controller or Dominator on CoH, and hated even more that using the same Hold on an enemy caused them to resist it more easily rather than stacking the effect.

 

I wasn't fond of the gear system.  I don't understand why I can't just make my "Invulnerability" power stronger directly, rather than putting on a new pair of shoes that somehow protects my face.  (At least the gear is invisible, unlike DCUO)

 

I hated how weak most melee attacks felt.  Just a random flailing of limbs with no weight behind the blows.  My martial arts hero looked like a Looney Tunes character.

 

I hated that status protection was tied to perfectly-timed blocks that I had to somehow fit between all that limb flailing (even moreso when there's a bit of lag and the block command doesn't actually go through until way too late).

 

I hated only being able to have one defensive passive active at a time.

 

I hated that damage resistance used a "diminishing returns" system.  I hated that my characters felt so paper-thin, even "invulnerable" ones (since I needed 900% damage resist on CO to match my Elec/Invuln Brute's 90%, and that was impossible).

 

And even had I gotten that 900%, it still would have been weaker than my CoH character, because my CoH character also had defense and health regen on top of the damage resistance, while on CO, you can have only one of those (and "dodging" in CO was also just damage resistance rather than actually avoiding the attack).

 

I hated how samey most characters felt at low level.  A level 1 Brute and a Level 1 Controller don't play anywhere near the same, but ever level 1 CO character plays pretty much like every other level 1 CO character; the only difference is how close you have to be to do damage.

 

I hated that all of the preceding factors made me feel like I was never in control of combat the way I was in CoH.

 

I hated that mission completion accounted for most of your XP, making street-sweeping all but worthless.

 

I don't understand why, when I took a flight power, the default flight angle was about 30° downwards rather than level, and nobody could explain it to me.  I had to be constantly readjusting my camera angle to fly straight.

 

I posted once on the CO forums that I wished there wasn't a "best" power for every slot so I have some choice, and I just got people going "a choice between a crappy power and a good power is still a choice!"  When I said "No, I'd really like a choice between equally-good powers", they just started replying with pictures of laughing ponies as if I'd asked for the moon.  So the community was crap, too.

 

(I use the past tense because I haven't played since 2013.  Have they fixed any of those issues in the past six years?)

 

There were many things I liked about the game conceptually, but it just felt like a slog to play. I never felt like a superhero.  I wasn't having fun. The only character I enjoyed was my pseudo-Mastermind with all the pets, and even he was a slog at times.

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(I use the past tense because I haven't played since 2013.  Have they fixed any of those issues in the past six years?)

 

There were many things I liked about the game conceptually, but it just felt like a slog to play. I never felt like a superhero.  I wasn't having fun. The only character I enjoyed was my pseudo-Mastermind with all the pets, and even he was a slog at times.

 

Nope, not really. If anything it's gotten worse over time.

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