Bloodline Champions has built-in Vivox voice chat, and the fact we were working together as a team gave us a definite advantage. It's just a shame that we weren't able to face off against other teams due to the lack of opponents in the matchmaking system. While we had fun decimating the few players we could find, nothing had us in stitches more than the random bot chatter in the game chat. They just repeat things players might say, but when a bot told us to hurry up because he was logging off soon, it sent all three of us into hysterics. I wouldn't normally cite bot chatter as a positive aspect of a game, but it did liven the mood somewhat.
All in all, I found Bloodline Champions
to be full of contradictions. Its fast-paced instant-action gameplay was marred by complicated cooldown timings and a chronic lack of players. The number of players rose to around 1,000 during the EU peak time, but other popular MOBAs the same age as Bloodline Champions manage to pull in tens of thousands of players even at offpeak times. The shorter matches Bloodline Champions
provides might make it easier to find a quick match with a small pool of players online, but we found it impossible to find a 3v3 match with another coordinated team. I wouldn't currently recommend Bloodline Champions
to a friend, but it's definitely one of the better indie games on the market.
Patrick Mackey's impressions
Before I played Bloodline Champions
, I thought that a well-balanced PvP game with diverse options would be good regardless of other factors. Bloodline Champions
takes a terrible design and tries to turn it into gold, and unfortunately the core game is just not very fun.
I thought about this for a long time after playing, and I think the biggest problem with the game is the cooldowns. They're just long enough to be annoying. Instead of cooldowns that last for tens of seconds and have a large impact, BLC's
cooldowns are much shorter. Some abilities in other games do this, but in BLC
it applies to everything. When you have more than two or three abilities like this, it becomes hard to get all of them straight in your head.
In a more traditional MMO, this would lead to a "rotation" style of play, but because combat in BLC is so frantic, it mostly just means you have to know exactly when each of your powers comes off cooldown. This is annoying and frustrating and creates the lion's share of BLC's
difficult learning curve. I can't really recommend this game to anyone; it feels like the dev team targeted a niche where all the people interested in the niche are on the dev team.
Matthew Daniel's impressions
My impressions of Bloodline Champions
can be summed up fairly succinctly: It would probably be a somewhat decent, competitive MOBA if there were any other players to compete with. The game was desolate. Brendan, Patrick and I put together a team (named Not So Massively OP, which was appropriate on so many levels) and started a search for a rated game. In both regions (NA and EU), there were no more than two teams searching for matches.
When we did finally get into a game, I did not find the fast-paced, skill-based gameplay I was expecting. As both Brendan and Patrick mentioned, the game is plagued by awkward cooldown timers and even more awkwardly explained tooltips. It's aggravating when a tooltip informs you that it applies some kind of buff, but the effect of said buff is explained in an entirely different tooltip.
All in all, I'm in agreement with with my colleagues on this one. I don't think that it was a bad game by any means, but it has a bunch of issues -- not the least of which is the distinct lack of players -- that really inhibit the introduction of new players. For the hat trick, I'm also unable to recommend the game to any of my friends, given the variety of higher-quality MOBAs available on the market.
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