behind-the-mask

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  • Behind the Mask: From the shadows, I come

    by 
    Patrick Mackey
    Patrick Mackey
    03.10.2011

    There have been a lot of updates to Champions Online recently. The dev team has really focused on putting out small bits of content at a rapid pace, including a new costume pack, the Light Speed travel power, and two big updates to the Darkness and Gadgeteering frameworks. The Void, the first of CO's premium archetypes, basks in the twilight and wields the power of darkness. She came with a big update to the Darkness framework as a whole, and we'll cover all the changes to her sexy powers this week in Behind the Mask.

  • Behind the Mask: The power that changed the game

    by 
    Patrick Mackey
    Patrick Mackey
    03.03.2011

    One of the difficult things about explaining complex systems is that sometimes too much detail is bad, and other times not enough detail is also bad. Last week I talked about the myriad defensive systems in Champions Online as a precursor to an analysis of the mighty Inertial Dampening Field. The big problem is that in a huge complex series of systems like CO's, it's difficult to get all the information into one column. This week, we're going to skip talking about the new Inventor Archetype and the Gadgeteering revamp to talk more about the impact of IDF on the free-form hero game. IDF is probably the most game-changing power released in F2P, and its effects on Champions' gameplay is far-reaching.

  • Behind the Mask: The numbers are coming

    by 
    Patrick Mackey
    Patrick Mackey
    02.24.2011

    Last week threw a bit of a wrench in my plans. I intended to interview a very prominent member of the Champions Online community for this column, but I was sidelined by the flu and some dental work. This delay means that things must be pushed back and shuffled around while some old ideas will come to the fore. This week, I decided to cover a controversial topic: Inertial Dampening Field. However, IDF affects player survivability in a very particular way, and in my 40-plus weeks of writing about Champions, I've neglected to cover one basic thing: how defense actually works. If you don't know how defense, dodge, and linear damage reduction work in tandem, it's hard to understand just how powerful IDF can be. I think this week's column would be very valuable to a lot of players, but it is pretty complicated, and the math involved will throw a lot of people off. I'll cover the nitty-gritty math and the rules of thumb, but if you're casual, this is going to be hard to swallow. Like my guide on gear (and the more recent forum post), this is one of those things most people will have to read a few times. As a side advantage, much of this information can be transferred to Star Trek Online, since it uses similar defense mechanics. If you don't want to worry too much about the specifics, hit the jump and scroll to the bottom, where I'll sum up all the essentials.

  • Behind the Mask: Semper Fidelis

    by 
    Patrick Mackey
    Patrick Mackey
    02.17.2011

    This week on Behind the Mask, we're going to discuss the Soldier, Champions Online's modern weapons expert. The Soldier is a step down from the proposed Marine Archetype in that it only has eight weeks of basic training, unlike the Marine's 13.5 weeks, and the quality of a Soldier's training and discipline is inferior in almost every respect. The proposed Marine Archetype includes two powers at level 1: Beatdown and Assault Rifle. The Marine's Beatdown has a 100% chance of putting an opponent into a blood choke on hit, while his Assault Rifle fires three-round bursts and kills the enemy instantly. The Marine also uses the "Hard Charger" role, which gives it infinite energy and infinite health. After all, Marines never quit and Marines never die. These elements are balanced by the Marine-exclusive Navy travel power, which gets the Marines to where they need to go within three to five weeks, most of the time. The Soldier is just inferior in every respect to a battle-hardened Marine, but these weekend warriors have enough training to hold their own with undisciplined civillian heroes and their fancy tights.

  • Behind the Mask: Fixing the glass cannons

    by 
    Patrick Mackey
    Patrick Mackey
    02.10.2011

    There's a sharp divide between the Champions Online that I play and the Champions Online played by the majority of the readers here at Massively. I play the heavily customized, freeform game -- and even among freeform players, I am aggressive in my builds. I avoid T0 blasts like the plague (although Two-Gun Mojo is pretty good), and I pick my powers with the sole intention of avoiding waste. Most of you guys play F2P now, and there's nothing wrong with that at all. All of the Archetypes are viable, especially in team situations. In general, they can't quite compete with a polished freeform character, but they're not dead spots in a lair, and they work surprisingly well when teamed up with freeform supermen (and women). Solo, it's a slightly different story. Of the current 10 Archetypes, most solo wonderfully, easily meeting the challenges present in the Normal difficulty game. That leaves three... and all share one similarity: They use the Avenger role. The Silver Avengers (not to be confused with the in-game organization of the same name) are very capable Archetypes. I've mentioned in the past that Inferno is one of the strongest, and to wit, all three Avengers absolutely roll through most content, especially on teams. Outside of teams, the three Avengers are so squishy that they suffer a bit when taking on the big baddies -- Master Villains and Super Villains. This week, I sought to find out the answer: Can Silver Avengers solo?

  • Behind the Mask: I want to be with this game forever and ever

    by 
    Patrick Mackey
    Patrick Mackey
    01.27.2011

    One of the saddest days for me was Tuesday -- the day Champions Online launched its Free for All expansion and went free-to-play. I was mostly sad because I didn't get to log in; people have been telling me about 15+ instances of Millennium City and having a blast teaming up with all the new faces. I even got to talk to Poz on the Massively Speaking podcast about how in the first few hours of F2P, the feedback was overwhelmingly positive and the launch went off with only a minor hiccup when the servers had some minor maintenance a few hours in. While I waited for Cryptic's CS department to look at my account issues, I got to thinking about how much it would suck to lose access to my free-form characters, to which until now I've had unlimited access for as long as the game continues to live. My lifetime account for CO sure is cool. There are a lot of criticisms about CO's F2P model and even more about lifetime accounts. Way back when they were first being offered, there were a lot of arguments that CO wouldn't last the 13 months or so it would take to pay it off. Now people are claiming that Cryptic is trying to steal more money by offering lifetime subs again. Why is a lifetime account worth it? Hit the jump and let's find out.

  • Behind the Mask: What Archetypes really need

    by 
    Patrick Mackey
    Patrick Mackey
    01.13.2011

    One of the main draws of Champions Online is character customization. Costume creation is one part of that, while open power selection is another. The two elements allow players to make heroes that truly feel unique. No two Champions look the same, and while it's very possible for two different heroes to play similarly, there are enough ways to express yourself in the system that creating a truly unique hero is a simple matter. As we near the big launch of F2P, I can't help but be stuck on the idea of Archetypes. Having a hero fixed into a particular power build seems contrary to the nature of CO, and when those builds are inferior to Custom characters built for the exact same things, well... let's just say a lot of people, including many of you readers here at Massively, don't see eye-to-eye with the Archetype design decision. Naturally, I have my own ideas. Restricting F2P players in some way to encourage premium subscriptions is definitely something Cryptic should do, but there are quite a number of reasons why the existing path is... just a bad idea.

  • Behind the Mask: The art of costume contests

    by 
    Patrick Mackey
    Patrick Mackey
    01.06.2011

    Costume contests are just part of the culture of Champions Online. When a game has huge potential for character customization, celebrating that aspect seems like a natural conclusion. Costume contests also provide an interesting method of wealth distribution; rich players tend to hold costume contests that anyone, even low-level heroes, can win. It's truly a level playing field. The real problem: Is it really? I've judged numerous costume contests, and they all end up with the same problems. Hivemind voting and kingmaking are real problems when it comes to fair treatment of potential candidates. Also, friendships between judges or contestants can create a sort of community bias that keeps a deserving hero from winning. I'm definitely not going to talk about costume design, but I can discuss how to create a judging and voting system that lends to fairer selection of winners. In the end, costume judging is subjective, but these methods avoid some of the big pitfalls in costume voting.

  • Behind the Mask: Those good old (PvP) days

    by 
    Patrick Mackey
    Patrick Mackey
    12.30.2010

    Well, the holidays were a bit tight on my time, so for those of you who did send me messages regarding our hoped-for Andrith (and maybe Mandragalore) runs were probably a little disappointed that we couldn't find the time to run them last week. I'm still trying to get a run going before the end of the holiday event (on the 4th), so if you're interested in the boss-kissing perk, let me know! This week, I'm going to reminisce about the development of Champions Online, but with a twist -- I'll be talking about only the PvP changes and the changes that indirectly affected PvP. Why, you may ask? CO has evolved quite a bit, and sometimes we don't realize the problems that existed (and were fixed) when we complain about what's currently in the game.

  • Behind the Mask: The mysteries of UNITY

    by 
    Patrick Mackey
    Patrick Mackey
    12.16.2010

    If you've never made the trip to level 40 in Champions Online, the endgame is somewhat of a mystery. I remember prior to getting my first level 40 that people would talk about things like "Nemcon" and "dailies." I found it kind of strange that a level 35 character couldn't sidekick or otherwise experience anything similar to these things. That all changed for me when I journeyed into the UNITY building for the first time. It was a little confusing -- there were no easy guides telling me where to start NemCon or what the "Qliphothic research" was for. Fortunately, you guys don't have to feel as much like a noob as I did. Warning: This article includes some spoilers for the plot of NemCon.

  • Behind the Mask: A roleplayer's calling card

    by 
    Patrick Mackey
    Patrick Mackey
    12.02.2010

    Roleplaying is kind of a big deal for a lot of people in Champions Online. The community members are a pretty intense crowd and they take their in-character exploits pretty seriously. Getting involved with RP has very little to do with gamer skill. Integrating yourself into an RP clique is mostly about social maneuvering and just being a little extroverted. I've already gone over some of the best ways to get involved in an RP circle, but this week I'm going to hit a very narrow point: the art of bio writing. A bio isn't the most important thing when getting to know new RPers, but it sure helps. Having a well-written bio for your character draws people to you without any spoken words. You still usually have to make the first move, but a good bio lets people know what to expect. Sometimes a good bio can even draw people to start up random conversations with you. Ever get tells saying how cool your bio is? After we're done here, you will!

  • Champions Online designer clarifies power changes

    by 
    Rubi Bayer
    Rubi Bayer
    11.26.2010

    It's easy for Champions Online players to feel like the game is in a constant state of change as the developers work on the free-to-play transition. Late last week our Champions Online columnist took a look at the first eight archetypes, and there was quite a bit of feedback from the CO community. We spent some time chatting with Champions Online developer Chris Matz, who had plenty to say about the current and upcoming changes to the archetypes. Chris gave a great look at where things stand now and what the team has planned for the future, so follow along after the jump to see what he had to say!

  • Behind the Mask: The first order of business

    by 
    Patrick Mackey
    Patrick Mackey
    11.25.2010

    Sometimes we make mistakes. Last week, I talked about Champions Online's new archetypes, and while most of the criticisms are valid, I made several statements about incorrect stat selections that were untrue due to passives now scaling to superstats. This is actually a pretty big change to the way the game works, enough that I could almost write a whole article on that subject alone. It makes a whole mess of builds viable in vastly different ways, which is exciting. Although it does raise some concerns (polarization of builds towards CON, INT, and END), those issues really outweigh the dramatic increase in viability for some passives, particularly PFF and Seraphim. This week though, I'm going to talk about the first tier of powers. T1 is the first layer of powers that players come across after their energy builders and weak T0 attacks. There's a huge disparity in balance between various T1 powers; some are basically worthless once T2 has unlocked, while others compete with the best T3 has to offer. I'm here to mostly talk about the latter, and about how you can squeeze every bit of potential by making those required picks in T1 count.

  • Behind the Mask: Eight ways for free-to-play

    by 
    Patrick Mackey
    Patrick Mackey
    11.18.2010

    A little while ago, a full list of Champions Online's first eight archetypes was given to the public. Originally I wasn't going to talk about them much, but a couple people came up and asked me, "Are you going to write about archetypes this week?" I told them I probably wasn't, but after reflecting on it, it seemed a hot topic that I should probably talk about. Cryptic has a habit of releasing ideas and content that are ridiculously bad in their first iterations. Over time, these ideas tend to get more and more polished, until we get something ranging from playable (melee) to almost exactly right (pets). The first pass at archetypes really isn't any different. The archetypes are bad. I am pretty sure the team will tweak the little problems, so talking about them seems sort of like jumping the gun. But hey, you guys asked for it.

  • Behind the Mask: High speed, low drag

    by 
    Patrick Mackey
    Patrick Mackey
    11.11.2010

    It's not like Champions Online is the first MMORPG with travel powers. Back in the ancient days of Ultima Online, we had things like boats and teleporting spells. Getting a mobility boost to get from point A to point B is nothing unique or special. CO has something a little different, though. Travel powers are as much a thing of individual expression as they are a transportation method. Sure, there's something to be said for riding a semi-transparent sparkling blue horse, but when you can wrap yourself in a shroud of blue fire and streak through the skies, it says a little more about your character. There's a reason I think people who still go AFK to ride griffons from zone to zone are chumps. Hopping over buildings to get to your next quest objective or sprinting at ludicrous speed into a group of foes and using the momentum to start up your attacks is the epitome of personal expression. It's all about what you drive, and my ride is Teleportation.

  • Behind the Mask: The Endgame

    by 
    Patrick Mackey
    Patrick Mackey
    11.04.2010

    One of the common criticisms of Champions Online is that it has an incredibly shallow endgame. If true, this will be a very significant problem when the game goes F2P. When a large number of people with lots of time on their hands and only two character slots dive into a game without a deep endgame, the results will most likely be less than ideal. This week on Behind the Mask, we'll look at what CO has and where it can possibly improve. There are some silver linings as always, but this week we're going to be pretty critical of the Champions endgame.

  • Behind the Mask: The Silver Archetype

    by 
    Patrick Mackey
    Patrick Mackey
    10.28.2010

    In all my time playing Champions Online, never in a million years would I have expected the game to go F2P. Considering just two years ago, Jack Emmert said "microtransactions make me want to go die," I don't think anyone could reasonably anticipate this bold of a financial move. On top of this, Cryptic is adding Archetypes -- essentially premade character classes -- to streamline character creation for new players. For players used to the classless gameplay of CO, this is going to be more than a little weird. There's so much ground to cover on this news. I'm sure you all have a lot of blind speculation, and I do too. A lot of people will be doomsaying about the future of CO, but I think this is the biggest set of positive things for the game we've seen since... ever.

  • Behind the Mask: Cliques are the bane of roleplaying

    by 
    Patrick Mackey
    Patrick Mackey
    10.21.2010

    Although Demonflame has just launched and is quite an entertaining little addition, there have been a few things in Champions Online that have been bothering me. I spend a large amount of my time in CO roleplaying, and I have a pretty tight circle of friends. The problem is that I tend to be sort of exclusive when it comes to roleplaying with people. I'm not openly mean in most situations, but I tend to avoid certain kinds of people. You know the types: godmodders, selfish jerks, and people with only the thinnest grasp of the English language. Most of my friends kind of tolerate these people, but I am pretty adamant when it comes to keeping them out of my RP. Unfortunately, this kind of makes me a tool. No one wants to roleplay with idiots and godmodders, but no one wants a loudmouthed jerk making a big deal out of everything, either. This realization made me understand why people form tight, exclusive cliques and how to get involved in them.

  • Behind the Mask: The Demonflame

    by 
    Patrick Mackey
    Patrick Mackey
    10.14.2010

    Champions Online's second adventure pack, Demonflame, is currently available on the Test Server, and over the last couple of weeks I've done a few playthroughs at various stages of its development. Demonflame is a new take on an old organization from the Champions lore. DEMON (which is strangely not an acronym) is a magic-themed group of devil worshipers and one of the most powerful factions in the Champions universe. Prior to the adventure pack, DEMON was pretty poorly represented in CO. The villain group starred in a small series of arcs in the level 20-25 range, and the core members of DEMON's inner circle were not even given "Super Villain" status. It has been sort of a common theme for mystic roleplayers to downplay the significance of DEMON because the group is so poorly characterized. Demonflame also represents the newest surge of content for CO superheroes, and in many ways it has excelled where Serpent Lantern was lacking.

  • Behind the Mask: I'm not bored of pets yet

    by 
    Patrick Mackey
    Patrick Mackey
    10.07.2010

    I'm sort of surprised that I'm not talking about Demonflame this week, but unfortunately, DF hit the Test Server after this article went to print. However, Champions Online's pet update has made it back with a vengeance (on PTS), threatening to change the world as we know it! Pets have been a recurring problem with CO; they were pretty horrible at launch, aside from a select few. Many of the decent pets were still underused due to the trouble with ritual circles. But pets have come back, and now they're coming to get you! I've refrained from talking too much about the current pet update, waiting for the update to reach a more or less solidified state. This time, the update was pretty solid from day one, but a lot of tweaks have gone into it, and I'm pretty excited about the results overall.