Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for August, 2009

Subs.

Posted by nefchast on August 29, 2009

Here’s one thing I didn’t know about till yesterday — seems the discounted subs also bring early start privileges. Yup, if you’re living in the US and didn’t pre-order from Gamestop or Best Buy and wanted in on the head start… get one of the subs!

Something else I need to correct from yesterday’s Stat talk — Ego isn’t worthless… now that I’ve had some more in-game time I can talk about: Criticals. They’re different from the usual MMO.

There are two stats that effect critical hits in Champions Online: Dexterity and Ego. Dex gives you a higher chance to critical, while the critical damage is determined by your Ego. If you have high Dex you may crit more, but with low Ego it won’t be doing as much. High Ego could result in big crits, but without some Dex you won’t be seeing them as much. That’s a bit more complicated.

Also, it seems Telekinesis works on Ego for damage — at least it does Ego damage (I didn’t even really know that was a type). For anyone interested in the power set — here’s a brief explanation of what I’ve seen so far (I’m only level 10 on the character, so remember that): It’s a psychic melee DPS/Tanking set. If that sounds odd, it pretty much is. You have a ranged energy builder and some melee attacks mixed with melee/ranged AoEs — then some buffs a block… Others that I haven’t gotten to, yet. What surprised me the most about the set is the damage; I was doing enormous amounts of DPS with Ego Blade Frenzy when I had Ego Surge on. I’m not quite sure which tanking set I’m going to focus on now…

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Stat!

Posted by nefchast on August 28, 2009

One of the slightly confusing aspects of Champions Online, when I first hopped in — without looking anything up, was the stats. Stats in CO make a huge difference. Getting to know these stats ahead of time will easily mean the difference between a wimpy superhero and a super… superhero. Let’s get started with the basics.

There are a total of 8 stats in the game:

Strength — melee damage, knock back, knock back resist, pick up, throw, and breaking free from tangible holds

Dexterity — stealth effectiveness and critical hit chance

Constitution — hit points

Intelligence — stealth detection, energy costs of powers, cool down length, and pet damage

Ego — severity of critical hits and breaking free from intangible holds

Presence — healing and buffing, pet health, and threat generated (whether increased or decreased)

Recovery — sets equilibrium and energy generated from energy building abilities

Endurance — max energy and energy generated from energy building abilities

At first glance, without prior knowledge, some of this should make sense. The parts that are likely new to most people are the equilibrium and breaking free.

Your character in CO does not always have a full bar of energy. They have a maximum energy determined by their Endurance and then the equilibrium set by Recovery — your character will always revert back to the equilibrium amount when out of combat. Example: you have 1000 maximum energy, but an equilibrium of 400 — when out of combat, whether above or below the equilibrium of 400, you will slowly regenerate or degenerate to that point. This means that characters with low recovery will have to build up energy at the start of the fight to be more effective — should their abilities require more energy. It’s not a guarantee that you will always be able to use any ability at it’s maximum strength (especially strong charged powers) without having to first build your energy. Even then, you may not have enough maximum energy to fully power the ability. Slotting proper talents and equipment to fulfill your needs and wants is very important.

Breaking free is something different. Within CO there are crowd control abilities that cause your character to become ‘held’ — paralyzed, essentially. You then have to ‘break free’ of these holds; your effectiveness is determined by the hold type and your associated stat (Strength or Ego). A bar will be displayed at the bottom of your screen, you have to use ‘z’ to try and break free. I’m not sure if just holding it down is enough… I tend to tap it repeatedly — mostly because it makes me feel like I’m doing something more to help (sad, but true…). As far as ‘real’ worth goes… I’ve had holds used against me quite a bit in PvE, and some in PvP — I suspect as time goes on they’ll be used very frequently in PvP. Many classes benefit from Strength anyway, so tangible holds will likely not be very useful. Ego is a stat that I don’t see many people taking so try for intangible holds — PvP-wise, at least.

Next up is the Super Stat. You have two super stats, gained fairly early on. These will give large bonuses and scale with level. It also seems that both stats will then give you a damage increase based on a flat percent (I’ve seen this said around a few different places, did not really pay much attention to it in-game, so I can’t be sure). With every power set there are two recommended stats, you see them at character creation. It’s a good idea to follow these guidelines if you are going to be sticking with those sets for most of the powers. Should you go about doing a lot of custom work… you’ll have a bit more work to do. Think what you want your character to do primarily, and then stat accordingly. It’s very important to get your super stats fitted to your play style.

There’s plenty of guides on the CO forums for various builds and types. Here’s my thoughts:

Ranged Nuker: Presence and Endurance, slot Recovery/Intelligence equipment/talents. Presence is a no brainer for a DPS build, without it you’ll likely draw tons of aggro. The harder part comes from choosing Endurance or Recovery — Endurance will help you use the larger, more powerful abilities, but you’ll have to build up to them. Recovery will allow bigger/more abilities initially, but you might not be able to use the maximum effect of the more powerful abilities. Intelligence I wouldn’t take as a super stat simply because it doesn’t increase energy generated from energy building abilities. It will help you deal DPS longer and faster, but you need the energy to do so.

Melee DPS: Presence and Strength/Dexterity, slot Str/Dex/Con/End/Rec… Presence is the given, of course, and I would choose Strength over Dexterity for the consistent boost to melee damage. But, some people might want a build focused around crits or stealth (yes, you ninjas out there… you know who you are). As far as slotting goes… Strength/Dexterity will be important, Constitution might be, and Endurance/Recovery should be taken some — you want to be able to use your full power, after all. Some of these stats can be hard to suggest over others, since some powers are effected by certain stats — like Enrage. Enrage will be more effective the more Strength you have, if you want to use it — grab Strength instead of Dexterity. Resurgence is an instant self-heal that is based on Constitution — while in a DPS build you may or may not want it, but if you do you may want more of the stat to make it more effective.

Tanking: Presence and Constitution. Presence to help build up aggro, Constitution to take a beating. Also, Defiance and Invulnerability both scale with Constitution. Resurgence is another great ability to have. I have done a bit of tanking during the end of beta event against the level 40 Mega-Destroids — without a set group or support. Using Power Armor and ranged attacks… melee isn’t necessarily the tanking damage needed. However, Mighty does have a few abilities that gain more threat or act as a taunt — this is very, very handy. I’m getting a bit off the stats, but here’s the gist of tanking that I took away: gain aggro by normal means, using the defensive stance, block a lot. The game has active blocking, make use of it. You can gain energy that way and reduce damage dramatically. Now, stats-wise… This really depends on your type of tank. Strength can easily find a place here, especially if you have some abilities that provide more aggro or taunting effects. I wouldn’t worry about Ego, Dexterity, or Intelligence. You may want to gain some Endurance, through talents/equipment — to make full use of the stronger powers.

Support: More so than any other build — Presence. It’s getting around a lot, yeah? Here though it will actually effect your healing and buffing, should that be your support role. The secondary super stat is a bit more to taste, however, I did notice an increase in my equilibrium when I swapped to the support stance. Endurance would likely make a great second stat. Slotting Intelligence and Recovery will help, too.

That’s my thoughts, at least. There’s plenty of wiggle room for customization. More than most, if not all, games out now — Champions Online has true build customization. What is popular and ‘right’ now will change, and there are undoubtedly powerful combinations out there that we don’t know about — yet. The first steps for any build, however, will be the stats. Learn ‘em fast, use ‘em to your advantage.

I’m off to get some cold medicine… Shouldn’t of written so much…

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Champions Online subscription offers are back!

Posted by nefchast on August 27, 2009

A few days ago we were hit with the news that the supply had almost run out… then was out. It seemed to be pretty shocking to quite a number of people (the announcement forum on CO’s site has hundreds of pages to testify that). I had been waiting till this coming pay day to grab my sub, and I was a bit unhappy with the news.

Luckily, Cryptic has brought them back till the end of August — with no limit of supply. Now I just have to order one… I’m thinking the lifetime deal.

Why? It’s a pretty darn good deal! After a year and a month the savings will kick in, but should CO last as long as CoH has… 5-6 years now? That’s a lot of money saved from subscription fees. Add in the extras… well, I’m an alt-a-holic so 8 extra character slots was about as tempting as the lifetime subscription. It’s just a good deal, should you enjoy the game.

I’m also hoping this initial influx of capital will help further the games lifespan and get even more fixes and content rolling out. The giant robots were fun to bash, but I need more giant things to fight!

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Champions Online Beta Wrap-up.

Posted by nefchast on August 25, 2009

It’s been a fun week in tights, running around Millennium City. The beta is closing later today so I thought I’d go ahead and finish the posting (to get a few more hours in after work). My one sentence conclusion:

The game is fun, needs a bit more polish, and has some great ideas along with some not so great.

Pretty vague? Yup, but it’s also quite fitting — there’s a lot to the game that I haven’t seen yet. I love the powers, the power set customization, the character customization, the lack of kill stealing/ownership, and the ‘single server’. I dislike some of the open world missions (particularly ones that result in camping), the lack of defined boundaries in maps (one side of a frozen lake has level 8 mobs, the other side level 26 — easy to walk into on accident), the PvP (it’s not a PvP-centric game, though), and melee damage vs. ranged damage (there’s a big difference).

Let me delve into the last two dislikes a bit: the PvP is ok — it’s fun, but seems like it was just tossed in there. At least at the lower levels. The biggest complaint I have with it is the lack of auto-teaming your side when you enter, you need coordination and it’s already hard to do that with a PUG. Getting a bunch of super powered lowbies to stop flying/running/jumping around long enough to team up is a pain. Especially when there’s something to shoot or stab nearby.

The melee damage vs. ranged damage is a bit different. Melee damage is clearly superior DPS-wise, in many cases it’s surprising to see the difference. Certainly this was done for a reason — melee characters have to be close to the monsters to deal damage and thus should be in a more dangerous position… however, many — if not most — of the monsters I faced also had plenty of ranged attacks that had my ranged characters tanking just as much as the melee ones — the danger is pretty even between the two builds, even when the damage output is not. Now, there are certain ranged abilities that do quite a bit of damage — Condemn and Eldritch Blast were two that I used quite a bit, but both require a stationary charge that costs a good bit of time and energy. Basic ranged attacks need a bit of a damage boost.

That’s about it for the complaints, and they’re not really that big of a problem either.

For the end of beta there is an event going on. If you haven’t heard about it, Dr. Destroyer’s robots are attacking Millennium City! Giant Mega-Destroids and hundreds of smaller robot infantry are laying waste to the city. It’s a pretty fun event with lots of fighting and explosions. I think this could be a decent showing of what end-game content could be like, and a smart move by Cryptic. People love using high leveled characters to blow things up — this gives them that chance and throws giant robots into the mix. A good time to end the beta and increase pre-orders.

I’ll have screenshots of the event up later sometime, I took quite a few. Being auto-leveled to 40 was also quite nice. The event seems to still be going on till later tonight — perfect time to try a few more builds and characters. The one thing that I did notice with a maxed out character was the relatively few number of powers that I had cluttering up my hotbars. Some of this can be attributed to passives, but it really wasn’t enough to fill up two smaller (the bars are only about 7 slots long) hotkey bars. I think I had three or four full bars filled up in Everquest 2 by the time I was 40… It’s kind of nice.

Another feature that maxed levels and powers brought out was the use of builds. Builds are essentially… builds — you can assign your equipment and powers to a build number (along with costume and stance) and swap between them with a single click. It’s great for characters like my sorcerer that have healing and damage based builds. I set up a couple different builds on my maxed out gunslinger last night — single target and AoE based. Worked quite nicely when fighting the Mega-Destroids and then the minions.

Can’t really think of much else that I might of not talked about yet… Haven’t tried the nemesis system, might tonight — nor any of the other higher level content. Anywho — the game comes out in about a week so now I just have to find something to do till then… Oh, like EVE and my Necropolis campaign. (oops)

*Update: Screenies*

End of Beta Event

End of Beta Event

End of Beta Event

End of Beta Event

End of Beta Event

End of Beta Event

End of Beta Event

End of Beta Event

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Fixes.

Posted by nefchast on August 23, 2009

There was a nice little patch today for the Champions Online open beta — it fixed several of the bugged quests in the Canada zone. With this, a few more of my fears are assuaged.

Also, I’ve done a bit of running around some of the zones — Canada especially. These zones, after the beginner version, are for a wide range of levels… though the map doesn’t do a good job of breaking these ranges out and they’re quite close to one another — it was easy to run from level 8 mobs into level 26 ones. That’s not very nice. It does mean that we’ll be spending a lot of time in these three zones, however, so be prepared for it.

Apart from running around I gave Gadgeteering a whirl, enjoying it a lot. Currently (level 12) my character has the energy builder with an advantage that allows it to do a cone of damage, a chainsaw that does a ton of damage, field drones that heal me and others,  munitions bots that deal ranged cone damage, and a reactive heal — you apply the power and when you take damage you get healed. The pets for the gadgeteers are really nice — once summoned you can activate them again for different effects. The field drones have an overcharged ability that increases the healing they do and munitions bots can transform into stationary turrets that deliver vastly increased damage. The only problem I’m having with the build is the pet AI — it doesn’t always work that well, in fact the field drones don’t work most of the time. When they do work it’s pretty amazing. Lots of tanking and damage potential.

I’m going to try out a melee heavy build next, it seems melee attacks do a lot more damage than ranged. If the wrist chainsaw and bullet ballet powers are anything to go by.

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Reaching the Big City…

Posted by nefchast on August 22, 2009

The Champions Online play continues for me this weekend. I’ve gotten another character leveled up to the teens — a Sorcery user, pure Sorcery. For anyone interested, this power set is focused on magic (duh, right?) with plenty of options to choose from. There’s direct damage, crowd control, healing, buffs… and the coolest part — pets!

There’s a few different choices here and they all have one thing in common — they are uncontrollable, without a certain upgrade. This isn’t much of a problem, but there is more — with the exception of the undead all the pets are very temporary and you need to stay within the summoning circle or they will disappear (after a short period of time). This may sound terrible, but it’s really not that bad. Summoning doesn’t cost much or take that long and the pets are quite effective on their own — typically they can easily take on henchman rank mobs solo.

The choices for pets are: a demon, angel, arcane construct (golem), mystic wolf, and undead. The undead are different in that there are no summoning circles and you summon three at once (think the basic undead summon in City of Villians), however, they do seem to be temporary and uncontrollable always. Instead of getting a talent to control them, you instead get one to increase the length of their summon — from 22 seconds to 45. Increasing the rank of the undead summon will increase their strength and change their appearance (they basically get a bit bigger and stronger looking, still zombies). Increasing the ranks of the others seems to increase the health, and possibly the damage — though when I tested this I couldn’t tell much much difference, apart from health. With the angels, at least.

As to the name of this post, I have spent some time in Millennium City — post tutorial. This zone is quite large and familiar — it feels just like the city zones in City of Heroes (no surprise there, huh?). Within the beautiful city is many, many dangerous foes and lots of citizens that need saving. This zone seems to be for levels 13+ as you get sent here after doing most of the beginner zones, however, I have had trouble finding a lot of quests to complete — that were level appropriate. It might be my lack of luck in finding them (no contacts is not that nice, nor is not having the newspaper missions from CoV). It really is a glaring difference between CoH and CO in this very similar zone, and not one that I like that much. CoH was great in that you always had some mission that you could do, that was level appropriate and as challenging as you wanted. The lack of instancing is certainly a personal taste, but I don’t enjoy it as much. Competition over certain quests and spawn camping has been pretty normal in CO so far. That’s not something I like. In a way it feels like Cryptic took a few steps back to make CO, relying on a more WoW-player friendly style of game play. This may cost them. Well, that and the bugs.

Yup, there’s quite a few bugs still in the game — in Canada especially. There’s several quests that can’t be completed because they don’t work properly — that’s frustrating, and a huge problem. This game is only a week or so away from launch. This open beta is what will determine people’s interest in purchasing. You can’t have bugs in the beginner areas that are this obvious. I haven’t purchased a lifetime subscription, and will likely pass on it and the six month option — I don’t know if they’ll be worth it yet.

With this negativity there is some positive. The powerhouse! This instance is where you train up your character and select your perks/powers. Here you can respec and test your character. Some tips: while in the beginner zones you can respec all your powers — travel and starting, it costs to respec powers that you have taken outside the powerhouse — but inside you can respec for free (as long as you don’t go outside), there’s several rooms within the powerhouse that allow you to test various things — there’s dummies to attack; lasers that harm you; throwable objects; and a large room to test travel powers — make use of these! If you want to try out all the different possibilities of your early character without making a zillion alts, go here and try everything. If you character changes drastically from what you envisioned and no longer looks like what you wanted — go to the tailor, you can change your look completely. Customization is a lot more accesible in CO than CoH, they got that right.

The last subject for now is going to be PvP. I’ve run a few matches in the Hero Games (CO’s arena) and had some fun with it. Here’s the low down: you queue up from anywhere using the handy interface located on your mini-map, you join a match, you’ll be on either the red or blue team, you kill the other team members in an arena style instance till one side gets 15 kills. This is how the lowbie PvP is, at least. I can’t say about higher levels or if it changes at all. Still, it is pretty fun and a good way to test your abilities. Also, there are rewards in the form of equipment items that give decent stats and costume pieces — Mexican wrestler pieces. It’s pretty interesting.

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There’s something wrong with Millennium City…

Posted by nefchast on August 19, 2009

There’s one thing I don’t like about Champions Online so far… I can’t find any option to enable the UI to show while taking a screenshot! I’ll likely try again using windowed mode and doing a full screenshot, but that’s for another post. As I don’t have any shiny UI elements to show off or explain, I’ll just post some of the screenshots I’ve taken so far and a brief explanation of them.

Silia Wulfhart's First Costume

Silia Wulfhart's First Costume

Gormlaithe's First Costume

Gormlaithe's First Costume

Here is one screenshot option I do like. It seems during character creation if you save the costume the game will save it in this shiny comic book style picture.

Silia is a hybrid Munitions/Supernatural power set. I went with Gunslinger for my energy builder (dual pistols) and Lash for my ranged attack (you throw a chain). Having custom power sets is likely my favorite part of Champions Online. I love customization. For travel powers I went with Acrobatics — this is similar to Super Speed and Super Jump being used together, for those who have played City of Heroes. It’s not nearly as effective, of course, but it still looks cool. You get to do some flips. The other powers I have gained so far are Regeneration (passive heal over time, very very nice), Condemn (targeted Area of Effect, charge it up to stun and deal massive damage — huge energy cost), and Command Animals (summons two pet Wolves). So far I’m mostly Supernatural, and will likely pick up the other heal that set has before turning more towards Munitions.

Gormlaithe is my second character, and I went straight Power Armor for her. The starting abilities are both ranged, and both seem to be some form of wrist mounted gun. Not too terribly exciting but the damage is nice. The travel power I went with is the Jet Boots — the flying ones. The animations for flying with them is amazingly nice and having boots suited to it helps. The character is still very low so I’ve only gained one other power — Energy Shield. The shield replaces your regular block and looks pretty nifty. One feature in CO is coloring your powers and your shield can be any color on the rainbow.

Here we go again...

Here we go again...

Champions Online uses the traditional quest hubs and NPCs we are all familiar with, and so the universal mark for quests — the exclamation point! The question mark makes an appearance, too. This shot is the very beginning of the tutorial — the first quest you get and the first NPC you talk too. Here you can already see the city is in bad shape — there’s an alien invasion going on, and you have to stop it!

Combat.

Combat.

Combat is a bit different. You have an energy builder that works as told — you toggle it on, do auto-attacks and build up your energy. An interesting note — you often do not have a full energy bar. You have a soft cap that you’ll always regenerate or degenerate too. Stronger abilities require more energy, at times more than the soft cap allows — Condemn is one such ability. I cannot use it at the full strength unless I gain more energy first.

Smash!

Smash!

This is in the desert, one of the two areas you travel to after you leave the tutorial. The big green thing is a sort of epic boss — Grond to be exact. He’ll jump all over, shout and kill you if you’re unlucky enough to be nearby. The two headed looking wolf is actually two wolves, the pets you get with Command Animals. They’re handy, can tank a bit and deal some damage — but they’ll die if they get swarmed. You may notice a drop in graphical quality — this is the low setting. The previous screenshots were of recommended, but I had to turn it down once I got into the larger zones and gained a travel power.

Gormlaithe

Gormlaithe

Here’s Gormlaithe posing. The graphics are really quite nice in this shot, I think. Really, if your system can handle it the game will look wonderful.

Public Quest.

Public Quest.

There are public quests in the game, similar to Warhammer Online. The main difference is how scoring is done — it’s not random, it’s based on participation. Here I’m helping out Ironclad to defend and rebuild a cannon. There doesn’t seem to be nearly as many PQ’s in CO as in WAR, I’ve only seen this one and one in Canada — none in the desert so far (I’m up to level 12, so it’s likely there are some). Rewards didn’t seem that great when I got top score twice, but it was something.

Rocket Boots

Jet Boots

Lastly, I have the jet boots. This is also a picture of the start of the Canada zone — nice and cold. Flying around is fun, but it doesn’t have one advantage that acrobatics has — adjustable power strength. With acrobatics you can charge up the power when using it and get a stronger speed/jump bonus, or you can just tap it to get a smaller effect and still gain the defensive bonuses. That’s handy.

I’m working on a gadgeteering alt right now, I’ll see about trying them all out. Especially before making my mind up on the lifetime subscription.

More in the future.

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It was a tad slow…

Posted by nefchast on August 19, 2009

I was hoping to have a post about Champions Online yesterday, but I couldn’t get the game to finish patching till then. So, I spent all yesterday evening and well into the night playing! As such I’ll see about getting screenshots posted later today — if I can stop playing long enough.

This is more of a heads up, but I’ll share a little bit of what I’ve learned. If you liked City of Heroes, you may like this. It’s not guaranteed — the game is different. But if you really like superhero themed games, I think you’ll like it.

Some of the differences I noticed: choosing powers not limited by set — can essentially craft whatever kind of superhero you want, travel power right out of the tutorial — level 6, combat is a bit faster — can move while doing a lot of attacks, I haven’t noticed any ‘casting bars’ but you can hold down some abilities to charge them up and get a more powerful effect, there are tons of zones but not nearly as many instances as in CoH — in fact there’s very few so far and the game play has taken place in the open world, you have equipment in the form of items that boost your stats/defenses, powers can have their colors changed on the fly, powers are customized differently — no enhancements — instead you buy different upgrades — these upgrades can be a higher rank of the same power or adding additional effects — for instance: Lash is a power that hits the target with some chain from a medium distance — it’s instant cast — but you can upgrade it to add a charged ability that increases damage and adds a knock-back at max power, contacts seem to be more traditional MMO quest givers — you won’t be building up influence with them, there is a central city — Millennium City — but the zones vary all over the world — the first two are a desert in the south western US or the frozen norths of Canada. If you made it through that piece of grammar hell, sorry! I’ll have screenshots later on to point out some of this.

As far as my liking the game goes: I’m really enjoying it. It is different from City of Heroes, but the customization and fun is there. If you want to feel like a superhero, this is the game for you.

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The Cleric.

Posted by nefchast on August 15, 2009

Just got done doing the last thing I wanted with Aion’s closed beta — trying the Cleric. I’m going to be taking a Priest class as my main come launch, and I’ve already had some good experiences with the Chanter class — all that was left in the choice was to see how the other half lived.

It’s quite laggy on the beta servers, lots of rubber-banding and such. This could be due to my connection, but I’ve heard of others having some difficulties too. As such, I only spent the bare minimum of time to get to the Cleric (going through the newbie zones, again) and testing out the starting abilities it gains. This is by no means a thorough run down of the class, just what I can gather early on and judging both Priest sub-classes by this early information.

The Chanter is a melee type of Priest, often preferring the use of a staff. The Cleric uses blunt one handers and a shield (usually, of course you can use either for each… I just like them this way) while throwing bolts of magic around. Perhaps the ability I was most pleased with on the Cleric was a short root that was on a quick cool-down — this could be excellent for PvP. The advantage of the root and ranged damage will be a major boon in the Abyss where aerial combat is sure to be common. However, magic damage is also a bit slow and interrupt-able. As it stands I don’t know which of the two Priest classes will be most favored in PvP — Clerics for the slightly better heals and ranged damage, or Chanters for their powerful group buffs? I’ll go ahead and say… both. Can never have enough healers, really.

The same goes for PvE. I don’t know which will be favored since they both play differently.

While I can’t make a good call on PvE/PvP ability I can make a call on one thing — which class I’m going to go with. That class is… the Chanter! I like me some staff wielding melee, and I love to use lots of buffs. It’s a natural choice for me.

If I had one suggestion for NCSoft to make Aion a better game: make the newbie zones optional after the first character ascends. They get really boring after the third run through, and once you’ve been through it six or more times? I almost hate it. Luckily I won’t have to worry about it again till launch, and then hopefully just once or twice.

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id Software’s Sale.

Posted by nefchast on August 14, 2009

Seems id has a sale going right now for Doom Resurrection and Wolfenstein 3D on the iPhone/iPod Touch. I’ve got them both so if you’re wondering whether or not to get em: do!

Wolfenstein 3D’s controls may be a little awkward at first, to those not already use to the touch controls, but at 99 cents it’s worth the mobile nostalgia…

Doom Resurrection is made for the iPhone and is quite good. I think I may have a post on here somewhere about it… anyway — it’s on rails, so no movement of the player. The only movements you have to make are aiming your weapon via tilting. It likely isn’t everyone’s cup of tea, but for the reduced price it is very worth it. I fully enjoyed it at the full price.

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