City of Heroes/Villains:
2. May You Come Into Attention Of Those In Authority
3. May You Find What You Are Looking For. There is no evidence that these actually come from China.
edited 18th Mar '09 11:48:02 AM by dkellis
edited 3rd Jun '09 12:04:27 AM by Matrix
- The City of Heroes page on TV Tropes gives a reasonable overview of each of the Archetypes, so that should be enough to get you decided which you want to start as...
- Co H runs on Superhero tropes, rather than fantasy ones, so you'll be doing things that aren't typical of MM Os (flying, speeding around at 90 mph, leaping tall buildings in a single bound, taking on dozens of guys at the same time, flinging baddies in all directions
- Dying Is A Slap On The Wrist- for the first 10 levels, all that death means is that you'll respawn at the hospital and have to get back to wherever you were (assuming you don't have any means to resurrect yourself on the spot). After level 10, all that dying means is popping out at the hospital and you level at 1/2 speed for a (very) short time. I'm not sure if it's deliberate, but they seem to have simulated the whole superhero-revolving-door-on-the-afterlife thing quite well
- There's no gear. Not really. You get a variety of enhancements that you can slot into your powers to improve various aspects of them (how fast the power recharges, how accurate it is, how long the effects last, how much damage it does, whatever). Better enhancements unlock at level 12 ("Dual Origin" enhancements, or D Os- one of the aspects has to match your chosen origin), and then again at level 22 ("Single Origin", or S Os- enhancements- have to match your chosen origin exactly). There's also crafted enhancements ("Invention Origin", or I Os- don't have to match your origin, and they don't wear out like the others do- the store-bought ones have to be within three levels of your current level, so if you're level 17, you can only use level 14-20 enhancements- but until about level 35, they're somewhat weaker than S Os)
- Certain costume options are unlocked by 'Veteran Rewards' (every three months, you get a special badge-achievement thingy, which will give you a nifty, but non-essential widget), buying costume packs (about ten bucks- nice costume pieces, and usually an interesting, but non-essential, long-recharge power), so if you see low-levelled folks running around with capes or wings, that's where they got them. Normally, you unlock capes at level 20 by running a special mission, and auras (yup, you can do the whole glowing-eye thing, or whatever, if you want) at level 30, and can craft certain wing pieces, although they're purely cosmetic- you still have to take the flight power to be able to fly.
- Heals are non-essential; in Co H, buffs and debuffs are king. When a support class can dial your defense up to nearly tank levels on a squishy, or make the enemies weak as kittens, or make it so they continually whiff pathetically, or crank your self-regeneration through the roof, you probably aren't going to be needing the green stuff all that badly.
- Inspirations (the Co H equivalent to potions, really) can be combined; if you have three of the same sort and size, you can combine them into one of another kind that you need.
- Powers make the (super)man/woman. Even amongst the same Archetype (or just "AT"), a Claws/Regeneration scrapper is going to play wildly differently from a Martial Arts/Super Reflexes Scrapper, and neither will play anything like a Dark Melee/Dark Armour Scrapper.
edited 3rd Jun '09 12:51:48 AM by Miijhal