Archanarchist wrote:
it wasnt the nerfs most other people griped about that made me leave CoH it was having to grind for gear i moved there in season 6 because enhancements just dropped no grinding for this or that in this mission unlike wow which id come from. but then they added more and more grinding for gear... i had way to many chars to pick which one to grind on so i moved on.
same thing happened in CO STO and NW each in turn .i dont get much satisfaction out of gear in a game i play for the combat and the community and the outfits.
having to refine salvage extra just disadvantages people that play multiple chars in every game ive ever played unless they are a pile of bots/alts feeding a main which is just having a single char that owns a mule train rather then having multiple chars pre unique origin IO's was my favorite part of CoH.
It wasn't that severe though. At first the economy was pretty difficult to use, but over time people learned where to look for X or Y salvage. As content became more approachable(with Oroboros for example allowing a player to play level 26-39 content) getting salvage was easier, as well as recipies once people learned how to do that. The other thing about IO's though was that they didn't "age" like SO's did, once you had them you had them forever. Single-Origin enhancements had to be replaced every 5 levels or you became gimped and gearless as you leveled up.
I eventually got about 10 or so characters maxed out in IO's, and I didn't feel the need to go for purple recipies later introduced on all of them(in fact only 1 character had those, I felt purple recipies were "awesome but impractical", especially as they gave no defense or over-focused on recharge). Even then I also didn't rely on the much on a number of characters, I found some set combinations which were powerful without IO sets(and a fair number where "Frankenslotting" was more efficient). When Incarnate powers came out, my priorities actually shifted towards getting incarnate abilities first, even, and incarnate powers were actually earned more quickly than IO's.
And even then, IO's weren't 'that' necessary, it was smart play ultimately and being willing to use the force multipliers you got. Only brutes/scrappers really depended on IO's in solo play to up the difficulty to a high setting. It was a will to know what inspirations to bring for a difficult fight and what powers to activate, when to save longer cooldown powers for a tougher moment ect. CoH was more strategic and tactical then some games, basically. Winning against tough mobs was earned to.
On another point(or more focusing on something I said a bit earlier in more depth):
I mean I guess I should have mentioned earlier: I liked fighting groups like Malta Operatives and Knives of Artemis, or Carnival of Shadows and late-game arachnos, groups many more casual players hated to fight. Because they posed a threat, a challenge. The tricks they had could easily ruin your day and destroy you on any difficulty setting higher then even level 3-4x. The tricks weren't just there to deley the inevitable "I already won" that CO tends to reinforce. In CoH if you got held, you were likely gonna lose(especially if you brought no breakfrees). In CoH if a malta sapper hit you on characters you were gonna have to retreat or lose(and likely lose from not being able to do so). In CoH a fortunata mistress and varient could debuff your defense, and defense-cascade some characters. All the same though once you know those characters being capable of doing so, you'd often counter them and stop them from doing it in the first place.
And these were common enemies so you had to stay on your toes. I liked that, I felt more super and more awesome and badass as a hero/villain when I started succeeding regularly against those groups. That these enemies all had nasty debilitating groups made to ruin my fortunata's day, or my time manipulators, or my scrappers day and I was regularly kicking their butts.
I couldn't say the same of CO's mobs gimmicks. I saw people say they quit over Argent having a sapper like enemy, I merely stated "Dude, you can get your energy back super fast and still slaughter him before he does anything more". Everything in CO felt like it wasn't there to really be a threat, just slow you down and deley the inevitable: "I'm the hero so I automatically win". Which well, it got boring to me. I was used to being presented with a challenge in CoH, and didn't find that in CO at all.