Quote from Dormammu »Quote from Yandere Sliver »And there are a few planeswalker who do stuff with creatures. Here is a list of every planeswalker card who puts token on the battlefield.
Given that YOU are a Planeswalker when you play Magic, almost every Planeswalker relies on summoning creatures. I’d hope player options are more inspired by iconic spells from the same than from the design of Planeswalker cards, which are far more limited in comparison.
Quote from cyberium_neo »City of Heroes was a supreme MMO, so much character design, even the same “class” could be modified into your personal uniqueness. Healing with darkness (via damage) plays very differently from healing with radiation (mutates your target while you heal), tanking with Will Power too plays differently from Super Strength, the list could go on.
And Mastermind, Warshade, Widows, etc, that game allows you to play true hybrid in YOUR own way. I cannot complain.
Let’s not oversell CoH/V. Character creation and design was fantastic. The rest of the game had a lot of questionable elements. Repetitive missions leading to no real variety in leveling, total lack of interesting enemies (a world of superheroes and you never saw a super villain...yay, more thugs), not much endgame content... I still dream of a game that marries CoH character creation with diverse and varied gameplay.
I think that, to an extent, a lot of that simply goes with the MMO trappings. MMOs have always been, and likely will always be, built on repetitive gameplay elements. You're always going to have huge numbers of generic enemies to defeat just by shear virtue of MMO progression. They can't all be super villains, or the term "Super Villain" stops meaning anything.
I don't disagree that this WAS one of the game's problem areas, though for what it's worth, I think that CoH/V got better at this later on in its run. This was especially egregious back in the beginning.