![]() And there's the recently added "modron automation" cores and components to mess around with for some bonuses and whatever else. There are also the patrons with their influence and currencies and perks and shops. Favor boosts gold gained, and that bonus is traded away to invest in blessings. * Champions has favor and blessings, which are unique to each specific permanent campaign (aside from a few specific blessings whichwork globally). There is no such thing as specialization options on any of the characters. And characters all learn exactly 7 upgrades as they level up, with one of them being a DPS boost for that character for every 25 additional levels gained. Characters all have very specific level caps, the same caps for all characters (not counting one thing that can stagger them out a bit). Legendary gear, and ONLY legendary gear, has levels that can be upgraded by dumping excess crafting materials into the item. There are material and recipes for each of the four main quality ratings, and with a bit of a special material your epic gear can be upgraded to a 5th quality rating called legendary (color coded as orange). Crafting can be done to get gear upgrades that you haven't been lucky enough to get as drops from chests, but you need to collect crafting recipes for them first. Long ago, duplicate gear used to give a character something called "enchantment points", but those were separated entirely from gear when they added crafting. * Crusaders has 3 gear slots on every character. ![]() Common (white), uncommon (green), rare (blue), and epic (purple). * Both games have the same color-coded quality ratings for gear. All characters have at least one upgrade they pick up where you get to choose between different options for what that upgrade will do. Leveling beyond a character's soft cap makes very little difference. There are technically no maximum levels but there are soft caps when you reach the final upgrades that are programmed into the game. Characters level up at different rates from each other and with different numbers of upgrades spread out at different intervals. * Champions has 6 gear slots on every character, and each item has a level and gains levels when you collect duplicate gear. No alternative abilities to play around with. There are some special abilities comparable to ultimate attacks but these are tied to a few specific bench seats with almost all characters in the same seat capable of unlocking the same special ability. Some select few characters do have independent timed attacks that work outside of this DPS mechanic but such characters are the exception, not the rule. * Crusaders has every character contributing value towards a universal team DPS. And there's the part where every character has their own unique "ultimate attack" and there's the "BUD" thing for ultimate damage. "DPS" in this system is an approximation based on successful hits dished out but doesn't actually mean anything. The system makes a distinction between melee / ranged / magic attack types. * Champions has every character running their own distinct timed attacks. 35? Formations usually have room for anywhere between 9 and 13 characters.Īnother difference is some of the specific details about basic gameplay mechanics. Over time the number of bench seats has expanded to. Crusaders is currently running its 5th year of events and they've had 2 years of adding 2 new characters per event and the rest has been 1 new character per event. * Crusaders starts with 20 default characters to pick from across 20 bench seats, and they've added 9 more characters to unlock from within the campaigns. Formations usually have room for something like 9 or 10 characters. Champions has so far not yet added any additional bench seats. what? 4 more characters to unlock from within the story campaigns? Champions is currently running its 3rd year of events and they've been adding 1 new character per event since the start. * Champions starts with 12 default characters to pick from (13 with the newsletter code) across 12 bench seats, and they've added. One thing you'll notice is that the Crusaders roster is a lot more bloated than the Champions roster. There are plenty of differences too, though. (Like the taskmasters in Crusaders were added after they came up with the familiars in Champions.) There are definitely a lot of similarities because they started with a lot of the Crusaders code as a basis for the Champions code and there have been ideas started in one game or the other that later inspired the addition of something similar in the opposite game. Originally posted by Cercetas:- Is Crusaders of the Lost Idols identic to their DnD idle game?
0 Comments
Leave a Reply. |