City of Heroes: Going Rogue seems to be more of the same. The “same” is still as good as it ever was, but as a multi-year veteran, I have about gotten my fill. The familiar people are not in my familiar haunts, so it feels empty to me even if the servers seem more full than I was used to (welcome back weekend).
The new content is a new level 1-20 area, which is good considering how much altoholism there is in CoX. It also unified CoX by allowing heroic or villainous characters of all archetypes, from the beginning in Praetoria and with switching sides for existing characters. A unified Praetoria start is probably a good thing for an older game, because heroes and villains are not divided into separate areas, although now there are three possible divisions. There are two transitional “alignments” between hero and villain, and I don’t see the benefit of being a pure hero/villain versus a vigilante/rogue (alignment vendors somewhere? There is a vigilante mission called “Beat down Westin Phipps,” which any CoV player should appreciate). Going Rogue also brought a variety of quality of life enhancements for what is already the most convenient game around.
Issue 19 looks really promising. That really will be something new, plus more of the same and more convenience. CoX is getting an endgame, with alternate advancement and 50-only content. Six years later, they decided that was a good thing. The big change across the levels will be making the Fitness pool all inherent powers at level 2, which effectively adds several powers to almost every build out there. The big graphic change is letting you customize some power animations, in addition to the existing power color customization.