Some testing post-changes.
I took my level 6 ranger with light armor into Shaag's Helmet (or whatever it's called) on elite (that made it level 5). I got two champions (both melee types). They were doing between 10 and 20 hp per attack. About double the 1 to 10 of the normal fighter types. I quit before the end because this was right before guild night for me and I wasn't going to make the group wait while I finished a test.
The Guild did a gianthold quest on elite. We got several champions but not together. I wasn't able to track the damage as well but we didn't have any deaths. The party was levels 14 through 17. Tactics were simple. Hit the nastiest guys first, and keep hitting 'till they fell. We had a good healer with us.
After the official adventure, two of us (me with level 16 rogue, and my friend with level 14 rogue) got a couple of hirelings (level 14 healer, level 16 fighter) and went into Mired in Kobolds on elite (making it level 15). There were several champions but we only saw them show up singly or in pairs. Being rogues, we used smart rogue tactics. We set the fighter and healer back, sneak up and use bluff to draw the kobolds back to us one at a time and take them out. This worked well.
The champions were hitting me for somewhere around 50 to 75 hp a shot (when they got through AC and dodge). We only ran into one champion caster and while I had aggro I was hiding behind a wall, so I don't know what the damage was like. By the time the rest of the group got aggro, he was almost dead. So I can't comment on champion caster damage.
Note that both my characters have pretty good gear for their level (not uber, but lots of named items and raid items). This very limited test indicates to me that the elite champions should not be made any weaker than they already are (in my opinion).
Do what you must to hard but Please Don't Nerf Elite
Quote:
Originally Posted by
Vargouille
We may make more substantial differences between Heroic and Epic (or other level ranges) at some point, but the changes today are across all levels. There's some changes we weren't prepared to make today within the first week of Champion Monsters being live, and we'd like to see some more feedback with the new values as well before committing to other changes that are more complicated (as well as more time consuming on our end). We felt today's changes were good "bang for the buck", without disrupting live play.
We'll keep listening to feedback from all players.
The pendulum swung too far back the other way. Champions are far to rare and far too easy based on tonight's experience. Elite quests have become boring again; the renewed excitement I felt towards grouping is gone, I sense that I and others will unfortunately drift back into monotonous solo zerging mode on Elite quests.
I was struggling to find any Champions in the quests I ran tonight and those that I did find felt trivial compared to this weekend's version of champions.
My guild ran a lowbie group through Elite WW chain and Elite Irestone inlet. I only saw a handful of champions per quest, never 2 champions at once and only a few of the named monsters had champion status.
This is a step back in the wrong direction.
- My group never seemed in danger
- We could safely split up and zerg
- We could dispense with tactics
- We could run the entire WW chain of 4 quests without anyone using a shrine; that's just wrong for an Elite difficulty.
- I even let a few champions beat on me for a few seconds with little observable impact. Sure, I eventually lost 50 hit points or so but it is clear nothing was going to one shot me and there was no imperative for me to alter my tactics. It's back to boring auto-attack for everything. From my point of view you might as well remove champions all together if Elite equates to this watered down experience.
Here is my vote for tweaking Elite as it stands after tonights changes
- Every named should be a champion
- Increase Champion Damage by 25%. The champions I experienced after tonights changes were nearly indistinguishable from other mobs. Norma casters had a much bigger damage output than champions
- Double the total number of random champions on Elite as are generated after tonight's change. A quest like Irestone inlet should have at least one champion among the monsters grouped around the various powder kegs and prisoners. I only saw 4 maybe 5 champions tonight including named. I would expect Elite Irestone Inlet to have at least 10 random champions plus named champions.
- Alternatively, leave the champion spawn rate at it's present low, low levels but make those few champions that spawn considerably tougher/more deadly.
- Allow for the possibility of 2 or even 3 champions spawning in the same area. Fighting 2/3 champions is cool and exciting whereas fighting 6, 7 or 8 champions at the same time is too much challenge. In the quests I ran following tonight's changes I never encountered more than 1 champion at a time.
- Please, please, please make the word Elite mean something.