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  1. #681
    Community Member Oliphant's Avatar
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    I still haven't had enough time to play this week to critique details on the execution of champions. I have been reading forums a bit on champions however. General comment: why is dying so awkward for folks in MMOs? Even way back when EE was uber uber hard for me, I appreciated that it broke the expectation that a party will get bonuses for no deaths and I almost never heard anyone get any flack for dying. In fact, most EEs started with an almost-wipe reality check and usually it got better after that initial trouble in quest because folks tighten up their play, stay together, listen, coordinate. I see champions potentially doing the same thing; as long as the trouble results mainly in near-wipes rather than full out failures, I'm happy, very happy.
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  2. #682
    Community Member PpalP's Avatar
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    Quote Originally Posted by jalont View Post
    Why, they existed back when content was much harder than it is now. If anything I'd think they'd be happy. I mean, what's the point of permadeath when it's impossible to die?
    What? I don't think you've played PD; no buffs, no Ah, no tomes, no vendors, no hires, only with the loot you found. Then do Invanders on normal at level and pretend to survive ; P

    PS: I've deleted two toons in my PD server, one Pal lv 9 died in Shadow crypt casual (too many vampires, too many dispels my prots, finally died); the other was a WF wizard level 14 that died at VON3 named Beholder (on normal). Yes, I have another toon that reached level 28 and TR, now is Pal 9 trying to do bravery Hard, of oucrse I don't play it again untyl Champions get fixed/deleted

  3. #683
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    Default Why do this to people who like soloing?

    I often solo and its changed the quests from being manageable, on elite at level, to almost impossible unless the random champion buff or spawn rate just happens to be low. There is no way Im going to take so much longer to level up.

    If I group up, the quests are still insanely easy, even with champions, running solo its almost impossible on elite at level, so the scaling is a joke.

    For the people who want to continue with the current difficulty, why not let us? - even if that's not for you.
    All they have to do is add a Champion level - so it would be Casual (if anyone ever uses it), Normal (for new lives/players), Hard, Elite, Champion (for anyone who considers Elite too easy).

    I think it's fine to have a champion thats twice or even three or four times the normal HP/power level, but a mutt in Tear of Dharkan with almost 2000HP when most mobs had around 150 and the mini bosses 600-800HP is out of proportion (15 times normal mob) and makes it way above the level of the quest. To put this into perspective, in Missing (lvl 17 on elite) - trash mobs have 1300-1600HP & Tear of Dharkan is lvl 9 on elite, so that's like putting mobs of lvl 18 or 19 in a lvl 9 quest. And btw haven't minibosses been the champions anyway since forever?

    Players should be able to select quests of higher levels than they currently can (why can't a level 5 player select a level 10 quest if thats what they want to do?), so they choose the difficulty level they want. If this "Intentional bug" isn't fixed, people will leave - its just a question of how many.
    If you simply give another option, such as a Champion level, it suits everyone.

    I'm not VIP but I regularly buy Turbine Points, but the amount I buy depends on how much I play. When you guys at DDO take the fun out of playing like this you get less money. That's how it is in the business world and even though this is a game doesn't stop it being a business.

  4. #684
    Community Member Sehenry03's Avatar
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    Ok so after playing a couple days with Champions...here is 1 AWESOME thing I learned...

    When I put up an LFM before...I would usually get 1-2 people who had already grouped with me before. We were ALL multi TR toons with good gear and we would zerg through content and chat in game and it was fun...

    Yesterday I put a LFM up...it said exactly "Doing all lvl 7 quests - Elite - BYOH!! - Hear Voice" and this is what I put up every level. Yesterday for as long as I played the group was FULL all the time. The WHOLE time. We did Tear then Gwylans then part 3 and 4 of sorrowdusk. A FULL group people. Yes half were multi TR again but a few were new and we happily helped them and they got some really good xp and I just kept giving everything in the chest to the new players.

    Love or Hate Champions if this is a side effect of having them...Keep it up. This game should force people to group when possible. Soloing should only be done by the best of players. If Champions will get more people to join then lets DO IT!!!

    Toons - Ziffin / Hirtz / Mheka / Duskh
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  5. #685
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    It seems to me like this was meant to be similar to Diablo 3's champion system. When I want to play Diablo, I just play Diablo. I don't need Diablo in my DDO.

    It also seems to be an effort to force people to group more often. This might work *IF* DDO had the player base that it used to. It doesn't. People aren't soloing because they don't want to play with people--they are soloing because getting a full group together "like the old days" is not as practical. Depending on your time zone and work schedule, it can be downright impossible.

    I hope it is tweaked to be more fun and less punishing, and that people realize the "old days" are gone and simply cannot come back. In the meantime, my Crusader needs some exercise.

    PS: I've noticed some people talking about forum Dates. I started playing years ago near release. I on;y started posting on the forums a year or two ago because there wasn't much for me to say until then. I've played off and on over the years and I am neither an Uber player nor am I a newbie. Don't judge by those dates.

  6. #686
    Community Member Oliphant's Avatar
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    I like the idea of minimizing the chances of massive champion spawning at the same time. However, I'd prefer a cool down timer versus a low cap for simultaneous champions because players will manipulate a cap by avoiding killing champions. A cap set quite high (like 20) would not be bad, just to avoid ridiculous extremes. I guess a cool down timer can be manipulated too by going really fast through the quest. Perhaps a hybrid system that balances the various ways systems can be gamed would be best.
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  7. #687
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    Default The Kobold shamans used to be a tough cookie at lvl on elite

    Quote Originally Posted by gypsythief View Post
    Ah-ha I get it! So now we send our ((most expendable party member))* rogue down the shaft, and if we hear screams, followed by silence, we go back to the Lobster for some Dirty Kobolds and brag about our adventures from before u24!



    A bit of danger up a-head is fine, but frequent one-shotting without warning feels a bit much.

    That said, we're now in Shan-To-Kor, and the Champion Hob-gobs seem much better balanced. They're nasty, and we're needing to be careful, but they're survivable. Maybe it's just those [Kobold] casters that are OP'd...



    *P.S. no way to do strike-through?
    Yeah, the Kobold Shamans used to be a tough cookie on elite, so its quite possible its them getting back in their role again.

  8. #688
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    Quote Originally Posted by Glascanon View Post
    Sorry but the difficulty level u are talking about already exists. Its called Epic Elite. If u can not handle it, run hard!
    I don't get why players like u always complaining about EE like lower difficulties do not even exist.

    Its not the missing ability to run EE that makes u look like a fool. But crying about it without checking your options makes u look like that. ...

    ... But that room made the Hitpoints of my full geared lvl 28 full Defensive Tank look binarry. It was 100% and death. Nothing in between.
    The only tactic i can see wich might work in that room is onehitting those mobs one at a time before u get agro til the whole room is clear.
    But even that only would work wit tons of instant deaths.
    Thats not a challenge at all thats annoying.

    A challenge would have been a low number of small moving spots on the ground wich prevents u from the debuff of the room for about 5 seconds, so that u have to frequently get the buff to be able to do that fight.
    The developer team really seem to need help with creating encounters to make a "challenge".
    Something else like Mob x and y have to die in a time window of 5 seconds.

    Liked the idea of the Dancing challenge at the end though.
    Incorrect, I have a fully geared (yes the best gear in the game), level 28 toon who has been running EE for some time without any problems. I've two-manned a couple of EH quests and raids since U24 and both kept the party alive (this toon is a cleric), and sometimes prevented a wipe by taking care of the multiple champion mobs. But sometimes it's simply not possible. And on elite (both heroic & epic), well it can get really ugly.

    You yourself ran into what everyone is complaining about in the mirror room ... a mob of champions essentially one-shotting you with no way to recover. It doesn't always happen. But when it does, it's a party wipe. And it happens more frequently than anyone seems to want to admit. You apparently haven't encountered it in other areas, but I and others have. I completely agree that it is not a challenge, but rather that it is annoying. I have also recorded what I've encountered, & run the nos. The spawn rate is not even close most of the time to what the devs claim it is. It is much, much higher, as I reported in my post.

    I too liked the dancing challenge at the end of Terminal Delirium. It required the party working together to win it ... the usual just nuke everything & be done with it approach doesn't work very well.

  9. #689
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    Default Champions, why?

    i decided to do an EE LoD solo to see how far i'd get, as its easy and low level i'm a monk splash ( 12 pally, 6 monk, 2 fighter ) this build was pre update 23 ( before pally buff ) and i'm a robe user, i've spent ages farming for ring of shadows ( 25% concealment, 10% ghostly ) also spent ages boosting my PRR ( to 120 in blitz my main ED ) so even if i'm 120, its capped at 100, which is 50% mitigation i dont exactly consider my self a gimp i'm decked out in gear, deal decent damage, and have a nice survivability ( before update ) so i decided to test out some mobs.... a death knight ( right when you drop into the temple part of LoD ) i saw 1 champion death knight, and 1 non champion.. so, i decided to see how painful they were... he had TS, so over half my RoS was useless, and i know that said buff isn't always there, but the DAMAGE aspect is... and i'll get there in a second, so i let the non champion hit me... he was popping bout 50-90, normal right? i thoguht that was painful enough as is, but its MANAGEABLE, the champion on the other hand, did 653... thats 2/3 my hp.. in 1 hit... balanced, i think not. no matter of healing amp would make a level 23 quest on EE ( i was levle 28 ) as i'm a melee, i'm more or less boned, yes this was solo, becuase imagine champions boosted via dungeon scaling, thats just silly. there was a less painful part i was checking out, but.... more annoying? a normal human in LoD... had 1.5-1.8k hp... i had a few champions with 5.6k hp ish, and others with 13k.. i mean seriously? they deal over double damage each hit, now they have 2.5-6 ish times the hp? i mean thats just stupid, i'd hate to see what higher level quests do.. i'm all for the extra challange, but make it so theres less champions, or debuff them a little bit... its just making the game outrageously annoying. especially to casual players who ARE trying to do higher difficulties ( i know a few ) they are far between but now you're seriously making them HAVE to play normals, due to seriously OP mobs who will one hit them... 600 ish hp at level 20 is easy to manage... but if you get hit for 600 due to a derpy champion its not exactly helping, i thought the old system was difficult enough in certain aspects. if you wish for more specs on my toon feel free to ask, i will be happy to oblige.
    Life's a b*tch if its easy, your doing it wrong

  10. #690
    Community Member DANTEIL's Avatar
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    After a weekend of playing with the new Champions, my feelings toward them have not become any more positive. I am currently leveling two characters -- a level 24 bard build and a level 15 FvS build. Both are first-life and I am very much a casual, solo player -- so my gear is mostly ordinary. I tried to take the Bard through the new Mask of Deception quest first on Heroic Elite (lvl 18 quest) and then on Hard (lvl 17 quest) and got my rear-ended handed to me both times -- mostly by those casters shooting the freezing breath or whatever that is, for massive damage.

    I also tried to take my FvS out into the Sands to do the walkup quests, and although I did manage to make it through Chamber of Khoroush on Elite (not sure how, but maybe lucky with Champions), I was entirely unsuccessful going through both Chamber of Rahmat on both Elite and then on Hard, and was particularly unsuccessful on Purge the Fallen Shrine on Elite (lvl 13) and Hard (lvl 12). Purge the Fallen Shrine was bad bad bad, even on Hard -- as soon as I ran into two or more champions, accompanied by a host of other normal mephits and demons, that was more than enough to doom me.

    Note that I was overlevel for all of these quest attempts -- so it is not like I'm running around trying quests that, in principle -- according to the level of the quest -- are out of my reach. After failing these quests a couple of times on Elite, I did take the suggested route and dropped down to try them on Hard, and mostly failed again. So, the moral of this story is that, yes, I am probably Exhibit A for a player who clearly should be (and will be) playing almost entirely in Normal difficulties after the introduction of these Champions. This does not make me particularly happy, but the upside for me is that, since the game is now designed in a way that will allow me to have the best chance of success on the Normal difficulty ratings (with the lower XP/favor/etc that implies), this means that I can drop my VIP subscription, because I no longer have any need for the perk of being able to open on higher difficulties and most of the other perks are meh. That's money saved for me. I'm preferring to think of it as an early Xmas present to myself.

  11. #691
    Community Member Mercureal's Avatar
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    Default Initial thoughts

    I've read a bit about the champion change, but didn't play and check them out myself until last night. Ran three heroic elite quests in Gianthold, POP, Crucible and Cry for Help.

    I've been around for a while, but I'm certainly not an elite player by any means. My feeling, based on the limited sample size, if that the extra challenge was manageable overall but a bit arbitrary and inconsistent.

    • The number of champions seemed higher than 10%, though I didn't do an exact count. One would typically appear in most monster encounters, and it was not at all unusual to see two or three in a single group.

    • I died a few times to champions, some avoidable and some not. The first time was when I got hit by Burning Blood from an Aurum Wizard in POP that was ticking for 50-ish damage or so. I'd only put on Energy Protection and I was too distracted by fighting the other monsters to notice the damage at first. If I'd put on Energy Resist, or been able to find my wand on my hotbar in time, I probably would have survived.

    • The second time was by a champion wraith in the Dolurrh room who was hitting me for 60-ish damage with each hit and seemingly cutting through all my defences. In most fights I'm typically running with an AC in the high 70s, decent dodge, Blur, and Shadow Fade, so I can stand and fight for a while before needing to heal. The wraith was damaging me quicker than I'm used to and I was, again, distracted by fighting the rest of the group he was in, so I was just a little slow on the heal. Again, if I was paying more attention I could have healed up in time. In any event, I got a raise, went back into the room and cleared it without much trouble on the second attempt.

    • Third death was in the Crucible. I was making my way across the broken bridge over the water - it was very slow progress as the graphics were glitching and I couldn't see the holes in the bridge. I was having to use the "shoot at the ground to see where it's solid" approach, and still occasionally falling through and having to start over. I was about 2/3 of the way across when an orc champion caster, standing at the very end of the bridge, hit me with a 580-point disintegrate right in the face. Boom, no chance there, dead. That was frustrating.


    Other than those cases, I didn't find that the champs made much difference. Their saves didn't seem any better, since I had no troubles hitting them with stunning fist or other monk special attacks, and the melee champs weren't noticeably more dangerous in a fight. And this includes minibosses with champion status, like the Marut and Efreet in POP, and some of the Rakshasas in Cry for Help.

    I probably took a bit more damage in combat, on average, when a champion was present, but nothing that couldn't be managed, and there weren't any more surprise kills from a caster.

    My preliminary thoughts, based on my very limited perspective: champions generally seem like a small increment in difficulty, requiring more attention and preparation, but for the most part not posing an unbeatable challenge. The real danger came from monsters that do increased damage that can't be resisted. In my case, I rely mostly on saves and avoidance in combat and don't have much PRR/MRR, so the wraith (which even normally has high to-hit bonuses), the Burning Blood (no save, forgot Resist) and the disintegrate spell (no evasion) hit hard.


    Caveats:

    • This was a small number of quests in the same heroic level range (15-16 on Elite)

    • I had access to resurrection when I needed it. If I'd been completely solo, I'd have been out of luck (although my deaths were also in quests with mechanics that make it impossible to completely solo).

    • While I'm not a great player and my character isn't in the top tier of power, I do have a fair amount of experience, some past lives and good gear for my level.

    • I was running the quests with just a hire, so my comments might not be relevant to what a larger party would see. It's possible that scaling would make the champions more dangerous.
    Last edited by Mercureal; 12-14-2014 at 01:52 PM.

  12. #692
    Community Member Hazelnut's Avatar
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    Quote Originally Posted by Oliphant View Post
    I still haven't had enough time to play this week to critique details on the execution of champions. I have been reading forums a bit on champions however. General comment: why is dying so awkward for folks in MMOs? Even way back when EE was uber uber hard for me, I appreciated that it broke the expectation that a party will get bonuses for no deaths and I almost never heard anyone get any flack for dying. In fact, most EEs started with an almost-wipe reality check and usually it got better after that initial trouble in quest because folks tighten up their play, stay together, listen, coordinate. I see champions potentially doing the same thing; as long as the trouble results mainly in near-wipes rather than full out failures, I'm happy, very happy.
    I think the problem is that it is resulting in full-out failure. For example, my regular friday group attempted Storm the Beaches. Everyone in the team has been around a while. I'm the least experienced of the group with only a year and a half playing DDO. One of our group has been playing since the beginning. We had a total party wipe in Storm the Beaches on Elite, and then again on Hard. Prior to update 24, I could solo that quest on hard if I was careful. The difficulty scaling with champions is all screwed up compared to how it used to be.

    Note, as far as I know, nobody in our group is angry about this. I am concerned that it will kill off some play styles (like no-twinking, low-magic, and new players who can't twink). In my personal opinion, it has also unbalanced the dungeon scaling between normal/hard/elite. The current hard is now more difficult than the old elite but normal is still the same.

    My biggest concern is that this will increase the existing division between new players and veteran players. That will probably result in even fewer new players staying in the game.

    Quote Originally Posted by DANTEIL View Post
    ... the upside for me is that, since the game is now designed in a way that will allow me to have the best chance of success on the Normal difficulty ratings (with the lower XP/favor/etc that implies), this means that I can drop my VIP subscription, because I no longer have any need for the perk of being able to open on higher difficulties and most of the other perks are meh. That's money saved for me. I'm preferring to think of it as an early Xmas present to myself.
    That is pretty much how I feel too. Although my VIP doesn't run out until next summer since I pay by the year.
    Last edited by Hazelnut; 12-14-2014 at 01:44 PM.
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  13. #693
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    Default OneSHot is just bad

    So my question to the Dev's why can the champions with sword's one shot PC's when Pc's with swords can't one shot the?
    I have been killed in every quest I have ran from a one shot may 2 shot, the damage of 678 (non grit) a hit which is a regular scenario in quests now. Mind you this is not a spell on shot but someone with a sword or hand weapon

    To those that say hey you can one shot them ,because we can't with weapons

    Currently the only way to one shot a champion or a Monster at level is as follows.

    Casters when can one shot , if the monster fails the save, but then at low levels they don't even have that .
    Rangers, with slayer, and adrenal, many shot can, but they have to wait on cool downs, with 3 to 8 champions popping up ( yes I have seen as many as ( champions at one time) that is not a viable option

    Rogue can back stat, not a viable option either seeing they always turn just in the nick of times do you don't get it (well at least the few times I tried it, gave up because they seem to always know the rogue is there and turns to face them)

    Vorp. weapons have a change, well not really , Monsters have to have less than 1k HP, which at higher levels they never seem to have. you have to hope the die rolls go your way. ,

    So if a player gets real lucky on the Die roll and everyone is centered on the Champion, letting the rest of the ump teen numbers of mobs beat on you and get flanking ++, the fighter is back to nothing but a one time meat shield (seeing the damage of a champion at lever can take out any PC at level).

    I see a world where the tank has become a jeep, no longer will fighter want intimidate , why you might ask because who like to play a game where you have to hope you party lives, can cast raise dead, scroll as raise dead,( not an options at low levels) or takes your stone and gets to a shrine (chances with them making it are now way down.
    This leaves the ugly option of release, re enter for the XP loss, or reset and start the mess all over again, which just makes it look like a forced sales pitch for the DDO store).

    While in Monster Heaven , I am sure they are talking, hey did you see that the PC only have 1200 HP and just got hit him twice for over 700 HP a each. Yea I saw that don't you just love that Ding sound when they die make it so pretty.
    Yes the are cheering in Monster Heaven and laughing gathering around the TV talking and making side bets.
    Hey guys come over here and look at this group of PC, the highest member has just over 2 K HP looks like he can take at least 3 hits.
    Then of course like all good spectators they are screaming at the screen,
    #hey they have a cleric, he is the one with the shield and glows every one jump the cleric

    I congratulate the DEV's in removing the fun of playing a fighter type, again shifting the balance of power to caster mostly sorcs and wizards.
    rogues now become nothing but a trap monkey (assassination does not work well when they have fort (which form what I have noticed more Monsters have than not) or Death ward, which they all get in some quests with a cleric is on the bad side, seems to be SOP for the cleric to toss Death ward and Mass DW as soon as any Monster spots a PC.

  14. #694
    The Hatchery
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    Quote Originally Posted by Oliphant View Post
    I still haven't had enough time to play this week to critique details on the execution of champions. I have been reading forums a bit on champions however. General comment: why is dying so awkward for folks in MMOs? Even way back when EE was uber uber hard for me, I appreciated that it broke the expectation that a party will get bonuses for no deaths and I almost never heard anyone get any flack for dying. In fact, most EEs started with an almost-wipe reality check and usually it got better after that initial trouble in quest because folks tighten up their play, stay together, listen, coordinate. I see champions potentially doing the same thing; as long as the trouble results mainly in near-wipes rather than full out failures, I'm happy, very happy.
    Death, like many other games, is DDO's fail state. You died, because you failed.

    A fail state that can occur regardless of what the player's actions are is unacceptable. It's bad game design. This is what champions are right now. One-shotting players just 'cuz is bad game design. Multi-thousand bags of HP in heroic quests is bad game design. Trash oozes being more lethal than demi-god raid bosses is bad game design. GoP being easily completable one run, and then impossible the next because the lich at end was randomly a champion, is bad game design.

    I like champions as a system, and I appreciate the increase in difficulty, but it's horribly balanced as it is.
    Last edited by Qezuzu; 12-14-2014 at 02:13 PM.

  15. #695
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    Talking

    Overall, I like the change. I play mostly epics, so I can't speak to they balance in heroics... But epics seem fine. It had been a while since I had run EE since a guild mate convinced me that epic norm zergs are far faster exp. Due to a recent ETR, I was running epic elites at level 21.

    For the most part, I could ignore champions. There were two notable exceptions. In DQ1, I locked myself in the monkey switch room solo with a champion shaman wildman. I ended up having to drink a potion to survive. I'm ok with that, +1 for making me pay attention. I also got one shorted by light damage in portal opens. Again, I'm ok with that. My hp was low at 21 and it had been far too long since light dmg was even a concern for me. EE wgu, was a complete cake walk. In all of this, I was off destiny. It is not that hard.

    My thoughts and suggestions:
    1. Tone the spawn rate down a little bit or put a cool down. Consider making some quests exempt from champions. This is needed both for playability and to prevent chest abuse.

    2. Change the visual from a crown to something like an aura or sparkels. Use a name prefix to provide a clue on the type of buff. E.G. Frenzied kobold rather than just kobold.

    3. Focus more on disruptive buffs rather than simple hit harder, more hp. Death ward and shield for making casters switch it up, high resistances of one type (including slash/pierce/bludgeon). On the offensive side.. Stun/blind/curse/tendon slice, anything players love to utilize should be something they sometimes have to face.
    Overall, it has made the game more fun for me.

  16. #696
    Community Member Mercureal's Avatar
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    Quote Originally Posted by Ancient View Post
    My thoughts and suggestions:
    1. Tone the spawn rate down a little bit or put a cool down. Consider making some quests exempt from champions. This is needed both for playability and to prevent chest abuse.

    2. Change the visual from a crown to something like an aura or sparkels. Use a name prefix to provide a clue on the type of buff. E.G. Frenzied kobold rather than just kobold.

    3. Focus more on disruptive buffs rather than simple hit harder, more hp. Death ward and shield for making casters switch it up, high resistances of one type (including slash/pierce/bludgeon). On the offensive side.. Stun/blind/curse/tendon slice, anything players love to utilize should be something they sometimes have to face.
    Overall, it has made the game more fun for me.
    I think these are good suggestions. One thing I noticed in my few quests is that the champions, for the most part, aren't really a tactical sort of challenge.

    Combat is generally too hectic to check them out and see their buffs, so there's no way to analyze the situation or vary the approach - just go with your standard best attack like you always do.

    And it's not clear what, if anything, they have other than more HP and/or more damage. True, there's no time to examine them and see what other special abilities they have, but I don't remember seeing any indication they were doing anything special in combat - other than hitting harder and/or surviving a little longer.

  17. #697
    Community Member Hobgoblin's Avatar
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    so far i very cautiously like it.


    My main concern is on my lowbie tr's

    and yes i think this is a bug.

    I ran durks at level 3 with 98 hp and 12 prr.

    did it 3 times 2 fails one success all elite all solo


    first 2 times tired to oldschool steamroll zerg it.

    Had 3-6 champs on me got hit for between 5 -15 damage from normal mobs 30-40 from champs. not bad died once from crit of 80 once from 3 champs at once
    thats fine - to me its just like casters - take them out first

    tried again not quite as zergy just killing as i went. no red alert see champ kill champ

    Quest went fine, got xp

    muck was up, ran up to him, he hit first and .......... 404 points of damage.

    didnt take a screen shot but wish i had.

    hob

  18. #698
    Community Member Reverand's Avatar
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    Default I have to agree.

    I liked the idea of champ mobs at first. After playing a while, I'm still a fan, but seriously? Dead in one hit? @ champ mobs spawn at one and its harder than an end boss? Something is wrong. If they are going to be this powerful, they need to be special and not spawn a champ mob or 2 in EVERY group of mods.

    Honestly, its taking the fun out of the game. Leveling my TRs though low levels was slow and agonizing enough. Finding decent groups is almost impossible. It leads to a lot of solo play and now, its just not possible when faced with Champ Mobs that one shot you left and right.

    Not a fan of champ mods. They are WAY to common in quests.

  19. #699
    Developer Vargouille's Avatar
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    Checking in to say that we're still reading along. We have certainly expected some changes to be coming. Thanks for all the great feedback!

    It's possible some elements are not working exactly as intended, and of course the design can probably be improved after seeing live play.

    My live play this weekend seems to indicate the number of champions is working roughly as intended, but I haven't personally checked every server on a variety of difficulty and levels, which could theoretically result in different experiences for different players . It may also have been a design mistake for orange named minibosses to have dramatically higher chance of being Champion Monsters, since that skews the overall count a great deal. Some players explicitly noted that the 10% mark seemed to be hit closer on quests with more monsters, which fits the model of statistical randomness in general, and probably the overall impact of orange name minibosses, as they're may be less minibosses as a percentage of overall monsters in those quests. (Minibosses need to be separated out from the statistics, in order to get proper data on non-Champion spawn rates for both minibosses and otherwise).

    Quote Originally Posted by Blackheartox View Post
    1. I havent seen a single champ monster immune to cc, is that intentional?
    Quote Originally Posted by bartharok View Post
    I, at least, have had no more trouble stunning champions, than i have stunning the non-chapion critters. Which means that the champions are not a great problem, since i can just run to them and stun them. That way i dont get hit for thousands of damage (not that i have gotten hit for thousands of damage even when i failed to stun them)
    This is currently by design, but the exact list of possible Champion buffs can change in the future.

    Quote Originally Posted by FAQ View Post
    2) Champion buffs. I do not know if they already are (and I have not tested it), but please consider this: make them dispellable.
    It's definitely an interesting idea, at least for some of the buffs (perhaps Deathward in particular).

    Quote Originally Posted by Nestroy View Post
    One thought, not sure if that helps - might it be that champs from heroic AND epic use the same random tables?

    So might it be that on HE and sometimes HH we face champs that basically use epic ED-like effects?

    THIS should be changed immediately. Either give us our ED twists even in heroic (officially, not by *bannable word*ing) or give heroic champs heroic tables, not the epic ones.
    As noted elsewhere, Champion buffs are generally level agnostic, or scale with the quest level, or scale with the monster's base statistics. If a level 20 Champion Buff is giving something like 20d4 damage than the level 5 version would be giving 5d4 damage. These are still up for review and changes, of course.


    Quote Originally Posted by nibel View Post
    You can even made separated lists for that: "Hard" list, "Elite" list, and "Miniboss" list.
    This is the current general mode that is in use. The miniboss list is separated for Hard and Elite, as well. There are some buffs that don't appear on Hard, or only appear on minibosses or *can't* appear on minibosses. Every buff on Hard does have a chance to show up on Elite as well, for the same type of monster: miniboss or not.

    Quote Originally Posted by Saekee View Post
    I plan to check later but I assume that champions do not appear in the cannith and eveningstar challenges due to the absence of a difficulty selector?
    It is currently working as intended that Monster Champions do not show up in Challenges, though that could be looked at in the future.


    Quote Originally Posted by Scrabbler View Post
    You're in the Mirror room, so the developers will tell you that this is an intended feature of that dungeon, and not a problem with Champions.

    In reality they are incorrect: The Terminal Delirium dungeon was created before Monster Champions were active, and an encounter that worked fine without Champions can be broken when they're added on top.
    What I'll say: Damage numbers form Terminal Delirium are not representative of damage numbers in most of DDO, whether or not the enemies are Champions.
    I'm not sure where that reference is coming from - that we feel everything in Terminal Delirium or Monster Champions are 100% working as intended.

    Quote Originally Posted by Blackheartox View Post
    I like how most people write the same thing from multiple fresh new accounts they created.
    Posts 1, join date 2014.
    We love posts from players haven't posted before (and who we can confirm are linked to a unique account or not), though it's unfortunate if the motivation is only because they are upset. Posts from players who have never posted before are certainly something we pay attention to; if someone never felt the need to speak before now and is suddenly motivated, this is clearly one of the most important things they've felt has happened in DDO.
    Last edited by Vargouille; 12-16-2014 at 10:31 AM. Reason: clarity

  20. #700
    Community Member Knobull's Avatar
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    Quote Originally Posted by Blackheartox View Post
    First of all, paladins implementation of holy sword was gamebreaking and strong.
    2nd, they only lose 1 w and 1 enchantment, but.
    Heres the thing, but they have fixed smites so you can include those 10 melle power after smite, and they get the most benefit from healing amp change.

    People who put their palies to shelfs dont even get that palies got a bigger buff then nerf this update.

    Its kinda sad when you need to explain those things to people.

    Palie is still top tier nonploit melle.
    And best nonploit melle in game.
    My paladin's healing effectiveness has decreased. Smites hit about 10% of the time, if that. My drubard that is 4 levels lower is a far more effective melee, and does more dps than the paladin 4 levels higher. But whatever, you're the expert. (and this is offtopic anyway)

    Quote Originally Posted by gypsythief View Post
    Ah-ha I get it! So now we send our ((most expendable party member))* rogue down the shaft, and if we hear screams, followed by silence, we go back to the Lobster for some Dirty Kobolds and brag about our adventures from before u24!

    This made me actually lol! Very funny post!
    Last edited by Knobull; 12-14-2014 at 02:38 PM.
    "... none but ourselves can free the mind." - Marcus Garvey, 1937


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