The only argument I am seeing in this thread is that we all quit the game because we couldn't solo a quest on elite our very first time(Do note: I got bored of reading all of them and feel sorry for the dev's who have too).
In other words I do like the monster champions although some of them do need work.
I was a level 4 with a hireling in a base level 3 quest on elite. Most of the champion mobs who had absurd HP started off with half of it cut already. This little guy had full hp. His four buffs where, Healing debuff, bludgeon damage, true seeing, and increased damage. 1.5k hp at level 4 was fun but tedious to beat down by myself with that hire.
You said level 2, now the playing field shifts... << >>
Ok so now the new person found a guild.
Gratz new person!
Named gear! LOL
Those staffs, that gear? That's what you get after you've been playing a while.
And anyway, check out the AH for lv 2 Thurm staffs. Not really there.
You are confusing your twink TRing with a new persons first life.
Listen, try for a split second to put yourself in the shoes of a person joining our game...
You did the Grotto and now are poking around Korthos.
Normal was good for your first trek around the village because you were just learning the controls, but now it's a joke.
You try Hard and there is some crazy high HP rat (of all things) that ganks you!
You try again, now there is some Orange Name Fish Person with a crown over their head that zaps you with a magic missle for 2x your health.
You try another one, but just can't protect the crystal thingy with these crown people!
You go back to Normal and steam roll the whole island. So easy it bored you.
So you look for a group.
There are two groups to join, they are both Elite.
You join. The people in party are waaay more powerful then you and stomp the monsters while you got killed by a bat with a crown.
No one comes back for your stone.
You leave DDO and never return.
Last edited by phillymiket; 12-15-2014 at 02:07 PM.
BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.
I love the champion addition. Just hTR a few toons and so far leveling back to 10 by running heroic epic bravery bonus is a challenge again. I cut my teeth on the original Everquest and Dungeon Crawl (Stone Soup) and those were definitely very difficult games to succeed at. Ive alway thought the RPG and MMORPG since those day were getting easier and easier. For those who complain its too hard now, DDO has a difficulty setting for you as well, Casual and Normal, in which no monster champions spawn.
Argonnessen - Glibb Bonefish, Lev 28 pure Elf Ranger
I do not like Monster Champions as they are currently working.
Played my Artificer (solo) over the weekend in Tanglefoot, and got creamed in Captives (four champions and the end boss on heroic elite). Also, I got one-shot by an arcane skeleton champion in heroic elite catacombs.
Increased difficulty should generate increased reward. In the tabletop game, an increased challenge rating generates more experience points. Why not with monster champions?
Grouping is not a solution for everyone. I am an introvert and I do not group. I used to group when I started off, but the players fixed that for me. I play to have fun, not to be badgered, pressured, or insulted (Yes, I am a newb with poor equipment).
While playing at a lower difficulty will decrease the number of champions, it will also decrease the experience point reward. This will increase the amount of grinding which will decrease the enjoyment of the game. I have never met someone who said, "Grinding? Oh, yes please!"
I like playing DDO either solo or with my spouse. I enjoy playing at my own speed with my limited skills. I am a casual player how throws $20 at DDO 2-3 times a year.
I hope that DDO finds a way to give you what you want from the game without taking away what I enjoy.
This is by far the best response I have seen. I remember working to get the little tokens so i could advance levels, grinding endlessly for gs running endless shrouds because that was the top end content. I remember how powerful I got my first 20, completed my first epic quest without dieing in it, made my first piece of epic gear, etc. All these things like you said though are not and have not been part of the game for years. That was part of the game back when the game was built to be very close to D&D. For whatever reason turbine has decided to move further away from being a MMO built around D&D 3.5 to a generic MMO built around a D&D theme. While this is Turbine's decision and their choice to make it did change the dynamic that created the play that you mentioned.
As you said though those days are gone now. There have been may patches updates, and expansions since then some good some bad some a wash, but all have changed the game dynamic. They have changed the way the game is played what players expect how players interact. Each updated does that to some small degree.
The addition of champs Personally I think is a net positive as it does encourage group play and D&D at its core is a group game. However, there are times that group play is not possible so making elite play not possible where the current direction of game play for the last several updates and the desire of the bulk of the player base it to play elite for max xp is to play elite seems foolish. Another problem is many find their enjoyment in ddo through playing perma death which means roll a new toon play only with what you find or can buy at vendors, no buffs no ah. These players being stuck on doing normal quests for fear of one shot kills in low lvl quests by masses of champs seriously removes the playability of this play style.
The idea of an opt out for champs is a poor idea as well as it would simply create a new path for more bugs that we don't need. Either have them or don't.
I personally think there should not be champs until after lvl 5/6 quests. This could be done with a simple if then statement if quest base lvl ,>4 then call champ else call champ void
Another current problem with the champs is the numbers. Regardless of the lvl the lvl 20 quest with a 81k hp giant or the lvl 2 quest with a 650 hp zombie having several of these at a time to deal with when they are doing damage equal to half to 3/4 of the hp of the average well geared fighter at that lvl and and bypassing fort, dodge, blur etc is a bit silly, and that is not taking into account the stacks of dots, 10k one shots etc. I suspect some of that will be addressed eventually in a hot fix so I won't say much more about that part. Someone earlier talked about the issues with double spawns caused by lag and similar issues that may be causing the number of champs to be much higher than intended. A solution to this would to be to put a static number of champs in quests, or group of mobs based on the number of mobs and difficulty. IE if there are 4 or more mobs in a single group there would be a chance for a champ, any group smaller than 4 would have no chance of spawning a champ, a group of 8 could have a max of 2 etc. This would not ensure 2 in a group of 8 but would allow up to a max of 2 in a single group of 8-11 mobs. This number could be changed in hard/elite ie hard groups of champ per group of 6 elite 1 per group of 4.
Putting a hard cap on the number of champs that can spawn in a given quest and in a given area would still add flavor difficulty to quests while making them still possible to do.
The silly number of hp and one shot issue still would need to be addressed but hopefully the devs are already on that one, not that I would hold my breath, I think the ladders are being fixed right
On a more serious note, my comments @Cordovan
I like the new champions, it added some elements of surprise back into the game.
A couple of things that happen this weekend that hasn't happen in a long time for me.
I died many times
I pulled mobs back to the group instead of just rushing in
I put up an LFM for an EE run. I haven't put up an LFM in a year or so.
I used trip for the first time and used it a lot and laughed my ^s@ off.
Champions have that feel of casters of old. Watch out for them and get them first. Love it!
Some minor tweaks are in order but don't nerf the overall / original concept behind Champions.
Heroic levels, I don't care leave, remove, or tone them down a bit doesn't really matter to me.
I honestly can't believe people are arguing over Korthos quests, it's less than 1% of the game.
Nice job Devs!
Vazkor - Vazcor - Vaskor - Tambor - Tamborr - ZarkorSOME DAYS THE DRAGON WINS!
Like several others, I've only experiencred EH/EE solo and short man. They seem fine, although some monsters are a lot tougher than others when they become champions. Shadar Kai champions aoe attack when there are multiple champions together are a real PITA, I was seeing first ticks in the 400+ range on EH. A good consequence to champions being everywhere is that knockdowns and helpless states are now a real threat rather than a momentary pause in the action. If you are knocked down while a Champion beats on you, its dicey at best.
The overall spawn rate is way above 10% but as the Dev's have stated more than once, the target for non-orange named trash is something less than 10%. But the orange name champion target is substantially higher. I'm not sure what the target is, but the actual rate I'm seeing is several times that.
The main reason I'm posting is that I noticed an oddity that might help the Dev's figure out what is going on. Yesterday I was running a solo EH Lost in the Swamp. I got a much higher than expected champion rate on the trash wolves that appear a little ways into the quest. There are 15 or so wolves and about 10 of them were crowned (the RNG is very streaky no matter what we've been told). The normal wolves had around 2K HP give or take a bit. All but one of the crowned wolves had 4-4.5K HP, but the last one had 9500 HP. He was not orange named, and he didn't have any extra HP buffs on his bar, but he had 4X base HP not 2X base hp. I was too busy to note down his buffs but I didn't see anything unusual when I glanced at them.
I know nothing about how this is coded, but from the outside, it appeared that the one wolf had the extra HP buff applied once and then applied a second time to the total. this could be a complete red herring, but I'm posting it on the off chance that it might help.
Last edited by TPICKRELL; 12-15-2014 at 02:25 PM.
Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.
Maybe in your guild, not in mine. Not in most of the folks I talk to in pugs (& I pug a lot). Not most of my friends. Some like the idea, but frankly the implementation stinks. And certainly not in the forums. The vocal few who love it are vastly outnumbered by both those who hate it outright, and by those who think the execution is completely botched.
I personally do not like the idea at all, but could live with it if it wasn't a completely botched execution. Why do paying customers have to be Turbine's alpha testers? They got feedback on Lamannia that they ignored (not the first time that's happened), and now they think we can be conned into thinking it's a "good thing"?
Or do we need to start the virutal protest marches, & get enough players to cancel subscriptions to get them to roll this back till it's really ready for prime time? Right now this is about as good an idea as changing the heroic TR mechanism would have been.
Playing since 2010 | Don't do the fun wrong | New to Orien? Join the ingame Titan Channel | Soko Irrlicht freut sich immer über neue Mitglieder | Deutscher DDO Discord | Orien Raiding Discord | Toons: Titus Ovid , Bruder, Upload, Zzed, (Rubbel)
LOL, yeah, they need to check their formulas & their math, & run short quests, as well as quests like Demon Queen in the bat area. Those bats spawn champions at an amazing rate, even on EH. And, more importantly, run it several times, not just once or twice or thrice. There seems to be huge variability between runs, which is probably why some folks think it's fine as is (they've been lucky so far), and others are ready to quit.
I've run some (even short ones) where the rate was 10% or less, and others where it was much, much higher. Sometimes it took several tries before we got an instance where the rate wasn't completely ridiculous. For me at least, they seem to be generally in the 15% - 25% range. And yes, I'm actually recording it and checking against the final kill count in the XP log. This is not a guess.
I thought that this ^ was well said.
Give people just learning the game some space to do so.
Also, while I agree that the game has become easier at all levels, especially when taking ship buffs into account, I honestly feel that the big leap in PC power comes in the 11-14 range.
I got converted over the weekend. I really like the changes now, or really the challenge, after I got to play more. I think the best solution after mulling it a few days is to make Champions optional. The best of both worlds.
Leave Champions as is for those that like the challenge and add a check box on the quest panel to toggle Champions on or off when you start the quest. Everybody wins.
I play mostly EE and EH. The times I was 1 shotted happened in HE. On EH party scaling can get out of control with champs. EE is finally as it should be.