lets meet in the middle. divide the power of Champions from what it was before today with the power of Champions today and maybe it will be just about right. im fine with the rarity of Champions as is now as long as they get a power boost. after that, what else is on the list of ways to challenge us? you know it will be just a matter of weeks until players get used to the way Champions are and we go back to the way it was before. I ran with elite players doing EE High Road chain at level last night before the nerf to Champions and I did a good job holding the rear. we completed the chain in 1/2 hour and it was like "there were Champions in the quest?" please say there is more coming. I was thinking a turnaround is on the rise.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
Seriously, at this point just turn off the crowns. in a week nobody will even remember you ramped up the difficulty.
What we really need is a nice live open world event that takes place in a large instance like The vale of twilight. You could have it so multiple groups could go in at once. Somehow Horoth pulls it off I guess and breaks through. Make it so the devs could directly take control of the monsters. Because I am quite sure after reading the way some people talk about all their hard work on trying to come up with something different for us, they would probably have great fun flying around on pit demons throwing meteor swarms at giant groups of players. If the instance gets to full they could just start spamming that banishment and have giant groups of people just randomly appear in the market.
/derail on
Yup.
Finding any End Game seems so impossible given the state of things.
I was thinking this over my Corn Puffs this morning:
What if level 29-30 were a huge departure from the way things are?
The same game, the same combat, no changes (well balancing would be nice) but have it story driven.
Have the progression in XP be very slow, like Glacial Pace slow, and have the rewards be more favor/uncovering new areas etc than new Ubber Gearz.
More "Role-Play" like. Make it really really hard, but in a puzzle, Mario-Fu, teamwork kind of way not a "Best DPS" kind of way. Grouping forced by levers etc.
Have the replay value be more about seeing the next stage of the story or uncovering a new plot then <kill boss> <get gear>
And let people eTR, TR or Iconic TR at 28 so they can just ignore it?
Meh, I guess I'd be the only one who'd like that.
I can dream, can't I?
/derail off
Last edited by phillymiket; 12-17-2014 at 12:35 AM.
BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.
Lets talk about champion rewards!
from the notes: Monster Champions: Some enemies will now gain randomized buffs on Hard and Elite difficulties. Players can see an indicator above an enemies' head to identify them as having been buffed. Enemies who receive the buffs are called Champions, and have a visible crown above their head to mark them. Mini-boss Champions have a chance to drop a chest when defeated. Monster Champions do not appear in raids.
This translates to Champs with orange or red names having a chance to drop chests & all other Champs having zero reward.
What is the problem with this? Well run EH or EE Devils Assault which is filled with these and is 22 on EH or 23 on EE vs. Running EE Stormhorns , Wheloon, or Nerco which has much less of these the rewards are slim to none.
The rewards are skewed and need adjustment.
A simple XP per champion killed/Renown per champion killed while running within level of the quests would be a start. As well as be a possible fix for the disparity in XP between XP for EN vs. EE (outside of Braver Bonus)
Last edited by Oxarhamar; 12-17-2014 at 12:56 AM.
Ran the following quests tonight with full groups:
The Mask of Deception - EH
Palace of Stone - EH
Fashion Madness - EH
Entire Orchard Chain - EH
Epic Hard seems too easy now. I think it needs to be dialed back up again for Epic Hard setting.
Temple of Vol - EE
FleshMakers - EE
Epic Elite seems about right with the current setting. There were multiple party deaths. The black knight champions hit like a ton of bricks. Was fun and challenging.
Summary: Epic Hard needs to be harder. Epic Elite seems about right.
Dorian
Yes i see. This is the" I don't have to outrun the monster, i just have to outrun you" tactic. On a serious note, do you realistically think that there is now going to be a tank in every party? to be honest, if there has to be a must have party member i would just be/bring a spellsinger. Just trap everything in a discoball and not worry at all how hard they hit.
I really like the approach of making some quick changes now and acknowledging that some additional calibration may be needed over time to make things easier or more difficult.
Sometimes in combat the screen is scrolling so fast I can't always see what did the big damage to me - especially when in a party. Does anyone know if there is a way to save the output to a file so I can bug report any one-shots that scroll off my screen? I won't be able to play until Thursday so I can't comment on today's changes yet. Maybe one-shotting isn't even possible now - I don't know.
Thank you!
Wait, what? So you are saying that if you want the game easier, and if it can't be easier run the quest under level?! That is bad design.
I am really happy that champ management is backend.
I saw a couple of trash mobs in champ mode, but they were killed just as easily as normal mobs. So far, they lost that lovin' feelin'.
Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
Sarlona: Seikojin, Toy
How about bringing in dungeon alert mechanic into this?! the higher the dungeon alert, the mighter the champions and maybe up their appearnace. So the peeps that are able to zerg EE have some challenge, too.
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)
These are good changes. Please don't lower 66%.
No!
Hp was never a problem, I don't get it why so many players complain about it.
Moreover, debuffs in this game is almost always a useless tactics since trash mobs die in several hits anyway.
Loot Design, S/S/S system, TR Cache Button, The exact trap DCs in EE HH, A guide for DDO-ML, Unknown Heroes: 3rd place, Welcome to Orien: /joinchannel Titan
HE Acid Wit, Delerium in party
- Not more than one Champ per encounter except for a couple of cases.
Again almost all, I Hit Harder, TS, DW.
Trog casters didn't zap anyone unreasonably.
The Doggy in the Meat Locker was Champion with a bunch of damage buffs I hit hard, second wind included. Stood in front of him when he went below 50% on PRR 24 wiz, didn't really hit super Hard (though I did move away)
Champion Floor Tile (where we will not be undersold) with defensive buffs ahhh annoying.
Re-ran Harbinger HE solo
- Much the same, good spread of Champs 50-120 damage per hit avg, 3.5-4x HP for Champs.
except - second go of Fear Factory had tons of Champions, 3-4 in a room in two places. Multiples in rooms often. So I guess random is random.
Shadow of a Doubt/Esacpe plan/Disciples of Shar HE in party.
- No more than one Champ per encounter except where we were zerging and grouping them up
Also a many simultaniously active in the spot where you have to Protect the Prisoners in escape plan - but there was 2O mobs active at any one time - and the Champs tend to build up in re-spawn parts because they take longer to kill (and half had party hats)
Almost all Shar Worshipers were Champs again about 3.5x HP
Last edited by phillymiket; 12-17-2014 at 02:16 AM.
BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.
I (still) think the champion damage buff is bugged and in some (many) cases actually decreases champion damage instead of increases it. According to the dev posts today - the only things changed were a universal decrease in spawn rates and damage so I have no reason to believe that if I was correct and it was bugged before - that it isn't still bugged.
As an example in one quest I ran today on Heroic Elite A Stay at The Inn (base level 18 - lvl 20 on elite). One archer champion was hitting me (104 PRR) for 4-8 with one 23 hit (a crit). It was the last mob alive and I stood there and let it hit me for a while (about 10 actual hits). Sure it was an archer and they tend to do less damage than melee mobs, but even with my PRR 4-8 per hit is pretty low for that level quest - (non champion) archer mobs in harbor quests hit harder than that. In a previous post I gave an example of my experience with champion mobs in Irestone Islet hitting for considerably less than their non champion counterparts - so I've encountered this more than once.
I think in many cases champion damage will still be increased - but probably increased to a fairly reasonable amount.
As I've already stated in another post, I think the damage is bugged and sometimes giving a decrease to damage instead of an increase to damage so... No one else has commented on it that I've seen or reproduced it, although I've had at least 5 champion mobs that did considerably less damage than their non champion counterparts - it's a lot harder to notice if some champions are doing slightly less than non champions.
If you increase difficulty on EE only - the problem will be the same as it was not too long ago - where quite a few players get to the point of being able to absolutely steamroll EH, but still get absolutely destroyed in EH = no difficulty is "appropriate" or fun for them.