Originally Posted by
Faltout
I have written feedback in another thread too, but I guess it's good to have it here too.
First of all, my thematic vision of champions: A monster that has previous experience in battle (not because it killed its mates, but because it has fought battles before) and has developed techniques proved effective in battle (like using buffs). These champions are a rare unexpected thing from for adventurers.
And what I hope the champions to achieve: By using a combination of buffs, they should be able to pose a significant threat to varying types of players.
For example types of players include sneaky types picking their fights, invisible types avoiding all combat, head rush types charging in a room ready to face whatever is in there, crowd eliminators that prefer to gather many monsters and use AOE attacks to save resources, clever pulling of enemies using bluff or sources of noise, elemental damage dealers, piercing damage dealers, slashing damage dealers, bludgeoning damage dealers, heavily fortified characters that rarely get hit and have little HP because of that, supporting characters that leave the fighting to others to focus on support, crowd controllers, eternally healing characters, ailment dealing characters, characters that deal little damage but can survive long fights, etc.
There can be buffs to challenge a specific type of player while being vulnerable to others (I'll provide a list of ideas for each type I listed). That should encourage different types of players to group up because there's a chance that you will go in a dungeon and face a counter to your only tactic. It's good to have other tactics available when the one you're using fails.
The above all assume that those champions are rare, random and don't appear in spots where the only tactic you can use against them (because of quest mechanics) is the one being countered.
Feedback based on the current spawn rate of 9% for regular monsters.
The champions are not so common anymore, but not especially rare. You can anticipate that a champion will be around the corner. Also, they are not especially dangerous. Sure, there are some combinations that will absolutely kill you but most champions are treated like regular monsters because either they are too common to have different tactics for them, or they are too weak to have different tactics for them.
- Increase the danger a champion poses. That absolutely does not mean more HP or damage. Every player is prepared to face HP and damage from monsters and when those are extreme, no player is prepared. What they need is countering one playstyle while still being vulnerable to another.
- Further decrease the spawn rate of identical champions. They still need to be more rare. Currently almost every champion I face has similar buffs. I feel extremely lucky when I encounter a special buff on a champion and it's not even dangerous.
- Do not have totally random buffs. The tables with different category of buffs previously proposed are a pretty good idea.
- Do not let any creature become a champion. When designing a quest you should declare if monsters in some encounters can be champions or not. For example the champion wolves in the Tomb of the Tormented are a bad result of random championization.
- Further study how being a champion interacts with a creature's abilities because I've encountered several weird things like champion skeletons being spawned with 20% of their total HP. Or a fire elemental adding extra damage in its attacks even when I was evading the attacks.
- Don't apply all buffs at all levels. The champion buffs need to scale with levels or be different for each level to reflect what a player can do at this level.
- The buffs need to be more visible. A nice solution would be to have the champions announce their active buffs (to their comrades) with texts above their heads. Like: "I will use my high bludgeoning resistance to mitigate their attacks", "Don't worry, they can't use negative energy on me", "I see everything", "My newly acquired elemental resistance will be no match to them", "Don't worry, I'm searching for intruders. They won't pass undetected", "I will smash those puny creatures with my high damaging attacks".
Proposed buff list for the types mentioned (I tried to be matching):
- increased spot and listen skill to spot sneaky types and maybe alert nearby monsters to their presence.
- true seeing seems to work very well. Maybe alert nearby monsters to the presence of an invisible creature too.
- Use of some crowd control to an adventurer that came close to the champion
- Strength in numbers. The champion has an aura giving extra benefits to nearby monsters
- Different interaction to noise or bluff. Alert nearby monsters instead of following the bluff or head the other way to search for any adventurer trying to create a distraction
- immunity to some element
- immunity to a damage type
- full player fortification bypass, clever strikes to bypass dodge, true sight to bypass blur
- Aggro on characters that deal the least damage
- high bonus to saves
- apply penalty to healing amplification (even to negative numbers) with hits
- death ward
- fast regeneration