Originally Posted by
redoubt
I think that the reduction in spawn rate is a good thing. At the same time, I would like to see the champions being more dangerous. (Not a roulette game, but more dangerous.)
What the system is missing, even still is the feeling that these are actually champions. Make them hard (maybe not as hard as the boss, but a strong mini-boss maybe) and then give a reward for them.
What the system has that it needs to lose is redundancy. Running a bunch of level 6 thru 8 quests on elite, 9 out of 10 have true seeing. I'm okay with buffing the damage on all the bosses, but double and triple buffing the damage might be the wrong path. Make a good set of buffs and then use all of them instead of just a few. I'm reposting my concept below. The spawn rates I originally suggested might be too low, but then again, would be okay with mini-boss levels of power if the very low spawn rate was used. Maybe a little less power if they stay at 9%. Think about Kai-Teng in Litany. He is fairly tough within that quest, but short of forgetting deathblock, he doesn't one shot people. If you pushed the spawn rate down to 1-3%, then maybe you could make champions like that.
1. Catagorize the buffs:
-- offensive - 50% fort bypass, TS, 2x damage, vorpal, etc
-- defensive - +50 to 100% fort, displacement, +50 to one energy resist
-- party - bard song damage boost, haste, mass heal (to include long cast time)
Note 1: Many people in this thread have listed good, reasonable and challenging buffs the mobs could have. There should be no trouble picking good ones without resorting to putting extra damage x3 and extra hp x2 on every mob.
Note 2: Also, don't put melee buffs on casters and don't put caster buffs on melee.
Note 3: Don't jack up traditional vulnerabilities. i.e. I've see too many trolls with high fire and acid resist. They are supposed to be vulnerable to it. I'm fine if a caster drops a Protection from on them. That is something that 1) I can wear through, and 2) seems more reasonable than a troll with innate fire resist.
2. Set the rate by level (no named, not even orange, they are already buffed.):
-- normal: 1% of mobs
-- hard: 2%
-- elite: 3%
Also, do set some mobs to be ineligible for champion status. i.e. the mobs IN the maze in tomb of the tormented.
3. Set the buff rate:
-- normal: one buff
-- hard: two buff (not from same category
-- elite: three buffs (one from each.)
4. Set auto drop reward from ALL champions (make champions worth killing or don't bother putting them in the game.)
-- each champion is worth xx% of base xp. (5-10?)
-- XP capped characters get: commendations, heart seeds, tokens of the 12, astral shards... something worth actually getting.
People running normal won't even see a champion in every quest. Most quest they might see 1 based on the average number of kills. This will provide a learning experience for dealing with champions, but the very low frequency of seeing them should keep frustrating encounters to a minimum.
If you are worried that this would not be enough of a challenge, by doing it smartly, buffs won't be wasted. A hobgoblin archer won't have +50% fire damage and a beholder won't have "extra slash damage". They will get buff appropriate for what they are. Next, by the time you get to elite they will have 3 buffs. It might look like, +50% damage, +100PRR, haste clickie. Now this mob is tough and once he agros, he drops the clickie and the whole pack is hasted.
I think adding challenge in a smart way is a great idea. I think the champion system as a concept is also a good one. Sadly, I think the implementation is flawed. (Bad enough that I'm worried that 2 of the 6 in my guild are going to quit. I'm trying to get them to hold on, but they told me today that they took a pair of 28s into the new evening star quest on heroic and both got one shotted. Neither of them is a fan of the new system at this time.) I'm hoping if we can "tweak" the system and use smarter buffs maybe we can bring it around to be a system that more people will have a positive reaction to.