So, with Reaper now as another level of 'challenge', I think it's time to cool it a little with the champs. Hard is a snooze fest for even a moderately geared character, while Elite is a kick in the teeth.. and it's mostly just the champs.
Being one-shotted is *not* difficulty, it's lame. I am more than happy with foes who possess greater strength at random - the idea of champions is fine, and reapers even.
But at level 5 they should not hit for 80+ damage.. or have 30+ damage added on every hit. This stuff *needs to scale* properly.
Another issue is that the damage-on-hit seems to apply to everything, so suddenly a champ in a level 3 quest with a CR5+ would add 90+ damage on a single magic missile, or area spells, or whatever.
The added damage needs saves, it needs to be scalable, and it needs to be remotely reasonable. Champions should require extra finesse, but oddly the answer is the same as always - kite them or play a build that's so ridiculously strong you can ignore them. The only ones this stuff adds "challenge" for is people playing characters who aren't supertanks, reflex evasion splashes, warlocks, or the current flavor of the month of monkcher/shuricannon/etc. who can just kill anything at range with complete impunity. Why don't some champions actually challenge or punish characters who stay at range and are forever free from most all game mechanics anyways? :| It's just the up-close characters, the non-"ideal" builds that take the hit here.
Even out the difficulty between hard and elite, that's long past overdue, let Reaper be the kick in the teeth if that's what people really want. But as is R1 is barely a sneeze harder than Elite, the only annoyance is the lockout penalty really. Champions are a thousand times more dangerous than reapers, and that's pretty silly.