You're gonna need a bigger Champion.
Crap… wrong sub-forum.
Totally agree. I went to Queensdale today to finish some achievements. The so called champions were literally melting in seconds, even the champion bandit who is usually a little tougher. If you did not waypoint and immediately start hitting them they were already dead before you got there. Most of the champions in the game need a buff right now with the numbers I am seeing zerging them. And then we are going to see more numbers zerging them with the unique rewards its going to be near impossible to get a hit on many of them. It will be like the bonus reward chest + guesting days when jormag where you had to join your own servers map over an hour before the event started and the event would be over in 30 seconds.
Gonna agree with this as well.
Champion fight should add waves of monsters to scale up.
Like in Orr, where Vets and champs get added, the regular champs could get regular and vets added to scale up the event
they could add new attacks which 1-hit you to down mode if you’re not reacting fast enough. Now that the effects are going to be reduced when too much comes up, telegraphs could work out as initially planned.
… and Anet shouldn’t be afraid to 1-hit a whole group of players; a champion should be a challenge, even in low level areas imho.
I know the veterans in Labyrinthine Cliffs scale pretty fast; faster than the number of players… I was going around soloing them easily for a while, then suddenly on one of them like 10 other people showed up, and it took us like 5 minutes to take it down. It also gained Stability and started using new attacks, I think.
No. Low level champion mobs are not a good example, a decent down-leveled player can take one down if they know what to do.
Orr already has a champion that sicks veterans on you, that Champion Risen Spider. Do you enjoy fighting a swarm of veterans that give no loot or experience? I don’t.
Veteran Risen Acolytes summon thralls and Plague Carriers to slaughter you (the latter of which cannot be seen occasionally, depending on the event they’re in).
In addition to that, what if a group of players fail, and then others come along later? Do the extra enemies stay for them too? Do they scale it even higher?
I understand what this is about, but after seeing how the scaling screws things up more often than not, I’d rather wait and see how it goes at first before adding anything to make them harder than they already are.
No 1 hit kills either please. That’s artificial difficulty, and a very good way to suck the fun out of anything. Oh wait…there are already bosses that do that. Sigh.
Low-level Champs die fast because the downward scaling of players is still off and still leaves you much more powerful than an actual low-level player.
So buffing the champs to accomidate high-level downscaled players would make the champs too difficult for actual low-level players. Not a good idea. You can’t assume that there will always be high-level players around to even it out.
They could maybe up the scaling a bit so that the champs are a tougher against massive groups, perhaps, though.
Only really nessicary in low-level areas, I think, though. The higher level champs seem fine, to me anyway.
No 1 hit kills either please. That’s artificial difficulty, and a very good way to suck the fun out of anything. Oh wait…there are already bosses that do that. Sigh.
If you can see the telegraphed attack charging (and you probably will with the improved particle effect system), then it’s not artificial any more. The enemy charges a big hit, you still stand in front of him – he hits you… of course you deserve to go down.
How else would an enemy be challenging ever, when 20 people are fighting him? He can’t be on every player at the same time.
Scaling the event with additional mobs/vets would certainly make things more exciting. I swear it takes almost more time to type, “Troll’s up” in mapchat than it does to take the troll down, with the number of folks camping. But a few vet trolls would certainly make it more challenging — kind of like the champ troll in Wychmire. Still a low-level zone, but that one’s more challenging because of the spawn with the champ, and the tethering where you basically have to fight the kittening thing in that narrow canyon. As it stands now, there’s nothing really “champion” about the champs — at least in Queensdale, anyway.
- Some random quote -
The Walkers and the Whispers, ANVIL ROCK
Queensdale is not a good place to decide what needs buffing. For a lvl 80 you can roll face on your keyboard through that zone. But it is still challenging to low level players. Queensdale is a popular Zone so a lot of people are there but high level players gotta understand that Queendale is beginner content. What have to look at is the mid to end game champs and say “were these reasonably challenging for their level?”
There are really challenging champs out there, u guys should explore and look for them instead of asking for buff. Try Kol Skullcrusher in Harathi Hinterlands if you think they die fast and any Krait Champ if u think you can stand in one place and faceroll.
If anything, lvl 80 players in full exotics should stay away from those starting zones and seek challenges for themselves.
You’re worried about Orr, of all places? Half the time those are easier to kill without lots of help.
There are really challenging champs out there, u guys should explore and look for them instead of asking for buff. Try Kol Skullcrusher in Harathi Hinterlands if you think they die fast and any Krait Champ if u think you can stand in one place and faceroll.
If anything, lvl 80 players in full exotics should stay away from those starting zones and seek challenges for themselves.
I wonder if champion level effects the drop rate of their loot bag contents. I can see arguments for and against this.
@Shiren:
https://www.guildwars2.com/en/news/dungeon-rewards/?utm_source=client
based on this, i say different champs drop differnt types of rewards and it makes sense that harder champs drop better types.
Cheers
they could add new attacks which 1-hit you to down mode if you’re not reacting fast enough. Now that the effects are going to be reduced when too much comes up, telegraphs could work out as initially planned.
… and Anet shouldn’t be afraid to 1-hit a whole group of players; a champion should be a challenge, even in low level areas imho.
Yes because punishing melee even more in this game sounds like a good idea, right?
As it stands now most champions are easily soloed because of how over powered CC is. CC ranged kiting is far too strong for that to work. Yes I abuse the hell out of it, I’m not going to say I don’t. I will continue to do so as long as it’s things are so brutal for melee. Recently I’ve been doing more pve, and to be honest most of it is incredibly easy and trivialized by ranged kiting. Anet already seems hell bent on punishing melee whenever possible.
If you can see the telegraphed attack charging (and you probably will with the improved particle effect system), then it’s not artificial any more. The enemy charges a big hit, you still stand in front of him – he hits you… of course you deserve to go down.
How else would an enemy be challenging ever, when 20 people are fighting him? He can’t be on every player at the same time.
Sounds good, but how it should be handled is anything within a short distance is unaffected, while anything further out is hit unless they dodge. Make the ranged people actually have to do more than mindlessly press 1.
(edited by GSSBlunaspike.4153)
Instead of just inflating stats some more i’d prefer it if they added more telegraphed movement based attacks that knockback+knockdown you for a decent amount of time, which is especially dangerous on some champs, risen abominations do a charge now as jerky as it is, but you can watch where it’s going to go and move accordingly.
A good example would be trolls in lotr war in the north swinging their clubs, or wyverns swinging their tails and charging in monster hunter. I just want an excuse to watch enemies and not just red circles, hopefully the particle change will help for this.
@Shiren:
https://www.guildwars2.com/en/news/dungeon-rewards/?utm_source=client
based on this, i say different champs drop differnt types of rewards and it makes sense that harder champs drop better types.
Cheers
Right, but that mentions their type, not their level. Killing a bandit champion in Queensdale wouldn’t be the same as killing one in Caudecus manor, nor would it be the same as killing one in Frostgorge Sound for example. If the champions of each type have identical drops (and drop rates) in starter areas that they do in high level areas, it’s beneficial to kill the easier ones.
Don’t scale the champions; those are ok. Just scale the rewards: the champion oak in Q’dale should have a very basic loot table, while the Champion Risen King in Cursed shore should have a high chance to drop the really desirable items. But then also scale based on the number of players hitting it – lower chance of getting the good stuff, the more players are involved (above, say, 5 players, anyway).
This last is especially important, since non-event champions do not scale in difficulty.
If Lyssa’s gorillas(and the other champions that spawn there) are anything to go by … you have nothing to worry about. Still not all that interesting to fight but at least they’ll be bags of HP.
(edited by Khisanth.2948)
Low-level Champs die fast because the downward scaling of players is still off and still leaves you much more powerful than an actual low-level player.
So buffing the champs to accomidate high-level downscaled players would make the champs too difficult for actual low-level players. Not a good idea. You can’t assume that there will always be high-level players around to even it out.
They could maybe up the scaling a bit so that the champs are a tougher against massive groups, perhaps, though.
Only really nessicary in low-level areas, I think, though. The higher level champs seem fine, to me anyway.
Yeah. Buff the lowbie champs cause of downlvls. Screwing over the lowbies actually starting out. Good thinking that. Sharp as a 2×4