Newbie champ spawn issue

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Mebbid
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Newbie champ spawn issue

Post by Mebbid »

With the current state of the server there's not enough people that meet the criteria to to make the newbie champ a feasible undertaking. In my first 21 days I ran the newbie champ no less than 20 times. In that time I saw a total of 6 other people at the champ and never more than 2 others at any one time. While it IS soloable, the number of newbies that can do so are miniscule; even then it takes 1 - 1.5 hours to finish. In short: If I wasn't doing it; nobody was.

My suggestion is that the age limitation on the newbie champ be increased to allow more people to utilize the champ as well as make it easier for the very new players to complete it.
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Melkor
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Re: Newbie champ spawn issue

Post by Melkor »

I would like to say about all the MOA bosses. A few years ago when staff increased the resists on the boss. I don't think anyone liked it. It takes 3 or 4 vets a longtime to run him out of hit points, so long it's silly and not fun. I can't imagine how long it would take a pack of newbies to run him out of hit points. I suggest at the very least his resists go back to their original setting.
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Arcon
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Re: Newbie champ spawn issue

Post by Arcon »

I must agree with Melkor that many changes done with the champs were not popular ; a revert to old school isn't my solution, but it is not like I got one... lol --- another direction could be the answer... but I am not wise enough to give you one... :?:
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Re: Newbie champ spawn issue

Post by Tattersail »

Melkor wrote:I would like to say about all the MOA bosses. A few years ago when staff increased the resists on the boss. I don't think anyone liked it. It takes 3 or 4 vets a longtime to run him out of hit points, so long it's silly and not fun. I can't imagine how long it would take a pack of newbies to run him out of hit points. I suggest at the very least his resists go back to their original setting.
On the other hand I see some bosses go down right fast, because there are more than enough people there...And if you're out killing spawns that have popped in different rooms or you have trouble getting a target because there are 50 mules on top of him, you won't get any shots in before he's dead...I deffo see that it can be a problem on the newbie champ, as loads of players go there with little to no gear and no pets (they are, after all, newbies), but I don't think it's viable to change the other champs...

Besides, the champ itself taking a 3 minutes longer than you'd like, is peanuts compared to the time it took to get him to spawn in the first place...
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Melkor
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Re: Newbie champ spawn issue

Post by Melkor »

Tattersail wrote:
Melkor wrote:I would like to say about all the MOA bosses. A few years ago when staff increased the resists on the boss. I don't think anyone liked it. It takes 3 or 4 vets a longtime to run him out of hit points, so long it's silly and not fun. I can't imagine how long it would take a pack of newbies to run him out of hit points. I suggest at the very least his resists go back to their original setting.
On the other hand I see some bosses go down right fast, because there are more than enough people there...And if you're out killing spawns that have popped in different rooms or you have trouble getting a target because there are 50 mules on top of him, you won't get any shots in before he's dead...I deffo see that it can be a problem on the newbie champ, as loads of players go there with little to no gear and no pets (they are, after all, newbies), but I don't think it's viable to change the other champs...

Besides, the champ itself taking a 3 minutes longer than you'd like, is peanuts compared to the time it took to get him to spawn in the first place...
I was only talking about MOA, other bosses are fine IMO
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+Requiem
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Re: Newbie champ spawn issue

Post by +Requiem »

One thing to keep in mind. Under the current system (and old one), a change to one Master of the Arts spawn affects them all. By all, I mean the one meant for newer players, as well as the other 3 available to everyone.

Champion spawns aren't really "meant" to be soloed. Alas, it is possible here on Excelsior due to overpowered pets and gear, which is one of the reasons I enjoy playing here. I like feeling powerful. I think everyone does.

Just because it is labeled a "newbie" champ, doesn't mean it will not be challenging, especially to newer players who don't have some of the more advanced gear. It means there is no competition from the veterans, and has the chance to spawn quicker. (4+ hour timer instead of 6+). It is part of the challenge to team up with other's, and potentially even solo it by the time your 21 days are up.

I assure you it is possible. When I started here as a player, I was able to solo the champion by the end of my first 21 days. It wasn't easy, but it was doable.

That being said, I am asking +C for a custom champion system at some point (probably after the facets are done, and treasure hunting upgrade), and I will bring this up then if I remember. I personally feel the other champions need to be made tougher, with more hit points, etc. Some die much too quickly in my opinion.
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Re: Newbie champ spawn issue

Post by Annachie »

+Requiem wrote:Some die much too quickly in my opinion.
Translation, just before he gets there? ;)
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Yoda
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Re: Newbie champ spawn issue

Post by Yoda »

+Requiem wrote: I personally feel the other champions need to be made tougher, with more hit points, etc. Some die much too quickly in my opinion.
semidar and barracoon are pretty laughable even with low numbers
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Melkor
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Re: Newbie champ spawn issue

Post by Melkor »

I'm all for naming champs more challenging. Just by adding resists didn't make MOA anymore challenging. It's boring sitting and waiting until he slowly runs out of hit points with no chance of death to yourself.
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+Requiem
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Re: Newbie champ spawn issue

Post by +Requiem »

So, what are you suggesting? Adding mortal strike monsters? reduced healing at champs? Insta-kill breath weapon dread mares that spawn when the champ is at 75%, 50%, 25%? Some combination of all of the above?

This is the issue you run into when you have things that make you virtually immortal. Once you reach a certain point, the challenge is gone. So, we can either make things harder (and listen to all the complaints about how unfair it is, and how it sucks because you earned your re-layers, etc), which might also alienate newer players without that amazing gear, or we can make the fights take longer by increasing resists, hit points, etc.

If you have other suggestions, I would love to hear them.
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Melkor
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Re: Newbie champ spawn issue

Post by Melkor »

I feel bad because this thread kinda got hijacked. I try and stay out of threads that are about ideas for changing or “fixing” the shard. Overall I got no complaints and I find the shard has continued to improve over the years. I didn’t say anything when the resists were added to the MOA boss. The OP was saying that he is finding the newbie champ difficult. To that effect I was saying that with the Resists on MOA are quite high in my opinion. I think someone posted a pic recently of MOA with her armor gone due to be being destroyed by hits.

I can well imagine finding a balance is a difficult thankless job as you simply can’t please everyone. As for suggestions. I think dread mares might be a bit extreme lol. Perhaps more spawn over a larger area? sinidar and barracoon could use a little more toughness, they do go down pretty quick. For that matter all the bosses could use a little boost on hits and/or resists, just not as extreme as MOA. I think bosses being a little more deadly would be good. The Eidolon could be a little deadlier too, his resists and hits are good. I don’t like the idea of reduced healing.

For a quick fix, just reduce MOA resists some and raise all the others some.

Just my opinion :lol:
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Arcon
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Re: Newbie champ spawn issue

Post by Arcon »

one idea : no pets can kill the boss - it takes me more time to clear the waves than to kill the moa - -- the no pet rule is already used when friends meet in fire champ or similar... --- If I am the thief --- sorry --- I could have started a disgruntle post years earlier... it is why I usually never express myself... :oops:
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+Nyx
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Re: Newbie champ spawn issue

Post by +Nyx »

Personally, I'd just boost the HP and resistances of the champs that need some love, and disable all forms of AOE including weapon attributes that give area effects.
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Yoda
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Re: Newbie champ spawn issue

Post by Yoda »

I would agree about the hitpoints but the aoe disable not so much, it would just make champs look like a forest of druids (not that they already sometimes don't) all it would do is move the defacto champ destruction method towards a monolithic druid tactic
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Re: Newbie champ spawn issue

Post by +Nyx »

Trees are an AOE spell, so it'd be disabled too. Same with volcanic eruption, etc. It'd cause folks to actually fight things, but as Req said, there aren't any "perfect" answers to issues like this.
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