Warning, long and boring post pertaining to a system that works just fine for the most part (as long as all participants are decently geared, skilled, and *mannered*).
These suggested changes are just idiot-proofing to ensure that unscrupulous, lazy, or otherwise immoral people are no longer able to abuse the champ reward system to receive disproportionate gains.
Summary for those who can't be bothered to read:
- Rewards for champ are based on total performance over all waves, less emphasis on champ "boss"
- Performance weighted based on difficulty of each wave
- Scaling minimum performance threshold required to receive powerscroll, penalizes slacking/incompetence/swarming
- No gold explosion - automatically and evenly split between all participants as checks directly to backpack
On to the elaborations:
The changes below only apply to the champion spawns which use the 6 scroll distribution system based on damage dealt to the actual champ boss (that is to say, most of them aside from MotA, Apoc, Blood Clan).
Powerscrolls should be distributed based on performance over all 16 candles (total damage dealt for each participant), and not just who deals the most damage to the actual champ boss.
"Performance" would also be weighted based on the waves. Knocking off lots of creatures in the early waves is still significant, but the same amount of damage dealt to the tougher creatures in the later waves is worth more. Regardless, high performance throughout the entire champ will pay off.
- Wave 1: 10%
- Wave 2: 15%
- Wave 3: 30%
- Wave 4: 40%
- Champion: 5% (this is already far more than the effort expended to kill the boss is worth)
After taking all the modifications into account, the six top damage dealers would receive one scroll each.
For groups of less than six people, the scrolls would be split like so:
- 1 person: all 6 scrolls to one person
- 2 people: 3 scrolls each
- 3 people: 2 scrolls each
- 4 people: 2 scrolls to the top 2 damage dealers, 1 each to the other 2
- 5 people: 2 scrolls to the top damage dealer, 1 each to the other 2
If a participant did not deal at least (100 / (2 * number of participants)) percent (minimum 10%) of the total damage dealt during the entire spawn, they would not receive a scroll even if they would otherwise be eligible.
The spawn would be handled as if that person was not a participant, possibly leading to a different split of scrolls.
This is to penalize people who do not/cannot pull their own weight, and also to penalize swarming a champ with so many people that the content is trivialized. It can result in a champ awarding zero scrolls if so many people were present that nobody dealt 10% of the total damage output.
Example:
- 4 people are present at the spawn.
This means anyone who does not deal more than (100 / (2 * 4)) = 12.5% total damage will not receive a scroll.
If the performance of the people is like so:
- Person A: 128 lore druid, dealt 50% of overall damage
- Person B: 120 lore druid, dealt 25% of overall damage
- Person C: Pet user, dealt 20% of overall damage
- Person D: Incompetent, dealt 5% of overall damage
The scrolls would be split between A, B, and C, who would receive 2 scrolls each.
Note that this system still favors soloing. To those who can do so, it is no different from the current system. It merely reduces the risks of unfair play for those who have no choice but to group up, or prefer to group up while doing champ spawns.
Lastly there would be no gold explosion, instead the gold would be automatically counted and assigned to the backpacks of every participant who dealt more than 5% of the total damage during the entire spawn, as a bank check, in an even split.
The gold is evenly shared regardless of performance since every participant still spends time on the champ, the gold is the reward for the time involved, the scrolls are the scaling reward granted for
effort.
This would mean the people actually advancing the champ (properly geared druids, for example) would be most likely to get their fair share of the reward, and the ones who just aim to steamroll the boss when it spawns get very little, if at all, unless they also pull their weight during the 4 waves of mobs.
This change is still unforgiving to those who have only poor pets and/or no druid gear, but let's face it - they do very little to advance the champ anyways compared to those who either have druid gear or good pets and the knowledge of how to use them effectively at champ spawns. If they want a chance at a good cut of the rewards, they have to follow the normal progression of power and shape up a little before champing (eg. purchasing some solid pets which are champ-viable, BODing for druid gear and obtaining a druid book, working Necromancy so they can Wither-bomb if the druid book is too expensive, leveling a whirlwind+area effect+hit spell weapon as a crowd-killer).