champ spawns

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dillingham
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Re: champ spawns

Post by dillingham »

YOUR WRONG!!!!!!! *FINGERPOINTS* *DANCES*
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anarchy
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Re: champ spawns

Post by anarchy »

am I or are you joking around? if that is so then yes volcanic eruption gives druids a unbalanced advantage.
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dillingham
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Re: champ spawns

Post by dillingham »

anarchy wrote:am I or are you joking around? if that is so then yes volcanic eruption gives druids a unbalanced advantage.
Just joking you pretty right on the spot
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anarchy
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Re: champ spawns

Post by anarchy »

grrr oh ok. was confused cause one player thought druids had all the power, when in fact when it comes to getting scrolls....druids are kind of getting the bad end of the deal. :(
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Re: champ spawns

Post by Disposable »

ok, if that IS the case, and I'm not saying it's not, myself and others have had some...inexplicable experiences. Same spawn, comparable number of people, pets and pet types, with the only change being a druid....and you end up with nothing, or a large bump down. IE less gold, smaller scroll, or no scroll/gold at all. Again, you could be right, and the DPS meter is based off of nothing but the damage done to the boss. However, that has not been my experience. I am only speaking for myself here, as the people that have stated similar occurances to me would need to add their own experiences. Anyways, as I said...could be wrong, but I'd love to know how that occurs if I am.
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Adrias
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Re: champ spawns

Post by Adrias »

it's only damage done to the boss.
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anarchy
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Re: champ spawns

Post by anarchy »

wish +Veritas would do his special test on that one. because honestly i'm just going by what i've been told in the past and past experiences. now mind you the times i didn't get a scroll was due to me not keeping an eye out for the champ and it may have moved too far from me.


could we please get a test done +V if time permits (this may have to be more than 1 staffer testing). i think he would have to initialize a whole spawn; blast it with volcanic eruption, then when champ comes up the other staffer kills the champ. if +V gets a PS then we know it's all around damage throughout the spawn. any chance for this test to be done?

this is taken from here

http://www.uoex.net/wiki/Champion_spawns

When you have 16 red candles you'll need to advance another 100% and then the champion is summoned. Once you have killed the champ the altar will deactivate and nothing else will spawn. A gold explosion will take place dumping gold on the ground in the area where the champ was killed. If you did any damage to the champ you will receive Powerscrolls (amount is dependent upon how many people defeated the champ) in your backpack.


but seeing that a lot of changes have gone through the years is this correct, because i think there is a certain amount of damage you must inflict upon it to receive a chance for a ps.
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Re: champ spawns

Post by Shotta »

Disarm Bracelets of binding for fel, as recall is unavailable there anyway. That could make a lot more people not make it to a champ so fast while their guild is camping all the other spawns also. Make everyone run to everything in fel all the time.


Sorry i worded that horribly :P


Edit: Random Champ Spawn Locations is also an awesome idea :)
Last edited by Shotta on Tue Mar 15, 2011 9:20 pm, edited 1 time in total.
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anarchy
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Re: champ spawns

Post by anarchy »

i like that idea shotta. +1
Cornbread
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Re: champ spawns

Post by Cornbread »

I can assure you that if you don't damage the champ before the zerglings kill it you will NEVER get a scroll. Even if you were to solo everything prior but then the campers sick their minions on it while you stand there and watch or try to target you lose.
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Re: champ spawns

Post by Side »

What would be the point of bracelets then? Anywhere else you can just open a gate for people.
Randomizing the timer of champ spawns solves the camping problem, bracelets promote people guilding and working as a group.
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Re: champ spawns

Post by Shotta »

Side wrote:What would be the point of bracelets then? Anywhere else you can just open a gate for people.
Randomizing the timer of champ spawns solves the camping problem, bracelets promote people guilding and working as a group.

I am all for people working in a group. if there aren't to be random champ spawn locations, thn maybe to disable the bracelets in the general area of fel champ spawns. It just seems that a lot of folks camp spots, only to brace out, to come and camp again afterwards. I am not opposed to campers, per say. Sometimnes that's how you find champs. but to camp with 1 or 2 other people, and when the champ pops, all of a sudden, there's 15 people that weren't there.


Another decent idea, i think, might be to place some mobs on the champ areas such as tokuna is spawned. if you happen to go afk at a champ, there's a chance you could die when it's not spawned still. Granted that lizardmen aren't real hard to kill, but if you let 6 or 7 group on you afk, you might go down :P

Edit: +1 on Champs having more HP/damage per player count. ( as are mobs in DiaBLO :)

RE-EDIT: I only mention the bracelets because it's a fix that affects every player's class. Doing something to hinder a player that's worked hard for their class can seem like they've been singled out. This particular idea seems to affect everyone the same amount, and (I am not a coder) doesn't seem like it would be a lot of coding compared to some of the other ideas.
Last edited by Shotta on Wed Mar 16, 2011 12:16 am, edited 2 times in total.
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Johnny Warren
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Re: champ spawns

Post by Johnny Warren »

Firstly... lol @ the initial pic Anarchy. Makes me laugh and want to cry at the same time... look at how many noob nobles are galloping around...

I think the changes will help greatly. The druid change is very welcome, I'd personally been hoping this would occur for some time. But the more important change is the timers. That should make finding an active champ more difficult and limit the number of players in attendance. I also like the idea of adding additional champs. Please make them in Fel or Ilsh is al that I ask.

I also support the idea that Nelapsi and other have put forward in making the champs themselves have higher HP and some form of area effect would be a great addition. An area effect move where the more mobs attacking the champ increased the damage and range of the area would be best.
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Nunja
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Re: champ spawns

Post by Nunja »

My Vote:
If you kill enough monsters in the candles stage - you automatically get a scroll when boss falls (even if you don't damage the boss). This should be fairly relaxed. Really everyone who contributes should get one.

All you need to do is artificially insert these people into the loot list when the boss spawns.

Pros:
This helps the people who are at the champ earliest the most.
This helps problems with boss going down too quick to target
This helps newbies without pets who can kill lots of the weaker monsters but don't do as well against the boss.
This means if you arrive late, then you need to help with boss. (no change)

Issues:
druids can spam volcanic during candles stage and then fall asleep and get a scroll... not an issue in my mind as they contributed.
will require some tweaking to get required killed monsters count perfect.

Cons:
None - it's an awesome idea
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Re: champ spawns

Post by Jahn »

I don't champ to avoid the drama, that said, why not set it up so say anyone getting there after the 2nd red candle doesn't get a scroll. Then you don't have to worry about who came when..you come in late and mob the boss with pets you get a bit of gold, no ps, while those who worked the spawn get the scrolls. No idea how much hassle it would be to re-write the code but would seem to solve most folks issues with champs. Of course you could pretty much forget asking for help asa most folks probably won't want to bother if there is no chance they can get a ps.
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