kum-gulp wrote on Jul 5
th, 2015 at 9:53am:
I agree it isn't ideal (and wasn't), but difficulty spikes during quests are good design, imo. Better than some of the quests now where ok players do ok right until the boss and then they get their arse kicked. At least with champs you'd get an idea early on of the parameters you're working in. Design as is can breed a false sense of capability.
I see your point, and if I'm understanding correctly then I agree with you and think that's a good goal but not one the Champions "solution" was anywhere near achieving. I agree that there should be some way to gage the difficulty before you get to the end boss having invested an hour of play.
Ideally the quest entrance should give you the information (some say extreme challenge, so between the challenge rating, the level, and the difficulty you should know about how hard it is). Second best is to have a fight fairly early on that lets you know if you're way over your head. But champions didn't give that. The same quest on the same difficulty could be very tough but OK if you took it slow on one run, but Tomb of Horrors brutal on the next, different only in the spawn pattern of champions, which you have no way to predict or control.
So you got (get? Not following closely) players who would like and could handle the challenge of hard but stick to normal and are bored because Hard or Elite is too unpredictable.
I'm not saying quests should be completely predictable, I'd love it if they had more randomization for things like trap location, etc. But randomizing the CR isn't good randomization, it keeps people from knowing what difficulty to run.
They could have made Champions have a fixed number per difficulty and a fixed number spawn simultaneously and players wouldn't know which mob was going to have the Champion allotment, that would have been much better because you'd know
how hard the fights were, just not
where the hard fights were, so you'd still need to be careful with each mob. That would give more challenge, but still let players make an informed decision.
I still like the replacing Dungeon Alert best, but this also would have been a better Champions implementation than what we got. Of course, replacing Dungeon alert would mean they couldn't use DA as their "exciting" special challenge for some adventures as they've recently done, but I think we could all live without that