Notadrizztvariant
Well-known member
Would be cool, introduce faction specific arch-villains to replace reapers. Would be more thematic in quests.
I agree with this--and this is a kind of reskinnng. Champs are at least part of the quest; the reapers are just plopped in there. I would make a 'champ-reaper' that is the same as the current system of reapers but looks like the mobs there--like champs do--but is the reaper. Have them incorporeal, so they make mobs look like pale master versions of themselves.I wouldn't mind seeing new and improved champs instead of reapers. Reapers always just seemed sort of immersion breaking to me, like he we are in the hobgoblin fortress and here for no real reason is a ethereal reaper.......wouldn't a big bad hob champ be better?
I would even be fine if they had the exact same stuff as reapers. Vengeance champ, doom champ, plague champ etc. And it would be more fun because you could get archer dooms! Can't wing kite that!
This is the primary reason I'm not into reaper mode. I want to play the quests with the story enemies, not random wraith wannabes. I'd enjoy it more if the existing monsters had the reaper traits.Reapers always just seemed sort of immersion breaking to me, like he we are in the hobgoblin fortress and here for no real reason is a ethereal reaper.......wouldn't a big bad hob champ be better?
Nope, Sarlona. When we finish a quest in reaper we go afk until the lag goes awayGame engine cannot handle existing reaper trees, you want to add more? You play in wayfinder yeah?
Hoping they expand reaper to R11-R20 cause R10 is getting to the point we dont even bring a healer a lot of times.
Move veng & despair to r3, have new reapers at r5 & r9. Give us some new challenges.
It wasn't the original intent, but those have become casual player settings.
/NOT SIGNED, a big NO.FIRST THING - we are just talking about the monster itself, not R1-R10.
The Reaper monster was a 'quick fix' kind of thing, and it is time to shelve it and replace it with something more in theme with D&D.
I think the Reapers themselves should be replaced with - Villains.
This is very CoH of youFIRST THING - we are just talking about the monster itself, not R1-R10.
The Reaper monster was a 'quick fix' kind of thing and it is time to shelve it and replace it with something more in theme with D&D.
I think the Reapers themselves should be replaced with - Villains
There should be different groups of villains (based on dungeon level or area) that at lvls R1-R10 move in and take charge of the monsters there.
Groups like 'The Red Wizards of Thay' and so on.
The villains should be as powerful and as numerous as the Reapers they replace.
This is not a change in difficulty, it is a 'rebranding'.
Each villain group should have their own special abilities based on who they are.
Some groups could be invented for the purpose like 'Harbor area' The Lords of slime cult, and so on.
The fact that the Villain groups will be different will bring in more challenge because 'one set of reaper gear' doesn't cover it all now.
Just a suggestion.
Ok, more champs could be fine, the problem is that some champs when multiple appear turn into force multipliers and become MUCH harder than one of them by itself. More diversity of champs maybe?More reapers and more champs (psionics was a nice challenge!)
Harder, Better, Faster, Stronger
(may have daftpunk references)
This was HORRIBLE. ABSOLUTELY HORRIBLE.Psionic thralls mate mainstream test run there already on it
Don’t like reaper there is other difficultiesFIRST THING - we are just talking about the monster itself, not R1-R10.
The Reaper monster was a 'quick fix' kind of thing and it is time to shelve it and replace it with something more in theme with D&D.
I think the Reapers themselves should be replaced with - Villains
There should be different groups of villains (based on dungeon level or area) that at lvls R1-R10 move in and take charge of the monsters there.
Groups like 'The Red Wizards of Thay' and so on.
The villains should be as powerful and as numerous as the Reapers they replace.
This is not a change in difficulty, it is a 'rebranding'.
Each villain group should have their own special abilities based on who they are.
Some groups could be invented for the purpose like 'Harbor area' The Lords of slime cult, and so on.
The fact that the Villain groups will be different will bring in more challenge because 'one set of reaper gear' doesn't cover it all now.
Just a suggestion.
Did you even read what you quoted?Don’t like reaper there is other difficulties
If someone really play for the challenge, then can go with pure first life, bta gear, and then skip all easy mode things
What you expect when people buy boxes, complete 180 lives, 156 rp and got nothing to do? Some of them even have alts fully maxed out. I think the next logical step is world bosses so these bored ones can go beat a large potato sack.Maybe just stop using easy mode like reincarnation/completionist past lives passives, tomes, reaper tree, btc gear, and guild ship buffs, all that are optional and significantly decrease difficulties that supposed to be harder, but end up with no sense in their definition.
Not to mention that playing in larger groups with other overpowered characters is already additionally much easier.
In practice, so called casual gamers seem to require more true gaming skill than some proud veterans/"hardcore" with their auto play passives that give super high parameters.
If someone really play for the challenge, then can go with pure first life, bta gear, and then skip all easy mode things, so harder difficulties are what they should be in their meaning.