It is time to RETIRE reapers (the monster)

Rugar

Well-known member
You are right that change is hard and no matter if its good or bad change, it is typically not liked when it happens. But to be fair, the "problem" with the way the Invasion event was handled wasn't the Reapers. It was the appearance of crazy hard champs in non-reaper quests. People complaining were largely not the Reaper players. It was the people who don't like Reaper that were suddenly facing significantly tougher champs in Elite and Hard quests.

As to changing the difficulty scalar in Reaper quests... I think it's about due that the system be reworked. For people that began Reaper early on, 1 Skull is actually easier than Elite due to reaper enhancements. For people just joining the treadmill, they try to keep up with the "Ubers" and get smashed when they join an 8-skull group wearing lootgen equipment. There has to be some way to challenge the ubers while giving the rest of us a better way to grind up some of that reaper XP.
 

saekee

long live ROGUE
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! :p
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.

Of course I hate that they can detect stealth but that is my personal problem.
 

Blunt Hackett

Well-known member
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?
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.
 

Falkor

Well-known member
I concur. My preference is to see champions or "reapers" that fit the quest.

We are playing some hybridized form of Dungeons and Dragons ... not Harry Potter online. Dementors don't belong here.

It's never made sense to me. I only play reaper for the bonus xp. It's a format I'd be glad to see removed, and wish had never been introduced. There were other, creative and innovative ways, to increase game challenge.

There still are. Like changing up some mobs and giving them difference damage resistance. Look at the gnashing of teeth that is causing. Grown men are, literally, crying about it.

Rest assured, if any changes were to happen with reaper mobs, a solid portion of the player population would die from hysterics. And another portion would drown in all the tears of anguish and rage. Some would rage quit. A small portion would be ok with it, and some might even rejoice at these changes.

The cries from Alderaan being destroyed would be miniscule in comparison to the cries here should these changes ever happen.
 

Oliphant

Well-known member
Was thinking the other day the Illithid invasion of the reaper quests, the hounds, both demo they can switch up reaper. Would be cooler if the reapers as we have them now were just seasonal and maybe otherwise just a lot more rare to pop and they add more random tough extra tough monsters from DnD monster manuals.
 

Speed

Well-known member
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.

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.
 

Fizban

Well-known member
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.
/NOT SIGNED, a big NO.

The Reaper NPC/monsters were and still are a very good addition to DDO. I would agree that we need to add/create a few more at different levels. Basically, the same as it is now but with 2-3 more Reapers. NOTE: I may have some of the levels of apperance off a bit, but you will get the suggestion below.

  1. R1-R4: Carnage, Plague, Famine, Fear
  2. R5-R6: Vengence, Carnage, Plague, Famine, Fear; NEW Misery
  3. R7-R8: Despair, Vengence, Carnage, Plague, Famine, Fear; NEW - Affilction, Misery
  4. R9-R10: Doom, Despair, Vengence, Carnage, Plague, Famine, Fear; NEW - Agony, Affliction, Misery
 

Notadrizztvariant

Well-known member
And again a thread touching the reaper topic degraded into "casual vs. hardcore". Sad, the original idea was worth discussing, but I guess people just cannot forego any opportunity to bring in their pet peeves.
 

Scrag

Well-known member
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
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.
This is very CoH of you :D
 

Scrag

Well-known member
More reapers and more champs (psionics was a nice challenge!)

Harder, Better, Faster, Stronger
(may have daftpunk references)
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?
Psionic thralls mate mainstream test run there already on it
This was HORRIBLE. ABSOLUTELY HORRIBLE.
 

Tanis

Well-known member
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
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.
Don’t like reaper there is other difficulties
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
I have never set the difficulty above Reaper Mode 1, solo, and will not comment on or make suggestions for Reaper Mode 2 and beyond.

I like the idea of of replacing Reapers with quest appropriate Villains in Reaper Mode 1. Instead of using the Reaper animation, duplicate the animation of the monster triggering a Villian spawn and give that monster the super duper attributes of a Reaper. Even better, make the Villian 50% bigger and shroud him or her in black fire, a la Fire Shield.

If sufficiently toned down, I would enjoy fighting Villains, as defined above, on Normal, Hard, and Elite difficulties.

I have enjoyed the temporary addition of unusual Monster Champions for events such as the winter festival. I am amenable to the addition of more seasonal Champions and Villains. All I ask is that you give such creatures a buff that tells me what I need to know to fight them. For example, psionic thrall champions would have a buff that reads, "These champions have additional Magical and Physical Resistance that is bypassed by force and untyped damage." That way, I can learn what each champion does and adjust my tactics accordingly. Please do not make me look up stuff in an external document while I am playing.
 

TavernBrawler

Well-known member
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.
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.
 
  • Like
Reactions: DBZ
Top