Please rethink this approach for future events. With the reward being limited to those that built the spawn it is very hard to find people willing to fight the spawn. This doesn't seem to have the effect of getting more people to build the spawn rather it ends up just being left or few people fighting it for an extended time. Thank you for rethinking this.
I agree it needs some adjustment i think the issue was more with the deco drops needing a boost than anything
Yeah, I think the new system is better but also has a flaw.
I tried to join when the boss pops, kill some remaining spawn around the fringe but did not yet the belt. So if I miss, I may not join in because it's a potential waste of time.
Maybe 100% sure drop for those who started from beginning and have looting rights for all tiers. And say 70% chance to get a drop if we miss first tier, and then 60% if we miss 2, 50% if we miss 3... then 0. Thinking out loud.
One change to this would be to make the rare deco item have a better chance to come from the boss encounter and have a chance to drop rather or not you took part in the build up. The deco rewards coming from the spawn are a great incentive for people to do the spawn and often people just do the spawn and see that there are not enough to take the boss in what they consider a reasonable time and leave. Once you've collected 20 belts or missed the first spawn rounds there is little reason to spend 30 - 45 minutes to kill the boss.
I agree the system now is better than before but still needs some improvements. I'm thinking maybe something like previously mentioned by someone else where it's kind of like Krampus. If you start on the first 2 waves (or kill enough of the first couple waves) you are guaranteed a drop from the boss but even if you come for just the boss you would still get maybe a 25%?
Another idea, which I'm not sure if this would be possible but scale the champ's stats based on people completing the spawn? i.e if there is only 1 person doing it then the champ would have maybe 10k hp but if there are 10 people doing it then it have 100k hp.
It's one thing to spend like 90min from start finish for a champ drop if you really want it but spending 45min to kill the champ without a chance of getting anything has too many people seeing the spawn at level 3 and leaving until the champ is dead (which on shards like Origin could take 8+ hours or require a shard maintenance).
I think the problem is the guaranteed drop. After getting belts for all my characters, even the ones who will probably never use one and some extras I have no interest in doing it again. Not everyone collects deco items but everyone wants at least one of the top item if for no other reason than to see what its about and if it fits one of their characters.
To me it would have made a better more interesting event if the odds of getting a belt had been set a 50 - 50 or less rather than 100%. As it is its just a difficult clicky.
I would also like to see an indication of if you qualified for the drop but luck wasn't on your side this time. For example everyone who qualified gets a plain belt but the lucky ones getting the version with the powers.
The real issue is there is no way to reset a spawn, if people left it unfinished and gone.
There is no issue if there are ppl already killing the boss, they probably don't need your help if they have started killing it so you can just wait for the next round.
Real issue is people left the boss unkilled and no one is willing to kill it (even it can be soloed) because everyone knows it's just a waste of 30 mins of their time, and losing durability on their suit.
Or, people spent 30 mins on the spawn and realized they have no deco drops because the spawn was a left over and got reverted to wave 1.
So there should be a way for people to reset the spawn.
You can get a belt from a spawn that drops to level 2. I have done that twice.
So, kill stuff and kill the Boss to reset it.
We did a lot on Origin at first now not so much
Did two in a row last night in pac seems supply is meeting demand