Recap for those that are not aware of the current logistics :
For championship spawns - to activate the alter you need to use the Valor Virtue (knight) to start the spawn in operation. When you activate it it will either have 2, 3 or 4 red candles fully completed.
There are essentially 5 candles on the top side and then 4 more on the other 3 sides for a total of 16 candles like so. As you progress the spawn each side will spawn another set of creatures until all red candles are lit and then the champ is summoned.
Now for the question:
When you pop the spawn with 2 candles (minimum) the spawn will 'upgrade' after each full side is completed. So on each 'turn' you get a new set of monster.
However, if you pop it with 3 candles, the spawn increments after you've turned the corner by 1. IF you pop with 4 - it increments after you have turned the corner by 2.
IS THIS AS DESIGNED?
Essentially popping with a 4 candle is only better than a 2 candle in that the final side only requires 2 more candles to get the camp vs needing the full 4. However, the last stage of the champ is the easiest to move the candles since only a couple kills are needed per white.
It would seem that every time you turned the corner it should be static in turning the spawn. A 4 candle would mean the lower level would go faster and thus save the aggrevation of the lowest spawn level. In addition it would make the spawn jumps consistent by always turning on the corners.
It seems as tho the code allows for a random 2-4 candle at the start but then always counts by 4 to increment the spawn instead of hard coding the corner of the spawn alter to make the jump regardless of how many were placed to start.
I just want to know if this is actually intended and if so - considering changing it to the later. Eliminating 2 candles on the first level is way better than 2 on the last level. The last level goes super quick and it is irrelevant usually.
For championship spawns - to activate the alter you need to use the Valor Virtue (knight) to start the spawn in operation. When you activate it it will either have 2, 3 or 4 red candles fully completed.
There are essentially 5 candles on the top side and then 4 more on the other 3 sides for a total of 16 candles like so. As you progress the spawn each side will spawn another set of creatures until all red candles are lit and then the champ is summoned.
Now for the question:
When you pop the spawn with 2 candles (minimum) the spawn will 'upgrade' after each full side is completed. So on each 'turn' you get a new set of monster.
However, if you pop it with 3 candles, the spawn increments after you've turned the corner by 1. IF you pop with 4 - it increments after you have turned the corner by 2.
IS THIS AS DESIGNED?
Essentially popping with a 4 candle is only better than a 2 candle in that the final side only requires 2 more candles to get the camp vs needing the full 4. However, the last stage of the champ is the easiest to move the candles since only a couple kills are needed per white.
It would seem that every time you turned the corner it should be static in turning the spawn. A 4 candle would mean the lower level would go faster and thus save the aggrevation of the lowest spawn level. In addition it would make the spawn jumps consistent by always turning on the corners.
It seems as tho the code allows for a random 2-4 candle at the start but then always counts by 4 to increment the spawn instead of hard coding the corner of the spawn alter to make the jump regardless of how many were placed to start.
I just want to know if this is actually intended and if so - considering changing it to the later. Eliminating 2 candles on the first level is way better than 2 on the last level. The last level goes super quick and it is irrelevant usually.