Will Scaling be ever fixed ?

Hi IceIX,

From what I read here and there, scaling is based on the roster's size and lvl of characters. Please correct me if I'm wrong or if this has changed.

My roster is quite big (29 maxed 3*, the 3 4* maxed also), and all of the 1* and 2*.

Since Patchneto has disappeared, fighting in PvE has become more and more difficult. Scaling hasn't changed much though.

The 3rd sub of the Gauntlet was impossible for me, and spending tons of Health Packs should not be a solution since it would only mean that I could win thanks to good cascades o better boards (then bad scaling would not require skills anymore, but just luck).

Now, same thing with Prodigal Sun : scaling goes higher if I win, but not lower if I lose (and I lost quite many times since the beginning).

I am REALLY annoyed to see guys that probably joined the game a few weeks ago being on Top of my bracket with scores I will never be able to beat, even if I was able to play each node every 2.5 hours.

I've spent countless hours on the game to build my roster (3.7 million ISO won requires quite some time, right ?) and spent quite a large amount of money too. The result of this dedication should not be that I can't play the game anymore.

What are your plans to cap Scaling and make the PvEs playable ?

Thank you very much for your answer.

Comments

  • I don't think the nodes go up considerably anymore as a function of winning unless you hit a range where you can afford to skip a day and still keep a reward tier. I don't find the levels out of whack relative to previous events. I do find the amount of repetition needed due to greatly decreased rubberband is not giving me any motivation whatsoever to play. I can beat these nodes still and I can still handle the scaling, but I have better things to do than doing this for 12 cycles in a row so I might as well not bother because rubberband is too weak. I did 2 cycles right when Prodigal Sun started, and playing now I'm at #330 and it's not an amount I can possibly make up, and on top of that the nodes are still level 200-250 or so, which is something I can handle but not comfortably, so why on earth should I subject myself to these nodes when I can't possibly catch up?
  • hex706f726368
    hex706f726368 Posts: 421 Mover and Shaker
    i agree with phantron here, the current structure is ridiculous and discouraging to play.
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    I have your answer right here -

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  • I've been thinking about the recent changes and it's quite noticeable that I am not getting as far as I used to, and while I'm not going to say nobody could possibly play more than me in this game since I indeed did cut back playing considerably, there's still nothing similar to how the game plays prior to the extra tight rubberband. I also don't believe it was only a case of rubberbanding magic that kept me at the top of PvE all this time because that'd imply none of the 999 other guys in my bracket have any idea how it works, not to mention I didn't do anything particularly tricky. So I started thinking about how Gauntlet turned out, and I realized that scaling was NEVER fair. People with strong rosters, especially if you've a high level 4*, are always at a significant disadvantage at the start of any PvE event. This is why you always see the random weak roster coming out of nowhere early on and easily taking the lead. This isn't because all the max rosters are all super lazy and trying rubberbanding trickery, but that your max roster faces pretty decent initial scaling so you can't grind it as much as a person with weak roster and easy scaling. Now, throughout the event, community scaling eventually catches up to everyone. In the most extreme cases, if your scaling is at 395 then it can't possibly go up so it's got to get worse for everyone else relatively speaking because your missions cannot possibly get any harder. This, combined with a strong rubberband, allows people with strong rosters to make a comeback toward the end of the event. Note that this doesn't mean it's easier for a max roster to fight level 250 or 395 compared to whatever the weaker roster face. It's just that by the end of the event even the weak roster faces at least somewhat challenging enemies due to community scaling. You still have to come up with the wins against the super high level guys, but at least at this point you know nobody else is getting a free ride either.

    However, after the changes to the rubberbanding this is no longer true. The level still scale up the same way, but the points are much less such that even if a weak roster burns out at the end, he'd still have enough of a lead over the max roster. Now you can just grind too, but remember your nodes start out in the level 200+ range for a max roster which is much harder to grind. It can be done because there's no shortage of max rosters at the top, but doing that is similar to the XMen version of PvE. You really don't have much reason to grind so hard if you're already facing 200+ enemies at start because that implies your roster is quite complete so the only reason you'd do it is only for the sake of competing. Now competing is all good in itself but just like most people can't possibly play like XMen in PvP this is also true in PvE. The PvE scaling consistently gives way too much advantage to the weak roster in terms of enemy faced, and it's only a strong rubberband that allows the strong rosters to make a comeback toward the end.