Phantron wrote: The_Valeyard wrote: I've used on impossible da nodes at most once per a pve. It's just too slow to use on any regular basis. I can complete at least two nodes in the time it takes to do one like this. I continue to say the solution is easy. Make mq ' s blue ability purple and vice versa. There is precedence for purple changing tiles and blue stunning. Sure, that solution works, until the next time someone gets the great idea of making some color able to change tiles into purple. I'm not fundamentally opposed to powers like Polarity Shift, but MPQ lacks the discipline to make such a skill work overall. When I read this interview they always sound like: "We thought it'd be cool if you can do X" and one day someone is going to think it'd be cool to have green generate yellow AP and forget that Thunder Strike exists, because green generating yellow AP sounds cool! Balance is not about cool stuff. If you want colored AP generation abilities you got to be absolutely certain it cannot loop into itself, so for example green cannot generated targeted yellow due to Thunder Strike, and there's nothing cool about that, but it's something you always have to remember to not screw the game up. For that matter, green cannot generated targeted purple either due to Deceptive Tactics. I have no reason to believe D3 is ever going to be rigorous enough to adhere to rules like 'only purple can change color', since that's not even true now.
The_Valeyard wrote: I've used on impossible da nodes at most once per a pve. It's just too slow to use on any regular basis. I can complete at least two nodes in the time it takes to do one like this. I continue to say the solution is easy. Make mq ' s blue ability purple and vice versa. There is precedence for purple changing tiles and blue stunning.
ark123 wrote: I debated if I should post here. Mainly because of a "they're going to take my toys away" mentality. But the truth is that scaling in this game is badly broken, and it's not broken in a way that everyone ends up in the same boat. We shouldn't have to resort to exploiting badly designed abilities (from an interaction standpoint) to stay competitive. Yeah I use this combo all the time. I use it with hood on nodes that don't have quick abilities like daken. I use it with blade or grocket to tank in nodes where I need someone to tank because of quick abilities - ares, daken. I use it with BP for speed on goons, with xforce for nodes with only one hero I have to kill fast. I use it with Cage on ridiculously scaled nodes so match damage doesn't hurt my supports too much. Honestly, it's one of the two ways I can possibly keep up in pve. The other one can be summed up in one word. Goddess. Is it too good? Yeah, probably. The thing is, mnmags has the same problem old Cmags had, but to a lesser extent - placing several tiles is just way too good, and it can't be fixed. If you made it random, it would have to be like double the amount of tiles (if you want the ability to continue being good), and that solution generates other problems. GSBW doesn't suffer from the same issues because her tile placer is more expensive - abilities that cost 10 or more are usually more than another turn away, so the consistency suffers. Also you can't channel green into abilities that loop back into purple. And a bunch of high damage skills hit before 11ap. The worst part is that people who use the combo enough start getting good at it. And trust me, there is such a thing. You get to a point where you're designing multiple criticals in other colors even if you're not critting on blue, which is why I love hood with the pair - collect red and use hood black to accelerate a 3k hit plus a bunch of ap. So not only is the combo probably too good, if you're good at seeing patterns, you can do some pretty diabolical things with the handful of blue tiles you're given. But eventually it gets old. You get the hang of it and it becomes brainless. Design a big blue critical, infiltration, infiltration, master stroke, master stroke, repeat. And the thing is, if you don't do it, the guys with all lvl 94-110 fully covered 3*s are the only ones that can compete for covers you might actually need - just scan every player in the top pve guilds. So I'd say it eventually does need to be fixed, but before that's done, we need a solution for the way scaling works in pve. If we're all going to hit every node 6 times with a few hours to go on the subs, it's not really fair if anyone with 166s needs to boost color and all to have a shot.
ark123 wrote: So I'd say it eventually does need to be fixed, but before that's done, we need a solution for the way scaling works in pve. If we're all going to hit every node 6 times with a few hours to go on the subs, it's not really fair if anyone with 166s needs to boost color and all to have a shot.
Phantron wrote: The enemies are overscaled because people can win in various ways. If nobody can beat a node, the community scaling does seem to work in the opposite direction too if enough people wiped out on something (see Simulator normal, for some inexplicably reason always goes down over time).
ark123 wrote: Phantron wrote: The enemies are overscaled because people can win in various ways. If nobody can beat a node, the community scaling does seem to work in the opposite direction too if enough people wiped out on something (see Simulator normal, for some inexplicably reason always goes down over time). We don't know how scaling works. We have theories with a bunch of exceptions, but when something like the hard sub in Prodigal comes around we all just throw our hands in the air and say "who knows why these start at lvl300 for some people". What I do know is that there was a point where I had patch as my sole 166 and my scaling was hilarious. I had every 2* maxed and my nodes were all around lvl30-40. Ask my guildies, I went on a tear and got either 1st or 2nd in a bunch of pves one after the other. Then it started getting harder and harder, and now that I have a viable goddess, I have to resort to this combo to do some nodes. It seems like it happened all of the sudden, with no warning, and I've no idea how to make it go down - some people say that the only way is to not play, but I've been running some experiments on my alt account on steam, and skipping 4 pves in a row (and even losing on purpose to initial nodes a bunch of times) hasn't impacted the average level of the nodes in a significant way.