PVE Discussion?
As much as I love this post: viewtopic.php?f=6&t=5304&hilit=pve+guide it lacks in certain areas about what PVE has become.
Does anyone wanna discuss/compile PVE information?
PVE:
Bracketing - Brackets are determined either by: Your first completed MATCH or when you enter a time slot. Most brackets support 1,000 players. You are automatically entered into subevents if the overall event is time-slotted.
More Details: The former isn’t really seen all that much now that we’re in the day and age of time slots, but is still active on things like The Gauntlet. Bracketing is important because it determines who you’ll be facing(hint: If you see their name on the forums or from a kick-butt guild, you probably don’t want to face them). Since there are usually only 1,000 people per bracket, this means multiple brackets can form, even in the same time slot. Bracketing really determines how hard you have to work to place. Alliance ranks are NOT bracketed. Some folks on the forums try to organize threads based on whether brackets are filled or not, but with all the different time slots this can be difficult.
My recommendation: Don’t enter a time-slot right away because you’ll be entered into a bracket that more often than not will have the most hardcore players looking to have the biggest score. Also, it doesn’t make sense to enter an event prior to it being open - there’s no advantage in that at all. Pick a bracket where you know you can play the end-times, this is the most important part. Check the forums if you have to. I personally will enter whenever I'm able to start playing, but if you wanted to wait 4-12 hours to enter into a fresh bracket consistently I could see that working.
Side Notes: Sometimes you can gamble with bracketing and enter an event ‘late’(how late is up to you) in order to place ‘easily’. That being said you could just as easily stumble upon a well-established bracket and screw yourself over.
Scaling - We don’t know the exact details of scaling, but basically, there’s community and personal scaling. A node’s difficulty will go up or down based on how the community is faring in it(down if its too hard and everyone’s losing, up if people are consistently winning). Personal scaling, however, isn’t as straightforward - from what we know, it deals with “how much health your characters lose”(quoted from the devs; healing characters such as Daken/wolvy are an exception from this), whether you win/lose the match, and POSSIBLY your roster’s levels(including buffs).
More details: Community scaling can make a node very hard later on, so sometimes folks will grind a node early to do it before it gets more ridiculous. You can ‘tank’ nodes(purposely lose) to try and get them to de-level, but that may not work. Some events(mostly older **** events) have ridiculous scaling.
My recommendation: Keeping your roster near the same level(in my experience) will help it deal with ‘personal scaling’ and so that you aren’t marooned when your powered-up characters aren’t cutting it. Don’t kill yourself on nodes you know are too hard, chances are they are ‘too hard’ for others as well. Do what you can.
Tanking - The act of losing on a node to try and keep your scaling down. I don’t have health packs to waste on trying this out so I avoid it.
My recommendation: I’ve never really tried this, and if a node is actually ‘too hard’, chances are the community isn’t doing it, or community scaling will bring the node back down again. In short, I don’t really do this.
Grinding: The act of doing a node(fight) until it is worth virtually no(1) point(s). This is necessary to place well. This is typically done at the end of a sub/event to maximize points and rubberbanding.
My recommendation: Don’t grind unless you know you won’t be able to play later, you’re missing out on points. Focus on doing each refresh if possible..
On 8-hour refreshes:
viewtopic.php?f=6&t=23273
Does anyone wanna discuss/compile PVE information?
PVE:
Bracketing - Brackets are determined either by: Your first completed MATCH or when you enter a time slot. Most brackets support 1,000 players. You are automatically entered into subevents if the overall event is time-slotted.
More Details: The former isn’t really seen all that much now that we’re in the day and age of time slots, but is still active on things like The Gauntlet. Bracketing is important because it determines who you’ll be facing(hint: If you see their name on the forums or from a kick-butt guild, you probably don’t want to face them). Since there are usually only 1,000 people per bracket, this means multiple brackets can form, even in the same time slot. Bracketing really determines how hard you have to work to place. Alliance ranks are NOT bracketed. Some folks on the forums try to organize threads based on whether brackets are filled or not, but with all the different time slots this can be difficult.
My recommendation: Don’t enter a time-slot right away because you’ll be entered into a bracket that more often than not will have the most hardcore players looking to have the biggest score. Also, it doesn’t make sense to enter an event prior to it being open - there’s no advantage in that at all. Pick a bracket where you know you can play the end-times, this is the most important part. Check the forums if you have to. I personally will enter whenever I'm able to start playing, but if you wanted to wait 4-12 hours to enter into a fresh bracket consistently I could see that working.
Side Notes: Sometimes you can gamble with bracketing and enter an event ‘late’(how late is up to you) in order to place ‘easily’. That being said you could just as easily stumble upon a well-established bracket and screw yourself over.
Scaling - We don’t know the exact details of scaling, but basically, there’s community and personal scaling. A node’s difficulty will go up or down based on how the community is faring in it(down if its too hard and everyone’s losing, up if people are consistently winning). Personal scaling, however, isn’t as straightforward - from what we know, it deals with “how much health your characters lose”(quoted from the devs; healing characters such as Daken/wolvy are an exception from this), whether you win/lose the match, and POSSIBLY your roster’s levels(including buffs).
More details: Community scaling can make a node very hard later on, so sometimes folks will grind a node early to do it before it gets more ridiculous. You can ‘tank’ nodes(purposely lose) to try and get them to de-level, but that may not work. Some events(mostly older **** events) have ridiculous scaling.
My recommendation: Keeping your roster near the same level(in my experience) will help it deal with ‘personal scaling’ and so that you aren’t marooned when your powered-up characters aren’t cutting it. Don’t kill yourself on nodes you know are too hard, chances are they are ‘too hard’ for others as well. Do what you can.
Tanking - The act of losing on a node to try and keep your scaling down. I don’t have health packs to waste on trying this out so I avoid it.
My recommendation: I’ve never really tried this, and if a node is actually ‘too hard’, chances are the community isn’t doing it, or community scaling will bring the node back down again. In short, I don’t really do this.
Grinding: The act of doing a node(fight) until it is worth virtually no(1) point(s). This is necessary to place well. This is typically done at the end of a sub/event to maximize points and rubberbanding.
My recommendation: Don’t grind unless you know you won’t be able to play later, you’re missing out on points. Focus on doing each refresh if possible..
On 8-hour refreshes:
viewtopic.php?f=6&t=23273
Jamie Madrox wrote:I'm first in my main and this is how I've been doing it:
- Open subs
- Clear hard sub. Do highest essential then lowest. Then rest in order.
- Do above for easy sub.
- At refresh clear hard sub from highest point node to lowest.
- Do above for easy sub
- At 2 hours to end of subs clear hard sub nodes for one hour always doing the highest value node at the time.
- At 1 hour to end do the same with the easy sub.
- As needed switch back to the hard sub to clear nodes and maintain t2
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