Phantron wrote: I don't think scaling has factored how much damage you've taken for a long time.
Linkster79 wrote: So to sum up. Level characters as much as you want to, just don't use them efficiently. Is this right? I absolutely refuse to believe that any game developer would come up with a system that punishes efficient use.
Drummerboycroy wrote: I'm really confused about what "scaling" actually is, or maybe just the semantics involved. If I, a user with nothing above 94 (2*s) and zero 3*s with anything approaching usability (6 covers on Hood, everyone else mostly between 1-3 covers, max level 55-ish), make my first clear attempt on a level marked "easy," how am I possibly facing 150+ Ares, Ms, etc.? I could almost understand it if it were goons (almost), but a 94 player taking on a 150+ Ares? "Easy?" DBC
mr_X wrote: Just" tried" tanking Anderson bio technic 4 to see if my scaling dropped. (OK maybe tried is not right the right term as all 4 efforts were serious attempts resulting in downed teams at the hand's of Ares onslaught.) and the scaling has remained steady at 185. For me the scaling only seems to go up but never down
fmftint wrote: Drummerboycroy wrote: I'm really confused about what "scaling" actually is, or maybe just the semantics involved. If I, a user with nothing above 94 (2*s) and zero 3*s with anything approaching usability (6 covers on Hood, everyone else mostly between 1-3 covers, max level 55-ish), make my first clear attempt on a level marked "easy," how am I possibly facing 150+ Ares, Ms, etc.? I could almost understand it if it were goons (almost), but a 94 player taking on a 150+ Ares? "Easy?" DBC because your weekly featured 94s are boosted to 150 and your level 70 HB is boosted 90 levels to 160, your T3/4 average for the event has gone up significantly higher than 94
simonsez wrote: GothicKratos wrote: Rubberbanding should come back. We have 8 hour refreshes now. If someone can't find the time to play once every 8 hours, we don't need to help them catch up when they finally decide to play.
GothicKratos wrote: Rubberbanding should come back.
ArkPrime wrote: There was one 270 character in my entire top10 in the HB pve. The vast majority of players in every top5 pve alliances have low level max cover rosters, and they do well every single event, so please don't tell me they're all taking 25 minutes to clear a node, and don't tell me average roster level doesn't matter. Clearly keeping your roster at a low level has a significant effect on scaling. As it stands I have to go into the final grind with at least 6h on the clock if I want to compete, do nothing else while I'm grinding the nodes, and I still fall out of top competition because there is always someone who can start the final grind with 2-3h on the clock, so they have a higher amount of possible points available to them. I am hard locked out of competition, and it's been making playing the events a real slog, and unfortunately, since they only release characters in those, an obligatory one.
d0nk3y wrote: simonsez wrote: GothicKratos wrote: Rubberbanding should come back. We have 8 hour refreshes now. If someone can't find the time to play once every 8 hours, we don't need to help them catch up when they finally decide to play. Rubberbanding isn't gone... when I did EotS, my wave nodes that started at 2900 on first run were rewarding 4000+ points during my final grinds.
There have been two significant changes in the last week: with the drop of the R75 patch, I brought all of my underleveled 3*s up to 120 or greater. I believe this is also the first full PvE to have the weekly boosted characters. One or both of these two factors has seriously impacted scaling, and not in a good way.
Vynyv wrote: Phantron wrote: I don't think scaling has factored how much damage you've taken for a long time. Please stop suggesting this as it contributes to the confusion around PvE scaling. Experiments clearly show that damage taken is one of the primary factors for determining personal scaling. When you see a node jump up in level due to personal scaling—which is distinguishable from community scaling due to its much larger increments—you can always reverse the level increase with a sufficient amount of tanking, and the effectiveness of that tanking is directly proportional to the amount of health you lose in battle (health loss due to retreats have no effect). It is as if there is a "health debt" you have to pay in proportion to enemy levels in order to keep scaling in check. Statistics are hard to accumulate because every node has a different amount of scaling, and there may well be factors other than health loss at play. The last time I experimented with enemies in the level 100–150 range however, I had to take roughly 10 damage per total enemy level in order to freeze personal scaling for nodes that seemed to have moderate amounts of scaling, and as high as 20 damage per total enemy level for those with extra deadly scaling.
mr_X wrote: There have been two significant changes in the last week: with the drop of the R75 patch, I brought all of my underleveled 3*s up to 120 or greater. I believe this is also the first full PvE to have the weekly boosted characters. One or both of these two factors has seriously impacted scaling, and not in a good way. That is my concern. I have a roster of 41 and have quite a few underleveled 3 stars which I would like to upgrade for dual usage in pve/pvp but I am worried it will break pve. I finally started beating Anderson 5 ( bullseye, criterion and Aries team) again using the hood and Obw. Levels were 190 so levelling up your 3 stars seems to have really pushed your scaling up to crazy levels.
mr_X wrote: Interesting thread. It would be great if the mystery of scaling can be finally and conclusively unlocked. In the three transition phase so still rely on maxed two stars but have about 3 or 4 characters that I could level up to 150, but have not because I fear my scaling will go through the roof and make pve unplayable. The downside is I am weaker in PvP than I could be. Just" tried" tanking Anderson bio technic 4 to see if my scaling dropped. (OK maybe tried is not right the right term as all 4 efforts were serious attempts resulting in downed teams at the hand's of Ares onslaught.) and the scaling has remained steady at 185. For me the scaling only seems to go up but never down
Pylgrim wrote: It never goes down. Community scaling makes sure of that. In fact, community scaling may be the number 1 element that factors in absurdly scaled nodes.
d0nk3y wrote: Pylgrim wrote: It never goes down. Community scaling makes sure of that. In fact, community scaling may be the number 1 element that factors in absurdly scaled nodes. I'm not certain this is correct - I don't remember which PvE it was, but a few events back one of the final nodes was one with 3 goons. I was able to beat it pretty easily and it scaled up to Deadly at level 296. For giggles I checked it a few minutes later and it was back down to Hard at level 267. It did this scale up / scale down dance a few more times before the event ended.
ArkPrime wrote: I like how many people claim certain things obviously affect scaling. Tell you what, if you're so sure, obviously you can affect your scaling by manipulating the variables you know for sure are in effect, right? Show me a maxed roster getting maxed scaling and then you lowering that scaling on purpose. Because so far all I've seen is talk, no experiments.
StevO-J wrote: When you say scaling only goes up do you mean to say that it goes up for all nodes, or just for the more difficult ones? In any PVE there are usually a few trivial/easy nodes and a few normal/hard (and sometimes deadly) nodes in my experience. And then there are the essential nodes which are mostly rated easy/normal for me when a sub starts. Normally for me the easier nodes tend to scale down during the event, while the harder and the essetial nodes do indeed only scale up. Maybe this is an effect caused by not having any maxed out characters or something like that, was just wondering if I'm understanding you correctly.