Phantron wrote: I mean, you're suggesting say a typical level 100 roster fighting say 120 enemies take 4000 damage which is 50% of their total HP, and then somehow when you move that to a 166/270 mix roster fighting level 300 guys, we somehow takes less damage both absolutely and as a % of our character's total HP?
Phantron wrote: The maxed roster takes both more absolute damage and more % damage because level 300 versus 166/270 is a lot harder than level 120 versus 100. If damage taken actually dialed back scaling it'd take no time at all for all our scaling to unwind without even trying.
Phantron wrote: [playing poorly and taking damage] does used to work, which made manipulating scaling trivial.
Phantron wrote: Programatically, it's practically impossible for to discern the difference between just playing badly or purposely playing badly and the devs wisely stopped rewarding people for playing badly via losing a lot of health.
Phantron wrote: You don't need a lot of help taking a lot of damage when a villian/goon combo can do a 1K match 4 and a Chemical Reaction can hit you for 5K+. If taking damage beats scaling, Ares/Daken/Juggernaut would easily keep anyone's scaling in check.
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.
Phantron wrote: 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. It seems to me at some point there's this 'just keep increasing levels' mode activated for all the high point nodes. Back in the older days you can see a node in a heroic that's say Daken + goon + goon or The Hood + Muscle + Juggernaut fluctuate going up and down and it's not hard to imagine that people are having varying success beating this, but at some point it'll just keep on go up and I doubt this is because people suddenly put on their hardcore hats and start beating it easily. It feels like community scaling is some kind of lever but at some point it's just taped to the 'up' direction for the rest of the sub, and given we've mostly 24H subs now, I wouldn't be surprised if it's just permanently taped to the 'up' direction. Now there's still an issue of how fast it is going up and that does matter, but I haven't seen a hard difficulty node go down at all in a very long time.
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.
Phantron wrote: Damage taken is an irrelevent portion of scaling. It may have been at one point it is no longer so
Phantron wrote: I don't expect the scaling to be lowered, but if it can be lowered, what would it have taken?
Phantron wrote: Can someone care to explain to me how taking a total of 36K damage and using 3 health pack is not enough to lower scaling? I don't expect the scaling to be lowered, but if it can be lowered, what would it have taken?
Nereb wrote: So if I win hard nodes, my personal scaling increases things. And if I lose, the community scaling keeps the node artificially difficult through no real fault of my own? Seriously considering taking my money elsewhere...
Bowgentle wrote: At this point, the only fair thing to do is a complete reset of scaling for everyone. Most of us got our scaling sky-high in the days of Patchneto/Sexgoddess, and it's clear it will _never_ go down to a reasonable level again, unless we stop playing for a few months. So reset everyone, turn scaling off for an event, and let everyone use the lower level chars, which, in theory, should keep scaling in check. Or jack up scaling for people who use their Hulkbusters etc.Of course, it would be preferable to go back to the system before scaling - nodes with (fixed!) high levels that requires high leveled characters. But since apparently it's unthinkable to lock people out from high level content (which is what 95% of other games out there are doing), this is never going to happen.