Phantron wrote: That'd work if Heroic Oscorp lasted a month instead of 5 days. Otherwise the result is that most people never get anywhere close to the PvE progression rewards. Did anyone posting on the forum even got to the halfway point to the Wolverine X-Force covers (25K)? I hit 15K and that was helped by a rather drastic reduction in difficulty on the last day. I think it might work if you have like paid PvE progression like paid $5 to unlock Heroic Oscorp that you can complete at your own leisure (and the mission rewards reset every 3 days or whatever), though if they're good at coming up with PvE content in general this wouldn't be needed anyway. Doing something like Heroic Oscorp should be considered a matter of desperation, not a model of something you want to do every day.
IceIX wrote: walkyourpath wrote: Levels scaling some, but only a small gradient (Thugs in first easy node began at 25, are now at 30). Not sure if scaling is per node or cumulative yet. Cumulative. Although with a much better gradient and something that we looked up called a "ceiling". Progression rewards were tuned to be more in line with what harder core players are capable of earning. We went a bit too far last time around on them. Although there were people that got them all, it wasn't as many as we would have liked.
walkyourpath wrote: Levels scaling some, but only a small gradient (Thugs in first easy node began at 25, are now at 30). Not sure if scaling is per node or cumulative yet.
kensterr wrote: Let's cut to the chase. The game doesn't reward those who grind or spend time with missions. It rewards those with 5 blue Spidey.
LoreNYC wrote: It's really simple Jozier. Make it a pve reward system instead of a pvp reward system. Progression but not ranking. No rubberbandinding. No scaling up to 230 half way into the event New people shouldn't be able to get the best reward right off the bat with a higher success rate than established players who have put in time doing all the prior content. Start with easy enemies, sure, and each reset make them harder. But no one should get screwed out of an event because by the time they get back from work the community scaled them through the roof. The vast majority of the people playing this prefer something to play on their time rather than when someone halfway around the world might kick off the start. This event granted started out better than the last two so we can give it a chance but it's not enjoyable when luck has more of an impact than strategy. Atleast we can kill normal and heroics this time around for atleast part of the event
Dragon_Nexus wrote: Isn't there a way to work it on a player-by-player basis? Some way of increasing the challenge for the individual to match their own skill set? I mean I cannot beat level 230 guys at all because I have nothing to stun lock them with (and surely the idea of this game is to try out many combinations and see which work for you. Not maxing out stun lock characters to prevent the opposition from having a move at all as the one and only strategy?).
Dragon_Nexus wrote: There's got to be some kind of happy medium between "play the events over and over again, grinding for points every 8 hours" and "Play for a bit carefully, hoping not to play too much or every enemy will be bumped up to 230 and you won't be able to continue". Isn't there a way to work it on a player-by-player basis? Some way of increasing the challenge for the individual to match their own skill set? I mean I cannot beat level 230 guys at all because I have nothing to stun lock them with (and surely the idea of this game is to try out many combinations and see which work for you. Not maxing out stun lock characters to prevent the opposition from having a move at all as the one and only strategy?). It's not so much the "missing out" idea, it's more than I'm kind of excluded. Is the aim of the game to include as many players as possible into the event to keep it competitive, so everyone from a fairly low ranked team to the guy with the *** team can compete in this PvE? If that's the case there should be a way of scaling challenge for each player set. The game will always favour the hardcore over the casual, that's just the nature of things. It's a time sink kinda game. But I'm a guy with the time to spend and no characters able to put up a fight. If the 5000 ISO fight wasn't the Wolvies at 230, but maybe at 180, maybe I could beat them. It would be difficult, but with the right combination I could manage it. But 230? It just isn't going to happen. It goes beyond challenge and enters the realm of impossible. So...some kind of middle ground would be nice. Some way of keeping things competitive without the game inturpretting my success as a cue to ramp the challenge up to impossible levels and never bring it back down again.
Puritas wrote: You mean like... scaling? They're still tuning it. Also if **** wolvie is at 230, you grinded lower levels too much. I beat him at 179, and he's still sub-200 for me. Just wait and his level'll drop..
Veracity wrote: Spider-Man makes everything easier because he's broken, this is acknowledged and long known to be queued for fixing. Don't give too much credence to people claiming he's required, though. People have been calling 230/240 missions "impossible" without him at least since Hunt: Ares, and it's usually not true. He was buffed but not even necessarily that helpful in TaT if you had a moderately leveled Patch, since he slowed you down, and hasn't yet been necessary in this, arguably excepting the challenge mission. He's just the easiest way to shut down anything, buffed or not, so obviously a lot of people use him for everything. What is true, and has been true for every event, is that if you haven't leveled buffed characters or some of the staple crutches (which also include OBW/Hood suppression, maybe Patch & Loki paired, IM40 on battery duty, Punisher for his red), you're not going to do very well.
gobstopper wrote: Does fighting in easy mode affect enemy levels in hard mode?
kensterr wrote: What is a good combination to go against level 130++ Doom/Hood/Magneto?
Bacon Pants wrote: gobstopper wrote: Does fighting in easy mode affect enemy levels in hard mode? They are separate entities.
DaveyPitch wrote: Bacon Pants wrote: gobstopper wrote: Does fighting in easy mode affect enemy levels in hard mode? They are separate entities. That's not how I understand it. Scaling in one sub-event affects the scaling in the other sub-event according to Demiurge_Will. For me the biggest problem with scaling is the community scaling. Why should the fact other people are doing well on their game affect the levels of enemies I see? What if I'm ill, or on holiday for a few days and can't play? How is it fair that I'm being penalised for not playing? I understand the idea behind it, that if I start later I'm getting more points due to rubberbanding, so the community scaling is meant to counteract that. It just strikes me as unfair though, especially if you've not even started your run yet. How about this as an idea - on your first run through each sub-event, all enemies levels and points are preset and unaffected by community scaling. That way, you can start late and rubberbanding and scaling doesn't affect you, giving you the same chance as anyone to beat all the fights and get the rewards for it. After you beat each node, it then becomes affected by the rubberbanding and scaling. People will still moan about it, but at least you're not potentially locking out latecomers from even enjoying a first run through the missions, especially when there is so much ISO on offer that would no doubt help most players immensely.